2011年2月21日星期一

Review: Dead Space 2

No one can hear you cream.

Some games elicit fear in their player through ambience: the hollow grumble of a cello, a mortal cry for help daubed in blood on a wall, a rocking horse swaying in an unfamiliar breeze as an unseen child sings a nursery rhyme.

Other games engender fear through brute shocks: sudden power failures that rob you of a sense, floorboards which give way in showers of splinters, monsters who burst through walls you had ticked off as safe in your subconscious.

Then there are those games which unsettle the player by restraining their reach into the world. There's a limit to the amount of ammunition or health packs which can be carried at any given time. Save points are spread out between long tightropes of danger. Walls close in, creating a sense of claustrophobia and panic when trying to line up a headshot in a confined space.

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