survival horror
Dead Space Gives Us Pause
Posted by Mike Fahey at 3:40 AM on March 12, 2008
I figured the news that EA's space-horror game Dead Space not having a pause feature was far too stupid to be true. In an interview recently posted over at MTV Multiplayer, Dead Space's executive producer Glen Schofield explains that there will indeed be a pause screen - just not one that lets you pause the action to sort through your inventory.
"I was saying is you don't pause to grab your ammo. You better ammo up before you begin your fight. Because you can't really be safe. [The combat] is happening live and in real time. The reason for me is that adds tension, because people are saying, 'S--, I've got to get more ammo. I've got to get more health.' That's what you want in a survival horror game. We're not going to make that incredibly difficult. You may have to back away from the fight. We're just trying to make you think out a little bit more."Make sense now? You can cancel that bedpan order from Amazon now.
EA's 'Dead Space': Original, 'M-Plus' And... Actually Pause-able After All?? [MTV Multiplayer]

Comments (AU Comments · US Comments)
There are currently no AU comments for this post.
Purple Dave
Posted 10:41 PM 19/3/08
Makes sense. A lot of games that score you based on how long it takes you to clear a board (like Sudoku and such) don't even let you see the game board while you're paused, so you can't continue to work on the game while locking down the clock. But yeah, if they ended up putting out a game where your character's pretty much doomed to die if you suddenly have to hit the head...instant sales-killer. Well, unless people learn to start forcing their computer into sleep mode for a quick bathroom break...
Purple Dave
ManjiKengo
Posted 10:41 PM 19/3/08
@Mr.SithNinja:
Army of two is pretty good, save for that anti-climatic last battle and ending.
I have high hopes for dead space.
ManjiKengo
Mr.SithNinja
Posted 10:41 PM 19/3/08
@finelicker: No.... EA 'is' making it. It 'will' suck major ass.
Mr.SithNinja
finelicker
Posted 10:41 PM 19/3/08
EA are making it, it'll suck major ass.
finelicker
Tiber
Posted 10:41 PM 19/3/08
@boxofthegods: We're you meaning to reply to me? I understand that it was a love-or-hate feature, but the part I kinda wanted people to take away from the example is that they (mostly) did a good job of balancing the difficulty around this mechanic. Think about it-if they allowed you to move and shoot, they would have to adjust the difficulty a lot, and at that point would it even be the same game?
The only time I really hated it was in the room with the armor parasites, because that room was so small that it was difficult to aim, shoot, and move away. Besides, I think it managed to do what it set out to do: it gave the game an action feel while staying in survival horror territory and not just becoming run-and-gun.
I'm simply saying that RE4 did a good job of making what would be a debilitating weakness in any other shooter into a game mechanic, and that EA had better put a lot of thought into how this idea of theirs translates into gameplay.
Tiber
Onizuka-GTO
Posted 10:41 PM 19/3/08
blasphemous
bedpan is still needed.
D:
Onizuka-GTO
boxofthegods
Posted 10:41 PM 19/3/08
@Android8675:
I thought that was the biggest weak point of Resident Evil 4 actually, and made some parts of the game a much bigger pain in the ass than need be, it also always struck me as kind of odd that this bad ass agent couldn't move and fire at the same time, a game like metal gear solid 3 didn't have as much of a problem with this for two reasons, you could shoot while moving around as long as your were not in first person, and two it was more of a sneaking game so standing still and sniping your enemies makes more sense.
boxofthegods
Coquiton
Posted 10:41 PM 19/3/08
I think it could work.
It would add more pain to getting caught off guard, thus increasing tension whenever you manage your inventory.
"$%@#! Not now, I don't have ammo in my weapon!"
Plus, it makes sense that you won't be able to mix herbs while getting overrun by 10 zombies...
Coquiton
StormTec
Posted 10:41 PM 19/3/08
I actually quite like this idea. But the actual inventory is going to have to be designed so it can be used relatively easily in realtime i.e. quick to access the item you want, as opposed to it being an RPG-style list of everything you're carrying.
To make a real-time inventory system work well, you're going to have to strike a balance between ease of use and item capacity (personally, I think these systems work better on a keyboard and mouse set-up where the player can just mouse over and click on the item when they see it). I dunno if anyone's ever thought about the system in Army of Two as being a real-time inventory, but it basically is. It's just that it doesn't hold much (3 weapons and grenades, each assigned to a d-pad direction). And the action doesn't stop when you bring it up. That's an easy to use, real-time inventory that's easily usable on a control pad setup.
I'm hoping they don't just make an inventory system like that of RE4 and just have it real-time, 'cos I think that'd be very poor indeed.
I don't think this is necessarily the cop-out decision that most people seem to be saying. Because I personally think it'd be quite difficult to have an inventory system that both works well in real-time and has the capacity that we're all used to in survival horrors AND works on a control pad.
StormTec
Goatfish
Posted 10:41 PM 19/3/08
@joeymojo: Why do you consider adding realism to reloading and inventory management a gimmick? Personally I think it's dumb that in a game like BioShock you can have an enemy right next to you beating the crap out of you and start hacking a turret without getting your ass handed to you.
Goatfish
Android8675
Posted 10:41 PM 19/3/08
Their inventory system looks dialed in, so I don't think this will be a problem.
Android8675
Tiber
Posted 10:41 PM 19/3/08
Eh, it could be clunky, or it could add tension like he wants. I mean, it was odd that you couldn't move and shoot at the same time in RE4, but they built the game around it, so it worked and it worked well.
However, in my mind a better solution is making it so that you can take as long as you want to look at your inventory, but taking an action happens in real time. For instance, in fantasy games, you click on a potion, and the bottle disappears and your health raises. What if instead you had to pull out the bottle and put it to your lips? That can change the gameplay quite a bit, especially in MMOs, but as long as the developers aren't stupid about it, it shouldn't feel like a forced limitation. A more relevant example would be putting away your old weapons and pulling out new ones in real time to switch weapons.
Tiber
joeymojo
Posted 10:41 PM 19/3/08
I just love it when game designers think that the only way to achieve their goal is to prevent the user from playing the game how they please. All I read from that guy is: "We don't know how to make the game more intense, so we're going to handcuff the user."
I mean, I'm sure he's pushed other methods of making the game more intense and difficult like limiting the number of saves and where the user can save. I'll bet he's got some incredibly awesome boss battles lined up too.
Frankly, if the game is compelling in its own right, it doesn't need gimmicks like preventing the user from pausing the game during action for any reason.
joeymojo
joeymojo
Posted 10:41 PM 19/3/08
I love when game designers think that they can make the game artificially difficult by preventing the user from doing certain things.
What I read was "we can't figure out how to add tension any other way than to handcuff the player and prevent them from pausing the game any time."
I'm sure he has probably thought about things like limiting the number of times you can save, and where you can save.
joeymojo
Death-Grin
Posted 10:41 PM 19/3/08
Sorta makes sense. I've always had this annoyance in terms of realism from Survival Horror games where you can suddenly pause the game and regain your health and ammo.
Glad to know they're not going idiotic with the idea :)
Death-Grin
ban_hammer
Posted 10:41 PM 19/3/08
@OtherAdam: looks like his mini-me
ban_hammer
Ryuzaki
Posted 10:41 PM 19/3/08
Resident Evil Outbreak Style
Ryuzaki
HurricaneDave
Posted 10:41 PM 19/3/08
You shouldn't use the interface to add tension, that should come from the gameplay. I mean hell, I guess you have to run away to even reload your gun. Seems strange to me, I hope he clarifies.
HurricaneDave
JDam
Posted 10:41 PM 19/3/08
@OtherAdam:
LOL When i first saw this shot i thought it was a Bioshock prequel or something
JDam
JDam
Posted 10:41 PM 19/3/08
@Witzbold:
Im just glad they are bring back Deus Ex...That was always kinda the spiritual successor to System Shock.
Dead Space's "pause" idea should help to highten the sense of urgency.. which is always good
JDam
OtherAdam
Posted 10:41 PM 19/3/08
Does that guy remind anyone else of a Big Daddy?
OtherAdam
darthmole12
Posted 10:41 PM 19/3/08
I dunno, I still think that adding tension through a clunky interface is lame. Tension should be inherent in the game, you shouldn't need a real-time inventory to add tension. In practice, what will you do? Backtrack to a previous area that's cleared, hang out there while switching your weapon out? Lame. Resident Evil has plenty of tension without having a real-time inventory system.
darthmole12
Witzbold
Posted 10:41 PM 19/3/08
@Jim Reilly: Yeah seriously eh? Im still hoping that someone will revitalize the System Shock franchise. D:
No not Bioshock, Sytem Shock.
Witzbold
Headlam
Posted 10:41 PM 19/3/08
With Criterion happily removing the Retry option from Burnout Paradise, it's always best to be sure exactly what people are doing to their games!
I'm glad to see there's no pause inventory - having used it in Bioshock and Mass Effect to survive fights, I feel almost like I'm cheating. Only I don't have the willpower to not do it... I am weak, weak! :)
Headlam
pylon_trooper
Posted 10:41 PM 19/3/08
@SOG Cerberus: War stops for no man. Poor Chromehounds. As far as I'm concerned, it still is made of win. And the win is made of extremely heavy girders. It rules.
pylon_trooper
Vermillionaire
Posted 10:41 PM 19/3/08
Cool, Fear Effect used a real time inventory and although I had a love/hate relationship with it, for the most part it was great and added to the tension!
Vermillionaire
SOG Cerberus
Posted 10:41 PM 19/3/08
So it is NOT Chromehounds? Whew, had me worried.
SOG Cerberus
Jim Reilly
Posted 10:41 PM 19/3/08
I'm actually pretty pumped about this game. There aren't that many space/sci-fi games anymore.
Jim Reilly
Witzbold
Posted 10:41 PM 19/3/08
So in other words its similar to the system in the new Alone in the Dark? Since that was suposed to be in real time too right?
Witzbold
Modus_Operandi
Posted 10:41 PM 19/3/08
Not pausing to reload. Oh yea thats orginal. Because NO ONE has ever dont that before.....
Modus_Operandi
Roadkill
Posted 10:41 PM 19/3/08
That's what I always thought he was referring to... I'm amazed it took him that long to clarify his position, though.
Roadkill