Excellent title, or excellentest title? Probably neither.
Ladies and gentlemen, Dead Space is officially a great game. Despite the entire universe proclaiming this to be true for a week or so, I've put my tramp stamp of approval on it.
Let's get my ridiculous reason for loving it so dearly out of the way, considering it is quite silly. In most game, when there's some ammo lying around, it has a certain value to it, say, 10 bullets. If you need one bullet, you'll pick up the whole thing, but only receive one bullet. You don't get a reserve or any such thing. That's a huge problem for me, something that's almost gotten under my skin like a tick. Now, DS does things a little differently. When there's an ammo drop of say, 9 rounds, and you have room for only 3, you'll pick up just that. When you do pick up those three you need, 6 will remain behind. If nothing else is learned from this generation of systems and games, this must be it.
It's been well publicized that I'm the biggest wuss out there. But much like Resident Evil 4, if a game is good enough, there's no way I can say no. Dead Space is scary, and not just in "Good lord, some sort of half scissor half man thing just burst out of that air duct" kind of way. I've literally jumped at my own shadow. I turned around really quickly, and the lighting of the room hit me and the shadow I cast scared the poo out of my colon. The environment you're in sets the mood nicely, as much like Alien, you're alone on a distressed ship. The lights go out and flicker, all the while you hear tiny foot/claw steps scattering around you.
Dead Space escapes the whole "Shoot them in the head or until they're dead" mechanic quite nicely. RE4 tried something unique with Las Plagos and having a monster pop out of a post-head shot body, but really, after one successful headshot, you'd just perform another. The much hyped feature of DS is strategic dismemberment, and it works beautifully. You kill the enemies by disarming them in the literal sense, using your space janitor tools you cut off a bad dude's appendages. When one takes a run at you, shoot it's leg, then it's arm for good measure. It's a treat seeing an enemy scrape his way towards you, only to end in a crunchy boot stomp.
A lot of thought went into this game. A quick click of the right stick beams your path on the ground, but it's not because of poorly designed stages. It's just a quick help tool. If you do decide to brave on without using this feature, you'll probably do better than those that do. It points you in the direction of your objective, but there's lots of side rooms and detours that result in a far greater payout then being a nerd. Sure curiousity killed the cat, but this time the cat has power tools to cut through what attacks it.
While the game is in third person, they do tell a narrative in a way we're really only seen from first person games like BioShock and Half Life. Your character never speaks, and all the story is told from text files, and audio and video clips. Your character has a projector built into his suit, so all incoming transitions play out infront of you. And when i think about it, there's no hud either. There is a pause screen, but you can't access anything that affects the gameplay from it, so there's no real reason to use it unless you do indeed need to pause. This insures that the flow of the game isn't broken by pausing to go into your inventory. In fact, healing yourself is assigned to the Square/X button, so if you're low on health you just press it and watch your spine-o-meter (health bar) rise.
The way the game handles upgrades is excurciating, if only because your decisions become so hard. To upgrade your weapons, you sacrifice a power core. They're scattered throughout the game, but they're not thrown into your lap. You need to scavenge for them, so you never feel safe to just go upgrade crazy. Making your decisions even more difficult is that your weapon and suit upgrade system is presented like a map. You have to start somewhere, but to make your way to other upgrades, you have to use one of your power cores. Problem is, to access a point of interest, it must be parallel to an activated area. So you'll have an upgrade, a blank spot, and another upgrade. To get the second, you must use a power core on the first and the blank space afterwards, which of course nets you nothing. Further complicating things is that there's rooms that require a power core to access. What's inside is a guessing game, so you need to take a lot of risks to get big rewards.
As one of the earlier games to be released as part of the holiday rush, it's easy to get lost in the hype of the much ballyhoed future releases. Please keep your sights on Dead Space. EA's not kidding around with this game, it really is something else. They're taking a big risk with this and Mirror's Edge, but I can promise you that this half of the equation is a huge success. The developer's really achieved something, and everyone should take notice.
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