Reviews// Dead Space

Posted 28 Oct 2008 18:30 by
Companies:
Games: Dead Space
As you play Dead Space™ you are placed on tenterhooks, never quite knowing what will happen next, always suspecting that it will not be pleasant, always confident that it might be fatal. Not that fatality is that big an issue in the game, levels are not huge, and save points are frequent. But that didn't stop me creeping and crawling about (you cannot actually crawl, or jump) trying my best not to disturb a nest of alien scum.

As you progress through the game your objectives evolve. Certain doors are locked; you have to find the key; certain computers are unresponsive; you have to find a logic board; certain machines are inoperable; you have to find a widget or use a special power to make them faster or slower or more chocolatey flavoured. Essentially, these are puzzles, though they are the kind that force you to go to places where there is danger, rather than ones that make you wish you'd paid more attention in Mr. Bradbury's maths lessons (that was not actually a veiled reference to sci-fi legend Ray Bradbury, but a real reference to my high school maths teacher).

As you might expect, there are extra weapons you can collect or purchase along the way. In order to purchase them you need cash, this may be a collapsing alien-scum infested space station, but that's no reason for the wheels of galactic capitalism to grind to a halt. Conveniently, you find cash laying around the ship, presumably where it fell from the pockets of members of the crew when they were dismembered. Other places you might find money are: in lockers on the walls of the many rooms you visit, ones with blue lights open, ones with red ones don't; and on the corpses of the dead creatures you have killed. This latter is useful, and it does give you an incentive to kick alien butt rather than run away and hide like a biatch.

Once you have cash, you can purchase weapons or ammunition, or med packs that you use to replenish your energy (it's always good to have). The other upgrade route is to use a bench to apply nodes to your matrix in order to upgrade the capabilities of your weapons or suit. The matrix offers you several upgrade routes, each of which affects different aspects of your weapon (reload time, damage caused etc). You must choose how you place your energy nodes in the grid to best effect. Nodes, like other pick-ups, can be found around the ship or purchased at a store. You can only carry so many items, but you can trade ones you have for credits in order to free up slots in your inventory. These aspects add a very lightweight strategy aspect to the game, but nothing to get you too bogged down such as the inventory management you might see in a role-playing game.

None of the individual aspects of Dead Space™ are revolutionary, what's not stolen from Alien is stolen from Resident Evil. But the game is certainly more than the sum of its parts. If you've read my Motorstorm: Pacific Rift review, you'll know that while I think originality is laudable, it's by no means necessary. Taking a well-worn genre and breathing new life into it is equally laudable. There have certainly been more than a fair share of sci-fi video games, and there's no shortage of survival horror games too, but Dead Space™ brings something worthwhile to the genre by upping the ante, and making a game that is an almost perfect example of both genres. All of the boxes are ticked, and while there are few surprises in the features, there are plenty of them in the game-play.
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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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