Look Back Review – Dead Space

<p>You’d expect things to be kind of peaceful in space&comma; right&quest; Well not exactly&comma; as poor Isaac Clarke will find out in the first installment of EA’s hit horror series which is essentially their version of <em>Resident Evil<&sol;em> but in space&period; <em>Dead Space<&sol;em> brought us an exciting horror experience when the 7<sup>th<&sol;sup> generation was struggling for one and now after 8 years I ask if it still holds up&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1280px" class&equals;"wp-caption aligncenter"><img src&equals;"http&colon;&sol;&sol;cdn&period;akamai&period;steamstatic&period;com&sol;steam&sol;apps&sol;17470&sol;0000006482&period;1920x1080&period;jpg&quest;t&equals;1447351588" width&equals;"1280" height&equals;"720" &sol;><figcaption class&equals;"wp-caption-text">Burn baby&comma; burn&excl; &lpar;Dead Space&period; EA&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Back in 2008&comma; many developers were adamant on creating a fresh and engrossing survival horror experience but all they did was to try and replicate <em>Resident Evil 4<&sol;em>&period; So we got games such as <em>Dark Sector<&sol;em> and <em>Alone in the Dark<&sol;em> which were decent but lacked timeless and compelling factors&period; Then EA came in with this beautiful gore fest&period; You play as Isaac Clarke&comma; an engineer who’s heading for the famed Planet-cracker The USG Ishimura&comma; after it goes completely off the grid&period; Isaac is also hoping to find his girlfriend&comma; Nicole and rekindle their love once again&period; But when transport vessel crash lands on the Ishimura and the team go to investigate&comma; they discover everything has gone pretty much to hell&period;<&sol;p>&NewLine;<p><em>Dead Space<&sol;em> is strongest for its survival gameplay&comma; which involves brutal combat mechanics and aspects of exploration which rewards highly for keen observers&period; The act of dismembering your enemies is a great feature that helps create a strong sense of tension and utilizes player tactics other than running away&period; The combat is intense while also expansive&comma; such as having improvised weapons from buzz saws&comma; hydrogen torches and plasma cutters which feel in keeping with Isaac being an engineer&period; We are also offered a great variation in enemy types&comma; environmental interactions to kill your enemies and a number of modifications to help you out&period; For example&comma; there is Kinesis which allows Isaac to pick up objects from a distance and Stasis which slows down moving objects for a short period&period; Both are good for combat and also play an important role in a number of puzzles and set pieces&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1280px" class&equals;"wp-caption aligncenter"><img src&equals;"http&colon;&sol;&sol;cdn&period;akamai&period;steamstatic&period;com&sol;steam&sol;apps&sol;17470&sol;0000006483&period;1920x1080&period;jpg&quest;t&equals;1447351588" width&equals;"1280" height&equals;"720" &sol;><figcaption class&equals;"wp-caption-text">&lpar;Dead Space&comma; EA&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Among the combat&comma; there are some good lateral elements that combine different mechanics and impressive scales to make puzzles seem a little more interesting than opening a locked safe even if many of the puzzles are put object here&comma; slow down a moving object to shoot it and so on&period; One of the most interesting concepts put in survival horror games around this time were trading mechanics&period; <em>Dead Space<&sol;em> of course has a trading system or an in-game store that works with much more freedom than <em>Resident Evil 4<&sol;em> with fewer limitations on what you can buy&comma; such as ammo&period; It can make the game a little easy when you can buy ammo and granted it’s rather pointless as you can find ammo everywhere&period; Yet you do need to explore the world to discover vital blue prints in order for the store to sell you items such as ammo and new weapons&period;<&sol;p>&NewLine;<p>While still a survival horror game with exploration at its core&comma; <em>Dead Space<&sol;em> offers big set pieces and even bigger boss battles&period; Normally set pieces take the form of a large death-trap which Isaac must escape from&comma; either by navigating through a chamber that spews fire or outrun the turbines of a huge engine&period; The only let downs as far as I’m concerned are the Zero-G platforming sections&comma; which are slow&comma; disorientating and just boring with a total lacking of compelling boss battles&period; Sadly bosses are phenomenally bland and resemble nothing more than shooting weak points on big pink blobs with teeth&period; Their designs are also rather disappointing compared to the smaller NPCs&period; Sub bosses&comma; such as the regenerator are light years better and actually feel more like a threat worth engaging&period; I wasn’t so keen on the turret section with an overwhelming number of asteroids to shoot&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1280px" class&equals;"wp-caption aligncenter"><img src&equals;"http&colon;&sol;&sol;cdn&period;akamai&period;steamstatic&period;com&sol;steam&sol;apps&sol;17470&sol;0000006492&period;1920x1080&period;jpg&quest;t&equals;1447351588" width&equals;"1280" height&equals;"720" &sol;><figcaption class&equals;"wp-caption-text">It&&num;8217&semi;s not what your thinking&&num;8230&semi; &lpar;Dead Space&comma; EA&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>What I can certainly say is that <em>Dead Space<&sol;em> is still scary&period; This is due to two factors&comma; pacing and the fantastic sound design&period; The sound design is superb from the creepy tones in the distance to the strong voice acting&comma; every sound has a purpose and works effectively within the game world to deliver a stronger sense of dread&period; Actual jumps scares are subtly played for the most part&comma; coming right out of the blue without&comma; usually with a monster silently creeping up on you&period; Not to mention the creepiness of the game world is purely energetic&comma; from seeing some poor guy banging his head on the wall to a hearing a whispering echo of <em>Twinkle&comma; Twinkle Little Star<&sol;em>&period;<&sol;p>&NewLine;<p>My biggest complaint lies with the weak story&period; Don’t get me wrong&comma; the setting and back stories to some of the characters are very interesting&comma; and yet we don’t actually learn about the main cast&period; Isaac is nothing more than a mute with no personality and no back story&period; Originally he was meant to have a developed character and voice&comma; but I guess the Director felt otherwise&period;<&sol;p>&NewLine;<p>The twists&comma; including the &OpenCurlyDoubleQuote;big one” are so obvious is embarrassing and along with certain story elements never being fully fleshed just make the plot shallow&period; Just like how the game kills off one the main &lpar;and interesting&rpar; antagonists at a random moment just out of the blue&period; As though the game just got tired of him&quest; The marker also becomes a slight issue as it becomes massively redundant knowing that the main culprit to these horrendous events is just a giant alien blob within the planet&period; It felt like that Stephen King novel where the Clown turns out to be a massive spider&period; It makes little sense as the Marker just acts as a Beacon&quest; It created the blob&quest; Well I don’t know&period; I will admit the next two games don’t clarify much and the by the third game …&period; Yeah it gets pretty silly&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1280px" class&equals;"wp-caption aligncenter"><img src&equals;"http&colon;&sol;&sol;cdn&period;akamai&period;steamstatic&period;com&sol;steam&sol;apps&sol;17470&sol;0000006496&period;1920x1080&period;jpg&quest;t&equals;1447351588" width&equals;"1280" height&equals;"720" &sol;><figcaption class&equals;"wp-caption-text">Someone&&num;8217&semi;s about to get owned&period; &lpar;Dead Space&comma; EA&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Yet immersing yourself in various logs gives a little more depth to the world&period;  I felt more connected to the Mr and Mrs Temple&comma; who were trying to find one another on the ship and ended up dying side by side&period; Isaac&comma; I didn’t care&period; He’s difficult to relate with or even care about him&period; The only emotion we get is when he learns the dire truth of Nicole and all he really does is slap his head&period; I imagine it’s more of a &OpenCurlyDoubleQuote;oh come on” expression rather than sadness&period;<&sol;p>&NewLine;<p>What <em>Dead Space<&sol;em> also does poorly is inventive or interesting mission structures&period; Objectives just result in go here&comma; fix&comma; oh no it’s broken&comma; go somewhere else and fix that&period; These types of objectives just make the game feel long winded and tedious towards the end without expanding on interesting locations pass the half way mark&comma; resulting in backtracking to previous areas and visiting dull looking industrial areas&period; So <em>Dead Space<&sol;em> will become slightly repetitive as it drags on&period;<&sol;p>&NewLine;<p>Well&comma; with these glaring problems does it make the game less desirable&quest; No&period; <em>Dead Space<&sol;em> is still a great horror game even after its release 8 years ago&period; There are aspects which have become better with time while others feel a tad bit worse&period; Even so&comma; it’s still worth remembering and definitely worth playing again if you can pick up a copy&period; Its influence on sound design and pacing can be seen in other horror games and for the current generation and for EA&semi; it’s one of the best things they’re done in the last ten years&period;<&sol;p>&NewLine;

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