
I'm gonna be perfectly honest with you right up front: I'm coming into this review with a negative bias. This is a remake that does not need to exist. Dead Space is only 10 years old, is an HD game that still looks fine. It is designed around gameplay conventions that are still standard practice today, and so the original still holds up well, outside of some mildly-dated presentation. I get the desire to remake or re-imagine older games that actually are dated, like Resident Evil 2 or Final Fantasy VII, which were both completely redesigned with modern gameplay conventions and (in especially in the case of Final Fantasy VII) bold new creative and narrative decisions. I would also understand the desire to go back and take another stab at more recent games which are really good, but which may have been virtually unplayable due to technical problems. Fallout: New Vegas comes to mind.
But this recent fad of rote remasts or remakes of PS3-era games that were already highly-polished and still modern-feeling (and thus hold up well today) just feels like lazy, cynical cash-grabs to me. Games like Dead Space, The Last of Us, and Mass Effect just feel like completely unnecessary remakes -- especially if they're going to be direct recreations of the original with little-to-no creative liberty. Heck, even the Demon's Souls remake feels unnecessary. I would much rather than Sony and FromSoft just release a digital version of the PS3 game on the PS4 and PS5 storefronts and keep the servers going. Maybe even patch the PS3 game with some of the ease-of-use features that were added for the PS5 remake. I'm still on the fence about Silent Hill 2 and Resident Evil 4, since those remakes might take enough creative liberty to justify their existence (assuming they don't shit the bed in doing so). As such, I did not buy this remake of Dead Space retail. I bought a used, second-hand copy in order to save a few bucks and to not give money to EA (and so as not to seem to give implicit support for this trend of unnecessary remakes).
Coming off of Callisto Protocol, Dead Space feels like a masterpiece.
All that being said, having just recently come off of playing through The Callisto Protocol, the difference is night-and-day. This Dead Space remake is, by far, the much better game. It's a good remake of a good game, and it's a good survival horror game in its own right.
Mostly how I remember it
Dead Space is a pretty straight-forward, by-the-numbers recreation of the original game, with only a few creative liberties taken. It's still a 3rd person shooter built around the challenge of shooting off the limbs of zombies and monsters instead of aiming for the center of mass or going for head shots. The story, mission structure, map, and many set pieces will all be completely recognizable to anyone who played the original game, even though some things here and there might be a little different.
As such, pretty much any review of the original Dead Space still holds mostly true here. All the things that I liked about the original game are still present. Unfortunately, I never reviewed the first Dead Space on this blog, so I can't just link you to that. I'll have to just summarize my feelings here.
Isaac is fully voiced and has more agency compared to the original.
The enemies are threatening, and the combat is challenging. The non-traditional weapons, combined with kinesis and stasis and creative enemy design, provide a lot of variety and strategy in combat that goes far beyond just "shoot bad guy in the head". The setting and lighting really help to sell the sci-fi horror aesthetic. The in-universe, diegetic, holographic interface holds up well and never pulls the player out of the immersive environment. The Ishimura itself still feels like a believable, functional place. The story is derivative, cliché, and cringe-worthy in some parts, but I do like the religious undertones and parody of Scientology. [More]
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Tags:Dead Space, Electronic Arts, Motive, Visceral, remake, horror, survival horror, science fiction, shooter, zombie, necromorph, dismemberment, religion, Scientology, Unitology

As my frequent readers probably know, I am a sucker for city-building and village-building games. I buy a few new ones almost every year, and ever since the release of Banished, the medieval village sim has been all the rage. Though it looks like post-apocalyptic settlement builders are also becoming a hot sub-genre -- probably as a result of the popularity of the settlement-building in Fallout 4. Anyway, last year, Chichian encouraged me to try out a then-Early Access title called Settlement Survival. I was hooked on it for a couple months, and then set it aside with the intent to come back to it later. In the meantime, the game saw its official Steam retail release, which encouraged me to go back and give it a second go (and formal review).
Time to plan
Settlement Survival is one of the more addictive and challenging city-builders that I've played. It features a complicated web of production chains and resources, which can be a real challenge to plan and manage. Trying to unlock and use everything in a single village will take a lot of time, effort, and planning.
Settlement Survival provides a handy-dandy timeline in the top right corner of the screen which shows when all the seasons start and end, and which also shows icons for important upcoming events. Everything from the arrival of a merchant ship, to incoming immigrants, and even disasters or other random events will be forecast a whole year in advance. This gives the player plenty of time to plan ahead, and avoids the problem of the player feeling un-prepared to take advantage of an un-expected boon or to mitigate a disaster.
This timeline is the core gimmick of the game, as it enables long-term planning.
There are also random events that are not forecast on the timeline, and they often require that the player have certain resources or tools on-hand. But these are rarely destructive, so worst case is that you miss out on the opportunity to get some free bonus resources (which you may or may not have needed anyway). Nevertheless, it does put a pressure on the player to build up a surplus stockpile of many goods in case one of these events pops up. Tools and beer being the most common items used for such events, based on my experience.
This timeline helps to create some medium and long-term planning and reward structures that really makes the game crazy addictive. There's the short-term goals for things like building the next building. Then there's the medium-term goals like completing the next harvest season. And then there's the longer-term goals like accumulating goods to trade to an incoming merchant ship, or waiting for the next batch of immigrants to give you a labor surplus that can allow you to go on the next wave of building infrastructure. There's always some milestone right over the horizon, and then another right beyond that, and I find myself playing longer than I had planned, and long after I should have gone to bed, because I want to get to that next harvest, or trade opportunity, or make sure that I get through that next disaster.
This also means that random disasters don't feel as annoying because you have plenty of warning that a disaster is coming, and can prepare accordingly. Further, the disasters themselves rarely kill population directly. Rather, they usually impact your resource-generation for a period of time. So most disasters are mitigated simply by stockpiling the affected resource ahead of time.
There are also random events that do not appear on the timeline.
The timeline also discourages save-scumming. Disasters are forecast a whole in-game year ahead of time, so re-loading to before the disaster would require going back more than a whole year. And that might not even necessarily save you, since I've noticed that the disasters still happen at the same time, even if I go back to a save from before the disaster shows up in the timeline. I'm not sure how long in advance they are generated, but the fact that I know that I can't avoid it by simply reloading and re-rolling a die means that I'm more inclined to batten down the hatches and just roll with whatever happens.
The end result is that the gameplay ends up feeling more organic, and the challenge of surviving and growing your fledgling settlement remains relatively high. When I do save-scum, it's usually to undo some mistake that I made, so that I learn from my mistake, fix it and do better; rather than to outright cheat by undoing some random event that the game threw at me.
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I feel like Halloween just wouldn't be Halloween anymore without playing some new P.T.-inspired indie horror game. This year's "hot" title seemed to be MADiSON by Bloodious Games, which I started playing with a group of 2 friends on Halloween night (after returning from taking the kids Trick or Treating), but we didn't get around to finishing until after the New Year. It wasn't that we didn't want to keep playing. Quite the opposite, in fact. The reason it took so long to finish is because all 3 of us really wanted to keep playing, so I had to wait till all 3 of us were available for a next session before continuing.
In addition to being another indie horror game in a long line of P.T. wannabes, MADiSON also follows in closely off the coattails of Visage. Both games heavily utilize a polaroid flash camera as a critical multi-tool, but MADiSON does one-up Visage by making the camera much more integral to core gameplay. While I only remember the camera in Visage being used as a source of temporary illumination, the camera of MADiSON is both integral to the story, and also absolutely necessary for solving multiple puzzles and for progressing the game's story.
Yet another indie horror game about wandering the halls of a haunted house -- this time with a camera!
Ocular Obscura
The core gimmick of MADiSON is that the player uses a polaroid camera to take pictures of the environment, and the resulting photograph will show things that aren't really there. These photographs will be used as clues to solve a puzzle or to progress the scenario, or taking the picture will just outright trigger the next objective. The house is littered with such puzzles. Unfortunately, the layout of the house, the pacing of the scenario, and the solutions to many puzzles can be a bit on the obtuse side. So much so, in fact, that Bloodious Games resorted to scattering blank polaroids near important objects, which act as obvious signposts that you should take a picture of the thing. This isn't exactly obvious at first, because many such marked objects will get no reaction from the camera until later parts of the scenario, when they become relevant to the current task at hand.
The dense nature of the game's map creates a lot of problems for pacing and signposting. Multiple puzzles, from different chapters of the game, might be present in the same space and could serve to interfere with one another or confuse the player.
This isn't to say that the puzzles are necessarily "bad". Once we realized that the house is littered with red herrings that don't become relevant until later, I actually started to like that these puzzles are a bit more complicated and multi-layered than the typical adventure game fare the we've been getting over the past decade or so. This was, in fact, a big reason why all 3 of us wanted to continue playing the game: we wanted to solve the next puzzle! So many adventure and horror puzzles these days don't get much more complicated than "open a drawer, find a key, and use said key on the one and only lock in that same room." They can feel so patronizing. MADiSON's puzzles definitely do not feel patronizing!
Many puzzles require careful observation and inferences from the environment.
Even if there is a simple clue like a color or a number that is given to the player, there is always some confounding additional factor. It's never just as simple as matching a number or a color or a shape. Most of these puzzles require some careful observation of the player's surroundings, some contextual inferences that won't be obvious to every player, and occasionally a lit bit of arithmetic, spatial, or logic skills. Playing this game in a group actually did help in this regard. Any one of us would have been stuck for a while on multiple puzzles, but there was always one of us who would pick up on a given clue and point it out to the others.
But some of the early puzzles, in particular, are a bit heavy on the red herrings and could definitely have used some better sign-posting and direction.
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Tags:Madison, Bloodious Games, indie gaming, horror, psychological horror, camera, demon, possession, occult, ritual, inventory, walking simulator, PS5

Looks like we're back to seeing 2 Cities: Skylines expansions being released in the same calendar year. Airports released in January, and now in September, Plazas & Promenades hit digital storefronts. I wonder if this will continue now that most businesses (and presumably Colossal Order) are back to business as usual following the COVID pandemic? Or maybe Colossal Order is migrating towards releasing even smaller, more module micro-expansions such as the recently-released Financial Districts DLC (which I'll review later)? Or will we finally see an announcement on the rumored sequel to Cities: Skylines soon?
Based on previews, I was expecting this expansion to completely change the way that I build my cities by giving me more freedom to pack structures into compact spaces and to more seamlessly integrate parks with business districts, leisure and tourism districts, or neighborhoods. I immediately started thinking of multiple ways that I could potentially use these 2 ideas to create new city layouts and concepts. Unfortunately, I set my expectations too high, and pedestrian areas ended up not being quite as game-changing as I thought and hoped they might. The big problem is that Plazas & Promenades is just another iteration of the paintable area concept that has been the focus of almost every expansion since Parklife. Paintable areas is a good mechanic for things like parks and university campuses, but it can be extremely limiting for an application as broad as neighborhoods or entire districts.
Plazas & Promenades allows the construction of more walkable neighborhoods and districts.
Roads minus the cars
First and foremost is the simple fact that the new pedestrian roads look and act more like regular roads than like pedestrian paths. They are the same size as roads, being either 2 or 4 tiles wide, and are laid out almost exactly the same. None of these pedestrian roads are 1 tile wide. And, of course, the legacy pedestrian paths have not been updated to allow buildings to be zoned along them. The end result is that these "Pedestrian Zones" don't take up any less space, and aren't any more compact than any other district. Though, the high-density, "wall-to-wall" residential buildings do have the same capacity as the normal, high-density residential skyscrapers (20-26 households), despite being a fraction of the size. So I guess it's "more compact" vertically? More people being crammed into smaller spaces? If so, it doesn't seem to have any impact on the citizen's happiness or satisfaction ratings.
Using Pedestrian roads outside of Pedestrian Areas is a liability, since zoned buildings may build on them.
Even though pedestrian roads can be placed anywhere, buildings can only be placed or zoned along them if they are in a dedicated Pedestrian Area. So if I want to create a single walkway or alleyway and zone some homes or shops along it, I have to paint the entire area as a Pedestrian Area. Well, at least, that is the case if you want the buildings to be functional. The game actually will let the player zone and place buildings along pedestrian roads outside of pedestrian areas, but doing so will result in the building flashing a "Not in Pedestrian Zone" warning, and the building won't operate.
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Tags:Cities: Skylines, Cities: Skylines: Plazas and Promenades, Colossal Order, Paradox Interactive, steam, PC, expansion, pedestrian, roads, plaza, promenade, park, seaside resorts, mid-century modern, beach, boardwalk

I saw a lot of social media posts in the days after Callisto Protocol's release complaining about the game being awful. Some said it was buggy and riddled with performance issues. Others said it was just a bad game, and would be bad even if it were stable.
I didn't experience a lot of the technical issues (on PS5) that others were reporting. But I also didn't start playing till later that weekend, so had the benefit of the day-1 patch. Maybe that fixed a lot of the technical complaints? Yeah, there were still some lingering technical issues, but they were mostly nagging problems that I could look past.
So I went through most of the first half of the game thinking "This ain't so bad." It wasn't very good either. But it seemed like it was being unfairly maligned. It's Dead Space, but just ... not good.
Callisto Protocol is borderline plagiarism of Dead Space, but not a very good copy.
But as I got into the middle of the game's campaign, my opinion began to change. The issues and frustrations mounted until they boiled over in the game's first boss fight (which doesn't happen until more than halfway through the campaign). Callisto Protocol is just not very well designed or though-out. It suffers at fundamental levels of gameplay design.
Space Zombie Punchout
Callisto Protocol's problems start with the awful melee and dodge system -- which is kind of the whole gimmick of the game. Instead of pressing a button to trigger a dodge, the character automatically dodges left or right if the player is pressing the left analog stick left or right (respectively when the enemy makes an attack. The character will also block if the player is pressing backwards when the enemy attacks.
It's a system that feels more like Mike Tyson's Punchout than any action shooter I've ever played. But where Punchout is a boxing game that features a stationary opponent ducking left or right to dodge the punches of a single opponent lined up directly in front of you, Callisto Protocol is ... not that. The character in Callisto Protocol is ambulatory, and attempting to navigate an environment while also fighting multiple enemies at both melee and at range.
I could not get the hang of which direction I should be dodging -- except against bosses.
I found it very difficult to get the hang of the melee combat -- at least outside of boss fights. Strangely, the boss fights seemed to have the most clearly telegraphed attacks and reliable dodging. Outside of boss fights, however, enemies are frequently zombie-like monsters that rush at the player and shamble around, making it difficult to read their movements. As such, I never know which direction to dodge. And even when I do seem to correctly dodge, I sometimes take damage anyway, which leads to the next big problem. Pretty much every time I had to engage in melee combat, I would die and have to retry.
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7280ae0d-0d27-4b73-bd65-d0a7184a805a|1|4.0
Tags:The Callisto Protocol, Striking Distance Studios, Krafton, quicktime event, melee, dodge, science fiction, horror, shooter, zombie, arcade, Dead Space
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