Reviews// Dead Space

Posted 28 Oct 2008 18:30 by
Companies:
Games: Dead Space
You find that aiming for their arms, which end in spikes that are powerfully effective at ripping your head off (but cannot be nearly so useful when it comes time to do up a trouser fly) stops them in their tracks. You then find that while removing  the odd limb or even their heads slows them down, it does not necessarily stop them. This adds massively to the tension. It means that you can walk by a creature you were sure was dead, only to find him trying his best to impale you with his last remaining spiky appendage.

One way to avoid this is to run up to it and stamp on its head as soon as you see it in repose. This is dually effective: on the one hand, it's wonderfully visceral, seeing and hearing them virtually explode like an overly taut bag of blood below your foot; secondly, it gets around the part where they decide they aren't dead after all and spear you through the skull in a way that can cause a quite literally splitting headache.

As you wander around the ship, you find voice records that help you put together the puzzle of what happened on the ship, or help you deal with the obstacles you encounter and complete the objectives you need to progress.  It is in the completing of objectives that the chink in Dead Space™'s armour begins to show.

The game feels incredibly linear. It exudes a non-stop atmosphere of 'Go here to get this to go here to do this", even to the extent that if you depress the right stick, a highlight line shows you the way to your current objective. A lot of people will consider this a sackful of lame but I must admit that I hate wandering around aimlessly looking for stuff, so I quite like it. Sure, things occur during the quest that may alter or re-prioritise your objectives, but these do not feel like branches, just diversions on a one-way voyage.

OK, so none of this sounds like nothing you've heard before. But Dead Space™ just nails it. The drama and tension of the game, the atmosphere if you will, are incredible. It really does create a level of anticipation that harkens back all the way to that time the peeled-dogs came for you in the first Resident Evil. This is due in part to the level design which, while not revolutionary, is very good. It is mainly due to the incredibly good music and sound effects.

The music responds dramatically and instantly to any change in the status of play, when enemies are on screen it crashes orchestrally, but at other times, it swells in a way that heightens your senses, and makes you wary of impending danger that does not always manifest; all this creates an incredibly tense atmosphere.

The sound effects do their part, as monsters scurry around the vents of the ship, you can sometimes hear them pass by, which might indicate an impending skirmish or it might not. This keeps you on perpetually on edge.

There is a general groaning and clanking of the ship, which sometimes serves to mask the approach of enemies so they are upon you before you realise they are in the room. Because they travel around the ship by means of the vents and ducts, and like most space ships this one seems to be comprised predominantly of vents and ducts, they can drop in on you almost anywhere, even when you are backed into a corner that you consider safe.
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Companies:
Games: Dead Space

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Comments

Ken 29 Oct 2008 01:52
1/4
Not sure if it's the same over there, but in Canada a trademark is common law, so the tm is just an intention to use it, and technically any company could register it and still take it from you. It's a nice system because it keeps away cheap knockoffs that try to use the name in the same domain, or who try to use the name to promote their own product, but at the same time a company that wanted to make it their business name could still register it (which gives them the ability to use the little with the circle around it).
PreciousRoi 2 Nov 2008 07:08
2/4
I didn't find it especially short.

I have been having a few issues with gamesave files appearing to be corrupt, most of the time I can get them to load by trying again, but its kinda disconcerting not to know if the save is any good until you need it.

And, although I'm not a ResiE/Survival Horror aficionado Deep Space addressed most of the annoyances I've had with the genre. The ammo isn't as scarce as it could be, though even with careful management I still ran into cases where I'd have to run and hide due to its lack.

I was fortunate enough to get to play this in my friends home theater setup. It was delightfully frightening, a truly worthy gaming experience on the big screen in pitch blackness with surround and a beefy sub. I'd give this game a 5-10 percent bump if you possess the right setup, its a must-rent at the least.

Currently on Chapter 2 of Round 2, played through the first time with only the cutter, very doable.
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DoctorDee 2 Nov 2008 12:53
3/4
PreciousRoi wrote:
I was fortunate enough to get to play this in my friends home theater setup. It was delightfully frightening, a truly worthy gaming experience on the big screen in pitch blackness with surround and a beefy sub. I'd give this game a 5-10 percent bump if you possess the right setup, its a must-rent at the least.

I have such a set-up: 120inch HD projector, Mission 6.1 surround system. This may explain in part why my score was higher than the MetaCritic average, but the net result was that the game was incredibly immersive, and created a superb air of tension.

I must admit, we only have 50" plasmas in the SPOnG office, and while they are not to be sneared at, when I put Morotstorm on my home set up, it was incredible in comparison to playing it in the office. I didn't play Dead Space in the office at all...

As for the cutter, I liked it as a weapon - it worked OK in both ranged and melee combat, and did the job admirably.

I played it on PS3, and have not experienced any save issues.
PreciousRoi 4 Nov 2008 03:25
4/4
Though I haven't yet progressed very far in the Impossible difficulty, preferring to try and advance through my Hard game on Round Two, I would have liked to see a bit more randomness to the game, sometimes its all too obvious when you're safe and when you need to take a bit more care. A few more semi-random or not-quite-scripted monster appearances could have heightened the tension a bit and added to the overall uncertainty during what might otherwise be percieved as pointless wandering. Perhaps some extra content, accessible on the second playthrough, would have been cool too. More variation the the armor styles might have been nice, Suit Levels 1-5 are a bit too BioShock, but I also see why they went that route as well...Suit Level 6 looks schweet.

But I did really enjoy it...I pick the nits as we simians are wont to do, off something I care about...
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