{"id":2325,"date":"2010-03-14T23:28:03","date_gmt":"2010-03-14T23:28:03","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2325"},"modified":"2012-03-11T09:58:47","modified_gmt":"2012-03-11T09:58:47","slug":"dead-space-extraction-%e2%80%93-an-inspired-take-on-a-conventional-genre","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/03\/dead-space-extraction-%e2%80%93-an-inspired-take-on-a-conventional-genre\/","title":{"rendered":"Dead Space Extraction \u2013 An Inspired Take on a Conventional Genre"},"content":{"rendered":"

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Dead Space Extraction<\/em> is the most progressive of its Wii rail shooter brethren, and probably the most groundbreaking title in the genre in recent memory. The proportioning of gameplay states (which tends to emphasise atmosphere and storytelling) along with a diverse myriad of other mechanics culminate in the realisation of a different breed of rail shooter, one which I think is long over due. As you’ve probably guessed, I’m going to talk about the various points which make Dead Space Extraction<\/em> unique, however, if you need a refresher, or haven’t yet heard of this title, the video review below lend a hand.<\/p>\n

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Narrative and Atmosphere<\/h3>\n

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As much as Visceral Games attempts to dissociate their game from the term, Dead Space Extraction<\/em> is fundamentally a rail shooter. Perhaps a better way to describe it is a rail shooter with lots of narrative and atmosphere. Guesstimating for a second, maybe 40% of the game is purely narrative and atmosphere setting, the 60% is representative of the time you’ll spend shooting at things. That might sound measly, particularly considering the 7 hr length of the main story, but Dead Space Extraction<\/em> marries the atmosphere, narrative and shooting so well together that each part feels necessary to complete the experience, in turn justifying the excessive amount of passive play time. (And anyways, theres an entirely separate mode which contains nothing but shooting).<\/p>\n

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Some might interpret this change in agenda as a fundamental change to the genre, but it’s not, structurally there’s just greater padding between the shooting sequences. The re-proportioning does, however, give Dead Space Extraction<\/em> a unique feel and in fact gives credence to the \u201cguided experience\u201d<\/em> mantra put forth by EA’s PR folk.<\/p>\n

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Each of these 3 main gameplay constituents supports and justifies the presence of the others. Since it’s difficult to explain on paper here’s a list of examples to back up my case:<\/p>\n

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