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While LittleBigPlanet has shown that a unique and innovative approach
to videogame development can successfully launch a new intellectual
property, Dead Space has provided irrefutable proof that a new IP
can be launched on the back of well crafted, unhurried development
and the desire to produce a thoroughly polished final product -
and that is what really sums up Dead Space: polished. It may not
provide genre-altering innovation and it's far from being unique,
but when a game is this well put together, and this much fun, it
really doesn't matter.
From
the get go, Dead Space wears its influences on its sleeve; imagine
if you will a hybrid of Resident
Evil 4 and BioShock
and you're half way there. It could be viewed as a negative you
can immediately draw comparisons with other games; however, the
stature of the company it keeps and the distinction with which it
holds this position should be a clear indication of the quality
of Dead Space. Resident Evil 4 and BioShock are two modern day masterpieces
- arguably two of the greatest videogames ever made - so the fact
that Dead Space can be held in comparison so favorably speaks wonders
for EA's development team and is certainly testament to title's
overall level of quality. From the moment you enter the world of
Dead Space, you are engulfed by the expertly crafted sense of dread
that runs through every inch of its design; from the exceptional
visual quality and outstanding art design to its simply phenomenal
audio, Dead Space grabs your attention like a hammer blow to the
head and rarely relinquishes its grip on your senses for the duration
of its ample running time.
In
the workman-like boots of engineer Isaac Clarke, you are sent on
what should be a routine mission to fix the communications array
on the mining ship USG Ishimura, after the Concordance Extraction
Corporation loses contact with the ship and its crew. However, as
you've probably guessed, things aren't going to be that simple;
before you even set foot on the ill-fated Ishimura, you are inundated
with cryptic messages from crew member Nicole Brennan, which serve
to build the mood nicely before you even begin to discover the dark
secrets that the Ishimura and its, shall we say, 'troubled' crew
have in store for you.
As
much as Dead Space takes its gameplay cues from other titles, so
it takes its visual cues from well established movies, the most
obvious being Event Horizon and The Thing. Again though, while Dead
Space is visually and artistically very similar to the space horror
clichés that have seeped into the public consciousness thanks to
movies such as the aforementioned Event Horizon, Sunshine and, most
famously, the Alien saga, EA has taken these obvious influences
and applied them to Dead Space with such care and attention to detail
that it's hard to fault them for failing to strive for greater originality.
From
the moment you arrive on the Ishimura, the shit seems insistent
on hitting the proverbial at every possible turn. You are separated
from your team almost immediately, left alone to fight a very isolated
battle against the remnants of the Ishimura's former crew, who have
been transformed into disturbing creatures known as Necromorphs.
They're an unpleasant bunch to say the least; each one seemingly
more eager than the last to tear you to pieces. If this wasn't bad
enough, it seems the ship is as eager as the Necromorphs to give
you as hard a time as possible; while it successfully drags you
along from one event to the next in the name of progression, these
inter-related objectives do tend to distract from the game's central
story arc of escaping the ship and rescuing the mysterious Nicole.
Dead Space's core narrative is certainly well realiaed, but thanks
to the game's insistence on the aversion of one catastrophe leading
inevitably to the creation of another, it's hard to feel fully connected
to the central plot.
While
this lack of connection between objectives and story is disappointing,
the connection between yourself and your environment never fails
to provide anything less than complete immersion. The sense of isolation
is palpable and the collection of enemies you face and the weapons
at your disposal to deal with their threat constantly keeps you
on your toes. Although Dead Space often feels like a successful
compilation of greatest hits, that's not to say it's devoid of innovation.
The first thing that strikes you is the lack of a heads up display.
Your life energy is displayed on the back of your RIG uniform and
combined successfully with Isaac's visual prompts, ammo is seen
solely from the display on your chosen weapon as you bring it into
an attack position, while routes to objectives are mapped out via
a beam of light traced onto the floor from a component of your versatile
body suit. Best of all is the use of a real time hologram to bring
up the in-game menu, a simple addition that adds layers of tension
to many encounters as you are subsequently open to attack while
scrolling through the list of options and items - no Resi style
pausing to administer health at the last second here!
The
lack of HUD proves to be the most obvious innovation in Dead Space's
canon, but it is in the combat that the game makes its most successful
strides towards greatness. In a move away from the obvious aim for
the head technique that underlies nearly every survival horror title
- or first or third person shooter for that matter - the 'strategic
dismemberment' technique is all but essential to your survival,
bringing a whole new dimension to the combat. With each class of
Necromorph also providing a noticeably different challenge to the
last, the often excessive levels of combat are never in danger of
monotony. In fact, three quarters through the game, about the only
time when the possibility of oncoming boredom arises, the game suddenly
kicks up a gear, apparently wary of its potentially repetitive gameplay
mechanics as it pulls you along at breakneck pace towards its thrilling
finale.
The
combination of horrific enemies and their surprising levels of intelligence
really does keep the gameplay fresh for the duration. Necromorphs
that would surely be dead by any other standard seem to keep plugging
away at you until they're completely dismembered. And believe me;
you will be doing a lot of 'dismembering' throughout your time with
Dead Space. Don't let the fact that these creatures used to be the
crew of the Ishimura fool you into expecting zombie like enemies
though; their resemblance to their previous human form is often
minimal at best - we are talking tentacles and severely misplaced
appendages here, transformations straight out of the John Carpenter
Big Book of Nasty. Remember that scene in The Thing where the dismembered
head decides to grow legs and run off? Well that is the kind of
weird you're dealing with in Dead Space. While there are a few AI
hiccups that see these enemies reluctant to move from one room to
the next, their general level of teamwork and unpleasant cunning
- the crafty beggars love to play dead - really does help to keep
you immersed in your surroundings and glued to the action onscreen.
The
weapons with which you despatch these unusual foes are equally as
fresh, too; rather than the usual array of assault rifles and shotguns,
Isaac has to make do with the mining equipment that he finds scattered
around the mining ship, incluidng such ingenious items as plasma
welding guns and the always enjoyable buzzsaws. In fact, there is
only one traditional weapon in the entire game - a plasma rifle
found in the form of one of the many schematics that are scattered
around the Ishimura's dark and dreary decks.
These
schematics can be taken to automated stores and turned into weapons
and items that can be purchased with the credits you pick up from
fully dismembered enemies. Credits? On Necromorphs you say? Well
yes, and it does kind of make sense. Remember, these horrible beasties
used to be the human crew of the Ishimura; is it unthinkable that
they would still have some loose change rolling around in their
now fully mutated pockets? Maybe, but hey, it works. These automated
stores also allow for upgrades to your RIG body suit, additional
ammo and health pack purchases, along with the aforementioned new
weapons. Much like the majority of survival horror titles, this
means that inventory management becomes a large part of your playing
experience as you balance ammunition with new weapons and health
packs within the limited space afforded to you. This, as you can
imagine, adds another tactical layer to the proceedings; ammo is
far from abundant and enemies are troublesome enough to warrant
the carrying of extra health packs. So, what do you do? Load up
on firearms and go in Schwarzenegger style or conserve your ammo
and pick your battles a little more carefully - believe me, sometimes
it's just better to run.
Beyond
credits and schematics, nodes are something else that you will want
to keep an eye out for on your trip around the Ishimura, as they
can be used on the many nanotech workbenches found throughout Dead
Space to upgrade weapon efficiency and improve the abilities of
your RIG suit via skill trees that can target specific skills in
each item's repertoire. You won't want to go overboard though, as
many areas are only unlockable via the use of nodes, so if you want
to find some of those hidden schematics that are scattered around
the ship, it's best if you keep a few on you at all times.
Although
weapons often prove the obvious choice to deal with enemy attacks
- especially early on in the game - as you progress, you will find
your RIG suit skills for stasis and kinesis of continually growing
importance. Stasis allows you to slow down fast moving objects and
enemies; very useful for some of the trickier and speedier enemies
you will face as you progress through the bowels of the Ishimura.
This skill depletes as you use it and needs to be replenished via
booster packs and recharging stations. The other skill, kinesis
can be used as much as you see fit and is used to lift and move
items and objects, essential for the game's few puzzles and also
useful as an alternative to traditional weapons fire, as you launch
items and even severed limbs at your enemies.
Items
aren't the only thing floating around in Dead Space though, as at
certain points in your adventure you will find yourself battling
it out zero gravity. This could have easily turned into a gimmick
on the part of EA to shoehorn in a way to differentiate this title
from other games in the genre, but in their defense, they really
have nailed these segments, bringing a whole new dimension to combat.
Having full 360 control of motion is disorientating at first, but
getting to grips with the skill of releasing and reapplying your
magnetic boots to float from one surface to another as you lay waste
to the hapless Necromorphs truly becomes one of Dead Space's greatest
joys. It's not just the mechanics that have been nailed for these
sections either; the tension is successfully ramped up due to limited
oxygen supplies and, as for the audio, well, the numbed sound of
enemies and increased volume of your own actions and breathing take
these sections into the realm of classic gameplay moments.
Speaking
of which, the boss battles in Dead Space prove to be some of the
finest ever assembled, many accompanied with the kind of sick visual
artistry that would make Clive Barker proud. While many fall into
the realm of strafe, shoot and repeat, the terrifying and disturbing
nature of many of these battles will often leave you too scared
to care.
Dead
Space is one of the most atmospheric games around and is certainly
helped along by its disturbing cast of enemies and NPCs, each of
which seemingly going more and more insane by the moment. To get
a taste for what the crew and the surroundings were like before
these terrible events took place, there is a collection of logs
to collect, successfully giving you a taste of the events that contributed
to the position that the ship and its crew end up in. These logs
prove not only invaluable to the story in a similar way to the recordings
found in BioShock but they also provide another brilliant way to
make your skin crawl as each log collected proves more disturbing
than the last.
The
visual quality and design of Dead Space proves another feather in
the cap for EA; the attention to detail throughout, from the fine
points of Isaac's suit and weapons and the incremental details that
are added with each new upgrade to the brilliantly designed Ishimura
interior and the horrific collection of Necromorph enemies that
roam its decks; Dead Space is a visual success from top to bottom.
It is also worth mentioning just how gory the visuals are in Dead
Space; this really is one of the more gruesome games ever created
with blood dripping from every surface and mutilated corpses found
at nearly every turn. Beyond the gruesome details though, EA has
done a fine job of differentiating the decks of the ship, giving
each a unique and lived in look; while it may prove to be another
largely 'brown' game in its use of palette, the little details bring
each new deck to life - from the living quarters and medical bay
to the mining locales and engineering decks, each section of the
ship has its own distinctive look.
The
visuals are outstanding, the combat gripping and the enemies are
as memorable as they are disturbing, but the real star of the show
in Dead Space has to go to its top notch sound design. Although
isolation is a key part of the Dead Space experience, thanks to
ambient noise, the sound of unseen Necromorphs seemingly surrounding
you and the crazed screams of insane or assaulted crew members in
the distance, the feeling of being completely alone is a rare one
at best - if only you were alone! With each creak, step and
scream, the overriding sense that something truly horrible is just
around the corner is something that never lets up for the entirety
of Dead Space's running time - and if the increasingly insane survivors
and the brutal shrieks of the Necromorphs weren't enough, the sense
that the Ishimura itself is doing everything in itspowers to scare
that bejesus out of you with its hissing steam pipes and creaking
hull serves to crank up the tension that extra notch.
Dead
Space is a triumph in nearly every department; it may be a bereft
of unique ideas in its core mechanics but this really is a brilliantly
crafted slice of survival horror that stands shoulder-to-shoulder
with the finest that the genre, and in many cases, even the industry
has to offer. The host of innovative details add enough original
spin to a tried and tested genre, combining with stellar production
values and game design throughout, making Dead Space the most gruesomely
pleasant surprise this side of Christmas. With so many triple-A
titles coming out at the moment it was going to take something special
for a new series to get noticed and, fortunately, that is exactly
what EA has created.
Reviewed by Liam Pritchard for AceGamez (All Rights Reserved).
Read
external DEAD
SPACE on ciao.
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