Dead Space
Early example of the game's "Intensity Director" !!!
So I just started the game yesterday and in Chapter 1, in the "Hangar- Cargo-Tram Control" corridor- where you pick up stasis for the first time and after repairing the tram when I was coming back I was refilling on my stasis next to the malfunctioning door when I heard a baby crying and wailing. And I stopped and looked everywhere. After that I moved forward and heard another child laughter behind me and I turned around and there was a small doll lying on the floor a few feet ahead of me and that freaked me out, in a good way.

Did that happen with any of you on your playthroughs? I suspected this to be the game's feature of random events made to stress you out. However, I wanted to know whether this was indeed scripted or was random.
Отредактировано sunny29990; 29 янв. 2023 г. в 3:53
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Сообщения 115 из 16
The doll is always there. When you stomp on it, it starts crying. But it wasn't in the original.
Автор сообщения: _MaZ_TeR_
The doll is always there. When you stomp on it, it starts crying. But it wasn't in the original.

Oh, I don't remember stepping on it. Maybe I triggered it accidentally the first time.

But the second time I was clearly too far from it when I heard its laughter.
I noticed that some monsters don't always come from the same places, like in the quarantine event room, so camping is not an option sometimes. Also they definitely gotten smarter a bit from old game. No, they still will walk into the lightning streams from floor tiles, like dumdums, but some combat AI is better

Also, just to not be off topic - try reading what's written on the walls. Some of the things wasn't there in the original. Some are very creepy things.
Отредактировано Zy Soua; 29 янв. 2023 г. в 3:59
No, what the intensity director does is when you backtrack, randomly enemies will spawn.

Reload or die and attempt again, they might or might not be there. In fact, they might be a room or two further in the level. And in a different configuration.

It is just a small variation in a few key locations, other spawn are fixed.
Автор сообщения: Zy Soua
I noticed that some monsters don't always come from the same places, like in the quarantine event room, so camping is not an option sometimes. Also they definitely gotten smarter a bit from old game. No, they still will walk into the lightning streams from floor tiles, like dumdums, but some combat AI is better

Yes, I did notice that too. Played the original games a lot of times and almost remembered the monster spawns by heart but they changed them here and I really liked it. i was startled twice by uneven positioning in the first chapter inside the Maintenance Bay area.
Автор сообщения: Zyrconia
No, what the intensity director does is when you backtrack, randomly enemies will spawn.

Reload or die and attempt again, they might or might not be there. In fact, they might be a room or two further in the level. And in a different configuration.

It is just a small variation in a few key locations, other spawn are fixed.

That clears things up. I thought it also generated random psychological scares.
I've heard the babies crying too but not this doll incident. Intensity director may influence ambient noises but seems to be mostly visual effects and enemy spawns. I've seen groups of necromorphs try to jump me though when trying to backtrack. A hallway in medical suddenly became pitch black and foggy and around the corner was 3 leapers, 2 slashers and a lurker.
Автор сообщения: DanteBrane
I've heard the babies crying too but not this doll incident. Intensity director may influence ambient noises but seems to be mostly visual effects and enemy spawns. I've seen groups of necromorphs try to jump me though when trying to backtrack. A hallway in medical suddenly became pitch black and foggy and around the corner was 3 leapers, 2 slashers and a lurker.

That's a nice change. Imagine if they had psychological scare events as well, that would have been cool to experience.
The game certainly gets to you.

There have been a few cases where I know something is coming, I expect it, but nothing happens. Then I relax and BOOM!
Автор сообщения: Zyrconia
The game certainly gets to you.

There have been a few cases where I know something is coming, I expect it, but nothing happens. Then I relax and BOOM!

My thoughts exactly :)
I just found out that if you hang out near one of these baby dolls long enough it starts randomly making noises which is ultra creepy. And it looks like it makes them right when player is not looking at it also. So it makes it even more creepier
Отредактировано Zy Soua; 29 янв. 2023 г. в 8:57
Yeah, since at least twice the game scared the ♥♥♥♥ out of me with ambushes in thoroughly explored areas.

So yeah, while not the most complex feature, it is a welcome one and does what it is supposed to: add tension.

I like. The remake is really good!
Besides spawns, the only other "random" event I've seen so far were malfunctioning fans, but I'm still only in Chapter 2 ;-)
Автор сообщения: Zy Soua
I just found out that if you hang out near one of these baby dolls long enough it starts randomly making noises which is ultra creepy. And it looks like it makes them right when player is not looking at it also. So it makes it even more creepier

That's exactly what happened with me. As long as I was looking at it all was silence. When I started moving forward I started hearing a child laughter's behind me which was clearly coming from the doll. I wish the game has more of these psychological scare moments messing with Issac's sanity.
Автор сообщения: Zyrconia
Yeah, since at least twice the game scared the ♥♥♥♥ out of me with ambushes in thoroughly explored areas.

So yeah, while not the most complex feature, it is a welcome one and does what it is supposed to: add tension.

I like. The remake is really good!

Exactly. I love that this game keeps you more on your toes than the original one.
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Дата создания: 29 янв. 2023 г. в 3:51
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