![]() It's what I imagine the light gun genre would be like if, imagine, light gun games were more popular than FPS. But BECAUSE of how linear and guided the light gun genre is, it is potentially one of the best formats to deliver the type of storylines developers are so often forcing on us in more open ended games.ĭue to the fact that the game does try to deliver a highly cinematic story experience, Dead Space Extraction feels highly unique despite being "just" a light gun game. The interesting thing about the light gun genre is that this is usually where it stops - it's knockin' at the door of some arcade cabinet and it has no pretensions of being anything more. Light gun games are renowned for their "hand-holding", because they're on rails and they bring you from point A to point B, but there is something to be said for the pure, visceral arcade-like experience of playing light gun games. They simply assume you are far enough from the screen that pointing at the camera or the screen doesn't make much of a difference. It's right in theory (as Move needs to know where camera is), but these games don't have the follow up calibration phase which asks to point at the corners of the screen. This is the very same "simple calibration" thing Modern Combat Domination does. Point it straight at the screen otherwise you'll have to point the Move upwards in order to point straight in-game. Actually, you can press the Trigger the second time instead of Square.Īs for calibration, if you sit close to the TV and the PS Eye is high above you, don't point at the camera as the game says. Pro-tip about quick reload: game says you have to press Square twice, one to start reload, and another one when the mark crosses the fat section of the bar. Can't wait to get the full game tomorrow (with DS2 Limited Edition). ![]()
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