Visceral "nerfed" tough Dead Space 2 levels
Initial concepts "harder, longer, more complicated".
Dead Space 2 developer Visceral Games toned down a number of the title's stages when playtesters struggled to progress through the game, according to one of its developers.
Speaking in a Q&A on EA's own site, as spotted by OXM, combat and control designer Brian Bartram suggested that early concepts for last year's survival horror sequel asked much more from the player than in the finished game.
"Oh, definitely. You should have seen some of the levels and puzzles in Dead Space 2," he said.
"Some players would love for us to have kept them harder, longer and more complicated. But when two or three people in a ten person playtesting session just can't get past it, we have to 'nerf' it. But that's just a playtesting example."
Bartram went on to explain that AAA game development is frequently a "benevolent struggle" between design and production.
"Design wants a giant game with all kinds of cool stuff in it. Production wants a game that will actually ship. When they compromise, things have to be cut away, reduced, and scoped down. But this process should ideally distill a game to its core - the real foundation of a game.
"For game mechanics, these become the known 'pillars' of the game - the three to five mechanics that will be used frequently and which are often mixed together to form the bulk of the game's experience."
Dead Space 3 is rumoured to currently be in development, with reports suggesting the game, or a significant portion of it, will be set on an ice planet.
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Comments (57) Latest comment 5 months ago
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I recently blasted through my second playthrough, loved almost every minute (except the freaking unkillable enemy in the end). Great game.
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Rather than easier/harder they should concentrate on making it scarier!
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There was one point towards the end where I'd managed to save my game with almost zero health and no shops/health packs in sight, and genuinely thought I'd have to start the game all the way over from scratch.
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I'd dispute that that's the case with Dark Souls. If you learn the subtle tells and take it measured and carefully, any death is pretty much your own fault.
I've played plenty of other games where, because the gameplay is linear, you've checkpointed, have virtually no health left, and the game simply spams so many enemies at you getting through is pure luck and no skill. You're stuffed, there's no way to rectify that situation (especially with games that only offer a single autosave system).
With Demon/Dark Souls, at least if you die, you have the potential to redeem that situation again, you're not going to get to the point where 2/3 people simply can't continue, because they have the ability to try again. You can wander off and do something else, then come back to the point you had trouble with later.
I can see why they had to nerf some of DS2. In the same situation, if you have a section where someone can't get past a particular point, you may as well throw the game away. Who wants to pay 35 quid for a game where they get a third of the way in, then can't play anymore?
I like the fact they added Hardcore mode. If you want to have a challenge, that's there for you. It doesn't ruin the rest of the game for you.
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If 25% of testers were failing this uber version, I expect 50%+ of consumers would have failed too. For the long term and broad commercial appeal of the series they need to keep it at a level where most can make good progress.
I'm glad games like Dark Souls exist but their appeal is that they are unusual and in the minority.
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If 25% of testers were failing this uber version, I expect 50%+ of consumers would have failed too. For the long term and broad commercial appeal of the series they need to keep it at a level where most can make good progress.
I'm glad games like Dark Souls exist but their appeal is that they are unusual and in the minority.
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good god, I can't tell you how much I hate people like you
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Think i'll go normal next time (atleast for starters)
-Edit, On a side note, the Stalker enemies were fucking awesome. one of the most compelling creatures to fight for a long time in a game.
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You're so hardcore man. I would a signed photo of you.
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Instead of cutting out difficult sections why cant they just keep it exclusive to hard mode or NG+
Even better devs should create special hardcore content and sell it as fully fledged DLC.
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DS2 isn't the most difficult game out there, but playing through on Hardcore mode really gets the blood pumping. It's worth it in the end!
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there was also something odd about the regenerating enemy near the end: the beast itself was scary as hell, BUT millions of enemies crawling out from everywhere constantly drawing your attention away from it, coming at you like crazy somehow reduced the whole thing to tedious bullshit.
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I'll believe it when I see it.
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If 3 out of 10 people can't figure them out straightaway in the scope of a single playtesting session I don't think that´s a deal breaker. In a real playing session one can always put the controller down and come back later with a fresher mind, it usually works.
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Ah... So that's why they dumbed down the original mythology surrounding the Markers and the Necromorphs (hint: they're not the same thing). And that's why Nicole's behaviour is totally incomprehensible in DS2 (especially in the last chapter) compared to DS1. Shamefully, the devs decided for a more typical shocker.
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Puzzles on the otherhand can be passed in about the time it takes for you to google an answer.
This way everybody wins.
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Weren't difficulty settings made for this?
I liked the first game, despite the bad PC port, but unless EA has a change of heart it looks like I'm going to have to give DS3 a pass.
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You should've continued nerfing, because the last 3-4 chapters were a complete clusterfuck that almost ruined the game. I played the first one for at least 50 hours I'd say through various runs but I've only done 2 once.
I have and play harder games than DS2 (e.g. Dark Souls, hate to mention it again but it's a great example here) DS rewards players that actually have skill and learn. The problem with Dead Space 2 is that it's difficulty was cheap hits and being overwhelmed. It's completely the wrong way to go about it and if the cut levels were based around this then good riddance.
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Jezz Modern Deveopers allow 20% percent of the potential audience to ruin a great exsperience.
At this pace Gameing is reaching it's End of Days.
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In relation to the edited levels, it's that age old battle between challenge and frustration. A tough balance to achieve for most developers.
Looking forward to Dead Space 3.
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2nd disc you say ?
You are aware that the 360 version is glitched & you get an extra save at the beginning of disc 2 on hardcore ?
I done it on PS3 in 2
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It's quite a good idea for a challenge, it's there if you want it but you can leave it if it's not your idea of fun. Hopefully the achievement can sit there with my completing Limbo in less than 5 deaths which took ages lol
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