Dead Space Review
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There aren't many games that make you scared. I mean real scared - the kind of scared that makes you fear the turning of a corridor, or the opening of a door, or the press of a switch. Dead Space, EA Redwood Shores' sci-fi survival horror, is without a doubt one of those games.
Its greatest achievement is presenting a game world, the city-sized planet cracker USG Ishimura, that never, ever, feels safe to explore. Even when you've played the game for hours, and have mastered the lumbering controls, and have upgraded both your mining weapons, suit, stasis and kinesis abilities as much as a single playthrough will allow, you'll still be pooing your pants at the flicker of a light, or the quick-moving flash of alien flesh.
What was that? You doubt whether a game can ever be scary? You're too hard to jump out of your seat, I hear you say? Forget it. You're horribly wrong. And I'm confident Dead Space's first 20 minutes, a wonderfully atmospheric and dramatic affair that sees petty engineer Isaac Clarke thrust into the darkened corridors of the Ishimura and charged with fixing everything that's gone wrong with the troubled vessel, while surviving an alien infestation, will eradicate any lingering posturing you have left and leave you dribbling for mercy.
The game begins with the crew of the USG Kellion making their way to the Ishimura oblivious to the horrors it contains. From their point of view they're on a simple repair mission, triggered after communications with the giant mining ship are lost. But something goes wrong, and the Kellion crashes, rather than lands, on the ship. Inside, the crew find the 1000 or so inhabitants of the Ishimura strangely disappeared. It's seconds, rather than minutes, before the first Necromorph appears - horribly twisted ex-humans who have claws for arms and a savage distaste for Isaac and his chums. In the panic you run for your life into the bowels of the ship. Separated from your buddies - helpful computer technician Kendra Daniels and Sgt. Zach 'I'm not sure if you knew about this all along' Hammond - you only have voice and video communication to keep you company in the dark.
From there, and throughout the game's lengthy, 12 chapter campaign (which should take you around 15 hours to complete, depending on difficulty level played) you'll be mostly concerned with repairing bits of the Ishimura in a desperate bid to escape. This fits, given that Isaac is an engineer, rather than a huge, hulking space marine. And, as such, he plays like an engineer, too. There's no jumping, strafing or rocket launchers here. Instead, Isaac makes use of mining tools to sort out the Necromorphs. For shotguns, or assault rifles, or sniper rifles, see Plasma Cutters, the wonderfully gruesome Ripper (a spinning blade suspended a couple of metres from your gun) and the pulsing heavy damage Contact Beam.
These weapons tie into how Dead Space plays more like Resident Evil than Doom. You won't be able to down Necromorphs by shooting them in the head, or in the chest. You have to dismember them in order to kill them, or they'll keep on coming, and coming, and coming. Your basic fight with a Necromorph is an exercise in efficient limb-removal. With the Plasma Cutter you might use a horizontal spread to slice off the legs, forcing it to the ground and slowing its approach, then switch to the alternate vertical fire and take off its claws. Exposed, run up to the limbless bag of mutated bones and foot stomp it into gory oblivion. Nice.
Dismemberment works wonderfully well in Dead Space, and you'll at times find yourself playing with it just to see what you can do. Eventually Isaac gains access to a time-slowing stasis ability, as well as a Gravity Gun-style kinesis ability. By combining these abilities you're able to control the crowds (which, by the way, can get very crowded) and often conserve fire by turning the Necromorph's weapons against them: Stasis one Necromorph, tear off it's claw, use kinesis to drag it towards you, then remove the rest of its limbs with its own arm.
The controls do pose their own problems, however. While intuitive, you'll find yourself not able to do things as quickly as you'd like, especially when the Necromorphs come calling in droves. In classic Resident Evil 4 style, you can't reload unless you aim. Nor can you run while aiming either, although you can walk. It all ties in with the feeling that you're playing as a normal guy, rather than a space marine, but there are times when the controls feel restricting.
The camera is both a strength and a problem. The third-person, over the shoulder perspective is again reminiscent of Resident Evil 4, and helps add to the claustrophobic feel EA is shooting for. But there are times when you wish you could see more of what's surrounding Isaac. For me, the camera feels as if it's just as scared of what's going on as you are, peering over Isaac's shoulder like a child peering over a sofa when he should really be in bed. Sometimes you just wish he'd grow some balls and take a good look around.




User Comments
johnbog2009
TURBO_RAD
chris
Vashall
Petey
Another thing that bugs me about Dead Space is the fact that there are areas where you have no idea what to do.
For example, one room that the player enters looks like the door has malfunctioned. Well, logic would dictate that the player has to repair the door, but while you attempt to find a key or power source to open the door, hordes of monsters come out and attack you including one monster that constantly regenerates and can not die. It turns out you have to keep killing monsters until your friend unlocks the door from the control room. I had to die several times to figure this out. The game has a lot of areas where you have to use "die until you to figure it out" techniques to progress. I think it ruins the mood and realism of the game when it becomes nothing more than a regeneration fest.
The game reminds me a lot of The Thing that came out several years ago. That game needed some polish as well.
Vashall
I was confused at how Isaac decided to move slower when he walked on the growth stuff growing in places, does he fear itll attack him too or what?
I dont really know many stories that arent predictable or unoriginal in some way these days, though I thought the story was well enough done that we can grasp the basic ideas for the sequel, I'm excited to see how it goes next, I am hoping it keeps the same kind of play style, I'd hate for them to go first person or something crazy like that
I reckon this story was just a run up to what theyll do next, if it was too emotional then people would get worried its just some horror romance in space....basically the second resident evil movie in space, that whole nemesis and alice thing
I'm hoping they hurry and expand the story, many questions yet to be answered, the whole Altman thing and what happened to Isaac especially
Again I really didnt see the game as scary at any point, through music or the necromorphs...maybe i'm just conditioned by games these days to quickly and coldly kill anything that looks weird...I guess I should stay away from Cos-play conventions huh
The necromorphs just looked weird and I expected them to come out of vents so much that i looked at a vent and waited for one to pop out anytime i got quarintined
Pete
Vashall
But am I alone in saying that this game lacked any fear factor?
Not once was I scared, even if something popped out randomly I just said hello and put it down in a second.
I expected to slowly walk around every corner but I ran around and of course at every chance i tried to stomp everything I could see.
The game just seemed so tame compared to what I expected.
FantasyMeister
What surprised me more is that I generally stay clear of shooters, but as this and Far Cry 2 were both getting glowing reviews I decided on Dead Space as it was offering something a little different at least (sci-fi setting) and personally I think the 5 reviews so far that have given it 10/10 were spot on, really love it.
It's about on par with Bioshock in terms of immersion, and although I think EA hyped their dismemberment system a little too much I'm really having fun slicing and dicing the various enemies, especially when I get to 'freeze' them with a bit of statis first so I can pick my shots.
The zero gravity sections are completely new in my experience and very well done, and the little touches like holographic menus and suit upgrades that really make you glad you spent credits on them all go towards rounding off a high quality game.
I've only just completed Chapter 3 of 12, so far it's the scariest game I've ever experienced - even when nothing is actually happening onscreen you're sort of permanently tensed with anticipation. I'm particularly impressed with the way they've basically done away with the point of having a manual because the opening levels act as a perfect tutorial, I never once felt out of my depth.
If they'd given Isaac some lines of his own so he could show a bit more character that would have pushed it into 11/10 territory, but overall I'm actually happy to sing EA's praises for once for not only bringing out a new IP, but for doing it so well. Quality game.
Krieg
Goldstone
Krieg
Krieg
Goldstone
Bloodstorm
Example, i absolutely hate Halo 2, if i wrote a halo 2 review i'd be critising the lack of single player and the amount it needed polished up, final review, 5 out of 10.
I'm looking forward to this game and i'm defintely gonna be giving this a look-out for a demo for the PC.