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 Post subject: Dead Space
PostPosted: 24 Oct 2008, 19:17 
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Joined: 24 Oct 2008, 19:11
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I noticed that nobody seems to have checked out Dead Space yet for widescreen support.

I was thinking of doing it myself. Any particular things I should post up? Also, what image hosting site do you recommend?


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 Post subject: Dead Space
PostPosted: 24 Oct 2008, 19:22 
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Joined: 27 Jul 2004, 17:42
Posts: 3436
Hey welcome to the forum ... :D

http://www.widescreengamingforum.com/node/9582

http://www.widescreengamingforum.com/forum/viewtopic.php?t=14745


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 Post subject: Dead Space
PostPosted: 24 Oct 2008, 19:41 
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Ah, ok. I guess I don't need to post anything then. (Unless you want me to.) :P


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 Post subject: Dead Space
PostPosted: 24 Oct 2008, 20:09 
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It is up to you ...
I was just pointing out that there were a couple of threads about the game.

8)


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 Post subject: Dead Space
PostPosted: 26 Oct 2008, 16:33 
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Joined: 26 Oct 2008, 01:11
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The FOV needs to be fixed, i cant play it. im getting sick, imagine playing with binoculars LOL :lol:

Is there any solution yet ?


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 Post subject: Dead Space
PostPosted: 26 Oct 2008, 16:40 
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FOV seems fine to me in TripleHead ... http://www.widescreengamingforum.com/forum/viewtopic.php?t=14768


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 Post subject: Dead Space
PostPosted: 26 Oct 2008, 17:29 
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The widescreen is correct when compared to 4:3, but it's still tight, especially for a 3rd person game.

BUT that tight FOV helps keep it a bit more intense. Letting us see less gameplay content assists the spooky loneliness.

It's the oddball control feel (mouse, havnet tried gamepad yet) that I don't really love.. but it's a sweet game so i can live with it. On the controller topic, I wasn't able to bind my sticks to movements in-game. Can this be changed by file editing or does the game just assign the common controls to the axes to let the user make the changes in controller software?

will try harder when later on.

I tired. I go bed.


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 Post subject: Dead Space
PostPosted: 26 Oct 2008, 18:45 
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Joined: 26 Oct 2008, 02:27
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The widescreen is correct when compared to 4:3, but it's still tight, especially for a 3rd person game.

BUT that tight FOV helps keep it a bit more intense. Letting us see less gameplay content assists the spooky loneliness.

It's the oddball control feel (mouse, havnet tried gamepad yet) that I don't really love.. but it's a sweet game so i can live with it. On the controller topic, I wasn't able to bind my sticks to movements in-game. Can this be changed by file editing or does the game just assign the common controls to the axes to let the user make the changes in controller software?

will try harder when later on.

I tired. I go bed.


yea, this game deserves to be played, no matter how you play it. On a 360, PS3, PC, or even a Mac. It has to be played, amazing game. Even if it didnt support widescreen, i'd still play it, and love it. I played/beat it on the 360. Deffently a choice for Game of the Year.


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 Post subject: Dead Space
PostPosted: 26 Oct 2008, 20:05 
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IMO one reason the view is tight is because you're walking down tight and narrow corridors in a space ship. If the camera was farther back it would keep zooming in closer every time you turn around. I hate that. Also there's probably something in there about making the game more tense.

I've got no beef with the camera being where it is. But I have yet to play it on a single standard aspect ratio screen so maybe thats why.

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 Post subject: Dead Space
PostPosted: 27 Oct 2008, 11:20 
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I think it goes back to what I originally said about console games being a lower FOV because you sit further back from the television. When they port the games over to the PC, they don't adjust the FOV for when you sit closer.

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