EvaUnit02 on 9/4/2009 at 03:25
Having a female protagonist in a mini-skirt still doesn't change the fact that Extraction is a frigging rail shooter for Wii.
Apparently this spin-off is supposed to be as long as the original game. I can imagine the monotony really settling after a while in a 12+ hour rail shooter.
Mercurius on 9/4/2009 at 03:31
Quote Posted by EvaUnit02
Having a female protagonist in a mini-skirt still doesn't change the fact that Extraction is a frigging rail shooter for Wii.
Apparently this spin-off is supposed to be as long as the original game. I can imagine the monotony really settling after a while in a 12+ hour rail shooter.
Of course not, it just means that's going to be a monotonous
6+ hours of spunky quips and attitude.
EvaUnit02 on 20/4/2009 at 11:59
The ambient sound design in this game is fantastic. Mothra is an idiot, who doesn't understand the concept of creating a tense atmosphere, where the player has a constant sense of uneasiness.
Bjossi on 20/4/2009 at 12:43
Quote Posted by Mercurius
Forget the level 7 military suit. Ain't got nothing on nylon skirts.
I find it difficult to understand the reasoning behind that, why will the protagonist not be protected at all? She will be
very vulnerable to necromorph attacks as well as the organic mess that follows (remember chapter 6, Isaac wouldn't have survived without his suit).
The only thing I can think of is that the expansion is meant to be a joke. Well, either that or the new protagonist will find a protective suit early into the campaign.
mothra on 20/4/2009 at 12:57
Quote Posted by EvaUnit02
The ambient sound design in this game is fantastic. Mothra is an idiot, who doesn't understand the concept of creating a tense atmosphere, where the player has a constant sense of uneasiness.
i would say you are too easily impressed by random stuff without any direction or pacing. the oooooh-aaaaah-trumpet-sounds with distortion TELLIN' you to jump right now please, would you PLEASE....come on !!!! feel uneasy...or I won't stop the crescendo, i j-u-s-t w-o-n-t stop. or let's just circle some sounds around your head so you feel uneasy. it's just so lame imo and didn't work in any way than just to annoy me constantly. there's no subtle in dead space, just sledgehammer.
but it didn't make the game so worse for me to stop playing so I won't give it too much thought. the main feature: space, gory monsters and "diverse" weaponry they did well enough. I was ready for a stupid story and bad soundtrack so I wasn't so turned off when I got that.
june gloom on 20/4/2009 at 17:04
MOTHRA'D
thefonz on 20/4/2009 at 20:16
Holy fucking shit.
The Morgue was just played through in the dark. Guess I aint sleeping tonight...
This is possibly the most fucked up game I've ever played...and...i'm loving every second of it. This is only chapter 2!
Bjossi on 20/4/2009 at 20:25
You have a lot of twisted chapters ahead. If you thought ch. 2 was fucked up, just wait until you reach ch. 5. :cool:
Sulphur on 20/4/2009 at 20:57
Quote Posted by mothra
i would say you are too easily impressed by random stuff without any direction or pacing. the oooooh-aaaaah-trumpet-sounds with distortion TELLIN' you to jump right now please, would you PLEASE....come on !!!! feel uneasy...or I won't stop the crescendo, i j-u-s-t w-o-n-t stop. or let's just circle some sounds around your head so you feel uneasy. it's just so lame imo and didn't work in any way than just to annoy me constantly. there's no subtle in dead space, just sledgehammer.
but it didn't make the game so worse for me to stop playing so I won't give it too much thought. the main feature: space, gory monsters and "diverse" weaponry they did well enough. I was ready for a stupid story and bad soundtrack so I wasn't so turned off when I got that.
I never had the game overdo the crescendoes more than three times through my playthrough, and they were almost never random.
And I didn't mind the random "oooh-aaah-trumpet-sounds with distortion", because a) like I said, they were almost never that random, and b) unlike yourself, I can recognise and appreciate where the game's influences lie. (HINT: Jerry Goldsmith and Eliot Goldenthal)
As for the rest of your beef with the sound design, I may have thought the same as you did in the beginning of the game, but no, it actually is quite impressive and is certainly not only "circling random sounds around your head", and focusing on this is a wonderful way to ignore everything right the game does with its positional audio.
Also, why is it that your posts have a tendency to be God-damn
annoying whinefests. Jesus.
mothra on 20/4/2009 at 22:10
some ppl can't accept other's opinion. if I felt that way I just did feel that way. no overacting here. but like I said, I have a love-hate relationship with the game and the love overcame the hate (besides I learned how to mute/subdue the sledgehammer sounds). and the composers you mentioned are very good but would have not been my choice/inspiration for this. I would have picked kenji kawai. the positional audio for monsters that you do encounter are exceptionally well made but during the 2nd replay the ones that do not (appear) and are just there for "tension and confusion" are not. especially if you know beforehand: ok, this will trigger this, that will trigger that, just get over the marker (pun) and you're done with it, move on to the good stuff like slicing off limbs and throwing them back to impale their former master :ebil: