Title: Dead Space
Platforms: Xbox 360, PS3. PC
Platform played on: Xbox 360
Release Date: 2008
Final Score: 9/10
So, before I get to talking about Dead Space, which is one of my favorite horror games this gen, I need to talk about the jump scare. A lot of people are really quick to dismiss this scare tactic, in both horror movies and games, saying that it is a cheap and uncreative way to spook the player, but I think these people do not understand how difficult it is to stage a good jump scare, which is something that I think Dead Space excels at.
People also tend to dismiss this game as not being horror because of the huge arsenal of weapons you have at your disposal, and how this makes things far too easy for the player. I think these people are also wrong, and I think I will save the different sub-genres of horror for a future post dedicated to the subject, but for now, let's just talk about this game! As with the previous review, a lot of this is based on memory due to the original review being deleted, so please bear with me here (don't worry, there are only a few more of these).
In Dead Space you play as Issac Clarke, one of those silent protagonists that are so popular in shooters. He is part of a dispatch team sent out to investigate the USG Ishumara, a massive ship that sent out a distress signal while on a mining operation on a distant planet. Shortly after this signal was sent, the ship went dark. In a fairly successful attempt to humanize Clarke, we learn in the opening scene that his wife Nicole was on the ship when things went to shit, and he wants to find her and make sure she's okay.
Hi Issac, <3 u, come save me pls. PS Everyone's a zombie now |
What does it all mean, I wonder... |
Yes, one of the most unique components of this game is that the "zombies" in this can not simply be killed with a gunshot to the head. You need to use your wide arsenal of mining tools to chop off their legs, arms, heads, etc. The creature can keep coming at you with only a few limbs left, so you need to be pretty thorough and really make sure you time your shots effectively, because defending on the difficulty level you're playing at, ammo is sparse.
Now, let's talk about this gameplay, because it is bitchin'. Another common misconception about the horror genre that annoys me is that it needs to have terrible and clunky controls, to make the player feel dis-empowered. No, people who believe this need to stop talking. Forever. Your character does not need to move like a tank in order for your game to be scary. This is such a horrible idea to have, and it can hurt the overall design of the game in a big way. Dead Space is here to shit all over that terribad concept, because it has some of the most fluid and entertaining gameplay I've seen in a shooter, and it still managed to keep me on edge for nearly the entire experience.
The game gives you a lot of cool mining-tools-turned-weapons to use for battling your way through the hordes of fugly beasts the game throws your way. There's the plasma cutter that you obtain near the beginning, which is, in my opinion, the most effective method of shooting off limbs. But there is also a gun that shoots spinning circular saws that hover in mid-air and tear whatever they touch right the fuck up. It is glorious. You also have the ability to punch them to pieces if they get too close and your gun starts to feel uneffective, and once they're on the ground you can curbstomp the limbs away.
Oh yeah, have I mentioned that this game is extremely gory, because this game is EXTREMELY GORY:
But oh yes, the gameplay, it's really good. The controls are fluid and easy to learn, so it's not hard for the gamer to completely immerse themselves in the game...I'm not really sure how to articulate it any better than that, unfortunately, so you're just gonna have to take my word for it.
The HUD is also one of the best I've seen in a game. Everything you'd need to keep track of (Issac's health, the inventory, etc.) are all part of Issac's suit. Meaning that immersion is never broken by the player having to freeze the action so they can rifle through shit for some health. It's all implemented into the gameplay in a very engaging and innovative way.
Now let's discuss those jump scares I mentioned earlier. The reason they work so well in Dead Space is that the player never really knows when to expect them. The game places them in a very claustrophobic environment with monsters that can attack from any direction at any time. Sure, if you see a necromorph lying on the ground in an area that you've never been before, chances are pretty great that it will be jumping up to attack you at some point...but when? Some of them take no time in waiting, and pounce as soon as you come within 2 feet of them, but sometimes, you can walk by one two or three times, with nothing happening, then, as soon as you start to let your guard down, it will rip your face off.
HUG ME PLS <3 ME PLS |
Then there are the vents. The vents that follow every single area and hallway of the ship, the ones that you can hear the monsters moving around inside of, always with the knowledge that they may jump out and attack you at any moment. This is where the game's stellar art direction and sound design are put to great use. The ship feels like you're constantly walking through some kind of nightmare, and the sounds you are constantly hearing really drive home that feeling. You will never feel safe because you rarely are.
The boss fights are also really impressive. They're extremely intense, awesome, and epic in scale. Seriously, some of these things are massive. They will blow you away. They're just a ton of fun to fight.
In spite of the gore, the game truly is beautiful. The attention to detail once you get a chance to look up from your curbstomping and limb-severing is really stunning. And not just in the ship and monster designs. This is especially evident in those really incredible moments where you get to step outside the ship for a while to explore different areas.
"Did I leave the oven on? Shit, I totally did." |
So, now that I've talked about the gameplay and the aesthetics and the mind-numbing heart-pounding terror of it all, as accurately as I could, let's get back to the story (sorry if this review feels a bit scattershot, I am still new at this).
The majority of the story is revealed through audio and video logs, left behind by the crew before you arrived, much in the vein of Bioshock or System Shock II. You learn that this mining operation was not exactly "legal," per say, and that they found a religious relic that was kind of a big deal, and not just in the sense that it was causing everyone to have violent hallucinations and kill each other as well as themselves, which it totally did do.
Back. The fuck. Up. |
The story in this game was actually pretty interesting. Nothing ground-breaking, but still streets ahead of many games in the industry today that just...don't try...It was just nice to see some effort put into the story is all.
Final thoughts: A fantastic horror title that is, in my opinion, one of the best new IPs this gen. The story is just good enough to keep you powering through, and the art direction, sound design, and atmosphere are all top notch. This game is definitely worth checking out.
9/10
I enjoyed reading your review much more then playing the game itself.
ReplyDeleteI never played this one on Xbox but on PS3.
I liked the musical sound-tract most of all and frankly was rooting for the Necromorph(as they had such a will to survive ).
After a very short time I found it repetitive dismemberment, but it was interesting to unlearn the head shot which is what works in so many UNDEAD shooting games.
I do not see this earning a 9 but in terms of the visual aspect alone I can see 7.5
I found that whenever it started to become repetitive the game would throw a new enemy type at me to make sure there was never a dull moment. I was constantly on edge.
DeleteAnd that regenerating necromorph that chases you around the ship can FUCK RIGHT OFF! Scared the shit out of me.