Available: PS3/Xbox 360
Game Type: 1 player Action/Survival Horror
From: EA Redwood Shores/EA Games
I have a close friend, perhaps my best friend, that loves horror movies; I mean loves them. He loves the gore, the overt sexuality of a guy stabbing a woman, and the suspense. I, on the other hand, despise so-called “horror” movies. For one, I find absolutely nothing scary about them (the ONLY exception was 28 Days Later, that was scary as hell), and it makes me angry when the obvious jumpy parts come up and the whole crowd watching screams. I think to myself “seriously? You didn’t see that coming?” I’m also not fond of horrific gore for two reasons: one, it’s fake, and two, completely fake. It just looks stupid. Have you ever seen an actual gunshot to the head online? It’s absolutely horrible, and bright red blood spattering the camera is usually not the case. Let it be said, though, that I don’t have a problem with gore on the video game level. I find the graphic nature of video games to lend a sense of realism to the game, providing it’s one I enjoy of course. That said, I can’t think of a game off hand that had the horror-movie violence in it that I dislike. Nonetheless, my basic disdain for horror movies is the sheer lack of horror, essentially making them a lie. To reiterate, 28 Days Later was the only movie I’ve ever seen that fit the title “horror,” as I was literally terrified of a crazy aggressive zombie outbreak starring British accents and bad British teeth.
I do, however, like survival horror games like the Resident Evil series. In fact, the first RE on PSone was the scariest game in my memory; when you walk into the room on the far right of that long-tabled dining hall within the first five minutes to see a zombie munching down on a dude-sandwich, I nearly crapped my pants, and like all of our fondest memories in gaming that moment will stick with me until my end.
I remember seeing Dead Space when it was a cover story on several gaming magazines, and thought it looked pretty good. The idea of a derelict spaceship with RE qualities and a tight third person shooter mechanic seemed too good to be true, but I promptly preordered the game nevertheless. What was in store was the scariest damn thing ever invented by humanity, bar none.
Dead Space begins with a distress call from a woman to Isaac, the main character, apologizing for some unknown act of treachery and begging to be saved. As the camera pans away from this call, we see it’s on a high tech display panel jutting out from Isaac’s sternum as a piece of his ramshackle spacesuit. Within these first couple minutes of introduction to the universe, I fell in love with the design; it looks like nothing I’ve ever seen in a gritty, high tech, sci-fi setting. It’s not uber-sleek, the wearer isn’t a jacked up steroid-junkie, it’s just some guy in a spacesuit, something that looks like it could be built with our technology.
So as the camera pans back, we see Isaac is on board with four other people: a science officer, a gun-for-hire with his two backup pals, and you, Isaac Clark, a spaceship engineer. That’s right; not a Master soldier, not an everyman, a lowly ship engineer. In the distant future in which the game is set, giant ships called Planet Crackers are sent to planets rich in elements of which the Earth is in dire need. As the blinding sun is eclipsed by the ship Isaac is riding in, we see the USG Ishimura, the largest Planet Cracker of its class which had gone dark weeks before. Nobody has contacted the Earth and nobody on Earth has been able to make contact: 1,000 workers aboard the Ishimura means there’s a problem. To figure the situation out, this five-person team was assembled with the intention of jumping on the ship, finding out the problem, and, given the necessity, sent to repair the ship. As we approach, things do not seem okay.
As the gravity tether integrates with the Ishimura, a problem occurs: we’re coming in way too fast. The group crashes in the landing bay, safe and sound (for now), and they depart. Upon entering the first room, blood smears the walls, and a quarantine-state is in effect. The group asks Isaac to check the data display in the next room, and then things take a turn for the worst.
The doors to the room Isaac is in slam shut, sirens and red lights begin to blare, and grotesque zombie-like creatures with multiple limbs and leper-looking bodies start dropping in. Your security guard and the science officer high tail it out of there by the skin of their teeth, just in time for a Necromorph to drop in on Isaac out of nowhere. This is the first time I screamed at anything in my life out of sheer terror.
And that’s Dead Space: from beginning to end, you never feel safe. The game controls remarkably well, but you never, ever feel safe. I found myself looking in all directions seemingly every step of the way. The gunplay is fantastic, with great controls and a superb over-the-shoulder view akin to Metal Gear Solid 4. Speaking of weapons, these are some of the most fun I’ve had with guns in a game. The first weapon you receive is an ore-cutting device that shoots high velocity electromagnetic blades and is capable of rotating from a y axis to an x axis. This becomes greatly important when you learn the only way to effectively take down the Necromorph and conserve ammunition is to shoot the limbs off, not the head like in every other game known to man. I found this a challenge of sorts, especially in the early hours of the game, because we all know our minds tell us go for the head; on more than one occasion I had a headless Necromorph just get more angry for having his removed, not to mention just as bloodthirsty.
Upon the games release, I heard some complaints about the lack of movement we see in Isaac, but I found it both satisfying and essential to the gameplay. He is a little more stiff then some third person shooters, but it worked well with the tense design of the game. And again, the aiming was top notch, allowing for intricate shots to the numerous beasts different week points.
In Dead Space, you’ll never have an ample supply of ammo, either, and for two big reasons. For one, early on ammo is just simply sparse. Later on, however, you’ll start to accumulate ammo and have the choice of selling extra clips for space in your inventory and for extra cash, cash with which you can upgrade your armor, buy new weapons, or buy expensive power nodes for upgrading the equipment you already own. The mix of limited inventory, limited ammo, and deadly creatures was perfectly crafted by the folks at EA Redwood shores, and I feel more games need too use this mentality, specifically with your weaponry. You can only play so many games where you have 15 different weapons or two fully loaded before it gets old. This method was a refreshing way to play a game.
To get back to the horror aspect, I’ll reiterate and say I’ve never seen any medium convey such a sense of dread. Superior use of lighting effects that cause for dark and decrepit looking hallways of a dark ship mixed with unbelievable sound effects made for some sheer nervous walking-around. Isaac can run, but you won’t be running much until you’re on your second playthrough (which you get to do with all your accrued weaponry, money, and armor, totally changing the game). You’ll be walking, because at any moment a Necro will pop out of just about anywhere, possibly in droves. After you hear the same squeak ten times you resolve that it’s benign, only to turn around to pick up a health container and see your life flash in front of your eyes. My Mother’s boyfriend stopped by my house one day and laughed at me after waiting down stairs for ten minutes, rolling on the floor as he heard girlish screams emanating from my room. I don’t mind telling you this, because not only is this the point of Dead Space, but it’s a testament to the games credibility in the horror genre.
There’s about 6 or 7 weapons available to purchase, only 4 of which you can take with you, but you’ll want to severely judge their worth because all that armament causes more ammo to be available, more variety that is, and that fills up your inventory pretty quickly. Another fabulous technique used in this game was the lack of a HUD. Health is conveyed through the back of your suit, running along your spine in a bright turquoise color, and ammo is displayed via a similar method as the screen on Isaac’s chest, almost as a hologram. Inventory is displayed through this chest piece as well, and it’s a seamless transition; at any moment while maneuvering through the map, menu, etc. you could be attacked by ruthless means.
Zero Gravity jumping-around, crazy action, and scares that make the most horrific movie look like Sesame Street are all around every corner of this tense action thriller. Be sure to go out and play this game if you haven’t over the past two years, because with the second coming up you’re going to want to get your feet wet as not to become a Necromorph. So grab your cutter, watch your back, and get out there and shoot some baddies. Who knows? You just might save your lady friend, though I seriously doubt it (hint).
Graphics: Absolutely stunning. I recently started another playthrough due to the good-game lull of late, and on a brand new Sony HD in 1080p at 240 Hz, this game looks better than most and it’s two years old.
Controls: The perfect mix of awesome and tank-like. They aren’t like early RE incantations, but there’s that feeling that you don’t have the maneuverability you need to escape these foes while at the same time being totally in control.
Story: Edge-of-your-seat gripping story. Every time you find out a new bit of information you’re a little closer to unraveling the mysteries of the darkened Ishimura and your girlfriend.
Multiple Play: I’ve already played through four times and having started a fifth I decided to review it finally. With bonuses like the ability to keep all your items, upgraded weapons and armor, and even a sixth armor upgrade not available in the first playthrough, there is more than enough here to keep you busy for a couple playthroughs. Not only this, but once you have all these upgrades and great gear, you feel less terrified and more like a Necromorph slayer, which totally changes the rules.
Total: 96, A
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