Dead Space
Review by TNTales
"Sleeper Candidate for Game of the Year"
INTRODUCTION
Dead Space the game is part of a multimedia attack that includes an OAV (Animated Movie), Graphic Novel (available in animated form on sites like Game Trailers), and rumored novel and live action film. The fact that it was developed and released by EA makes for equal parts cringe and excitement. Can the juggernaut known for its incremental improvements to their stable of games, particularly Madden, actually make something original, intriguing and without game killing bugs?
In short, yes. EA has spawned what is easily the best new IP of the year and a sleeper contender for Game of the Year. It's so impressive in fact that you should stop reading this review and at least go and rent the game. That's what I did. I rented it, I beat it, and I now intend to buy it. Read on to find out why I would buy a game I already have beaten.
IN THE BEGINNING THERE WAS DARKNESS...
In this game you star as Isaac Clarke (whose name is a combination of authors Isaac Asimov (I, Robot) and Arthur C. Clarke (2001: A Space Odyssey)) a glorified maintenance man (aka engineer) who is traveling to a space ship, USG Ishimura. The Ishimura is a planet-cracker meaning that it is a mining ship that has tools to bust open a planet and take out minerals. Sort of like opening a walnut and digging out the meat.
In stereotypical fashion communications are down and you, along with the crew have been sent to fix the radio and get the ship back together. It also happens that Isaac's girlfriend is on the Ishimura and he's looking forward to catching up.
Not long after you are aboard the Ishimura you are separated from your crew by hideous monsters and you now must wander the ship fixing different parts so you can fly home. This all sounds hideously derivative doesn't it? What Dead Space does is make the old story fresh. It never feels by the numbers or like an afterthought. Read on to find out why...
FLIP THIS SHIP!
Dead Space is a game that is more than the sum of its parts. Each part taken separately would be laughable, but EA was able to make a game that exceeds its peers. Here's the breakdown:
Graphics: 10/10 (Flawless and well Designed)
It is hard to find flaws in Dead Space, visually, as it renders the cold environments of space and the scale of the Ishimura with stunning and obsessive detail. What is essentially a corridor crawl is brought to life as each level of the ship has a distinct design, whether it's the tall leafy hydroponics lab, the vast emptiness of the docking bay, or the tight, florescent flashed corridors of the medical bay. And they all render beautifully. I experienced no memorable glitches or slowdown.
There are no loading screens with some minor exceptions. Between chapters you hop on the tram that runs through the space ship and it loads the next chapter. Also sometimes opening doors have a waiting symbol that masks a load time. These are usually 5 seconds or less and load large portions of the level. It is only when you realize that when you get on the tram you are in a stationary location and a new level loads. You perform the objective, return to the start point (tram) and the next level loads. But the story, the lighting (down to the movement shadows of the tram) give a sense that you are moving to different parts of the ship. The design gives variety and the graphics are done in marvelous detail. This is a game to show off your home system.
GAMEPLAY 10/10 (Flawless execution, Innovative designs)
There is so much to the gameplay of Dead Space that while remaining simple gives the player a powerful, diverse set of tools and options for gameplay. And even though it consists of get off tram, open door A, kill monster B, flip switch, return to tram, it never feels like that as each level has its own style and the objectives come about in an organic way.
For example, Isaac fixes one part of the ship only to learn that there is another part to fix. Imagine being maintenance man in hell, some jobs are never done. Sometimes it even feels now what! You just survived a level of maneating alien monsters, waded through zero-gravity, fought a massive boss and now... now... well, I don't want to ruin it. Suffice to say it plays like a really bad day at work, if you're job was repairing a massive space ship while snuffing aliens.
Also, the level design manages to do the organic evil overtaking the cold steel without feeling too much like been there, done that. This is the game everybody thought Doom 3 would be and is probably its closest relative as opposed to survival horror games like the older Resident Evils. As well as it is designed there are some areas that deserve specific mention. Technically it's survivor horror but without the constant pressure to manage resources. The most important thing is to purchase ammo and managing your upgrades using a fairly straightforward leveling system.
In special areas and as rewards for certain objectives Isaac will find a power node these are then used at a work bench to upgrade your suit and weapons. The upgrade system is nice and allows you to always have just enough armor or the right weapon level to get the job done. But only just enough.
Inventory management is kept to a minimum, if you limit your weapon choices (I used the standard Plasma Cutter and the Line Gun for the entire game). And with the way the HUD and controls are set up (see below) there will be little time spent in the inventory screen. In fact I only used it on the few times my inventory got full (suit upgrades expand your capacity) and I had to toss some things aside.
There are stores located throughout the ship and you can use these to purchase weapons and ammunition. Credits and ammo are collected from crates you smash, secret rooms, supply rooms, and dead enemies. With credits you can buy ammo, more guns and an occasional power node. The game keeps the node buying down by making the price 10000 credits and keeping you buying ammunition so it stays balanced. And that's the keyword for this game, balanced. Never too hard, never frustrating, always challenging and rarely if ever cheap.
A specific item of gameplay that needs to be singled out is the HUD. I guarantee that in a year, knock offs will be doing this. Is it the next bullet time? Probably not, but more games should do this, and mostly the bad ones will.
Heads Up Display!
There is no true HUD in Dead Space. All your readouts are visible on your equipment. Your health bar is indicated by a neon tube that runs up the back of your space suit, complete with segments and changing colors for levels of health. Also there is a meter for one of your special abilities that I'll speak about later. Everything else is done with holograms, be it bringing up your inventory screen (which doesn't pause the game) or viewing a video/cutscene where most of the story is communicated. This is worth mentioning specifically because of the integration is so well done.
You can access your map, inventory and objectives by pressing SELECT and the map can be manipulated in three dimensions (rotate, zoom in and out) all while the game is active. You can even rotate the camera and see the backside of the hologram). If you get lost you can push in the right stick (R3) and a glowing line will flash on the ground leading you to your next objective. Finally, the ammo counters are shown on your weapon and if you are out of ammo for that weapon and hit the reload button (L2+X) you'll get a red flash. That will scare you. In a word the HUD choices are flawless and revolutionary.
CONTROLS/CAMERA 10/10 (makes you wonder why all games don't do it this way):
I've discussed the meters and such on the display, but what really makes it work are dedicated buttons for different functions. Square is a dedicated healing button and will make use of your medkits (granted I did not study to see if it uses the small ones first then the bigger ones but I never really had trouble out of it) without having to mess with the interface.
Weapon interactions are controlled by L1. L1 aims your current weapon, R1 fires the primary mode and R2 fires the secondary mode. All weapons have 2 modes of fire, some more distinct than others. You'll be holding in L1 a lot as your weapons have flashlights on them so you can actually see in some of the more dimly lit corridors of the Ishimura.
Highly touted by the PR people at EA has been the dismemberment system. What could have been another gimmick really finds a home in this game because of how it's integrated. Many of your enemies won't die just from shots to the head, in order to stop them coming you'll have to cut off their arms and legs (generally 3 limbs I found) before they stop coming. Some will keep coming until you fully dismember them.
This is so much fun! You see a group of enemies coming and you shoot for the kneecaps (if they have them). They fall down and you blast some more. Then to finish them off you use the greatest of the games weapons: a vicious space-boot stomp. Indeed, for story and gameplay reasons you'll find yourself doing a lot of R2.
When you come upon a corpse (or a slow moving live one) you can deploy a stomp which will separate any limb from body. And the screen shakes and the controller vibrates when you stomp and Isaac grunts so it really feels like you're stomping down with a big lead magnetic boot on something. If you are a gore-hound it is a source of endless entertainment. For everyone else it might be a turn off, but you'll find it a necessary tool.
L2 functions as your run button, hold in to run while pushing analogue stick.
Camera is free, hanging behind you in 3rd person ala resident evil 4 and functions quite well under all circumstances. It never felt cheap, even when I would see a shadow or a claw reaching behind me from just off screen and I turn around and a monster had snuck up on me silently.
The controls are tight and responsive and I never felt I died because of control issues or camera issues. The game controls like a precision machine. The controls are as innovative as the hud with excellent layout. I never felt like I needed an extra thumb to pull off any of Isaac's moves. In a word: Awesome.
The game innovates in its use of Zero Gravity. In several portions of the game you enter an area that has no artificial gravity and you can use your magnetic boots to jump on walls, ceilings and so forth. Some people report camera issues and severe disorientation, but I really didn't experience that. Just be sure to pick out obvious markers (like a particular door or ceiling fixture) to keep your bearings. Here the HUD wins again as to jump you have to press L1 and aim where you want to jump and then hit triangle. If you can jump there you will fly over, if you can't jump there your ammo counter on your weapon will flash red. Again, flawless integration.
Some areas also have no oxygen and your timer on your suit will show up on the back of your suit as another hologram.
I'll also mention your two special powers, kinesis and stasis. Kinesis is what it sounds like, you can use technology to grab and throw objects like the Star Wars force powers. Stasis slows down objects like swiftly slamming metal doors and fast enemies so you can complete a puzzle or slip out of a dangerous spot. Stasis has a meter and limit, Kinesis does not. In some cases you can put these together to do puzzles and to fight tough enemies. They never feel gimicky and are well integrated into the game's fiber. In some of the games most intense sections you will find yourself in zero-gravity with no oxygen and having to use stasis and kinesis to solve a puzzle, all at once. Riveting.
SOUND: 9/10 (Well done with some minor flaws)
The point off is for the use of music. As in most modern horror movies there is frequently a stinger or loud sound/music to jolt the player. Interestingly they don't ALWAYS play when an enemy appears and you'll be minding your front when a claw comes into the lower edge of the screen and you turn to find a hideous alien breathing on you. Sometimes the music triggers when there aren't enemies, so it keeps the player unbalanced, though in large rooms the stinger might play when an enemy is still far away and you'll hear it and start looking around for alien scum.
The voice acting is good, there being only 2 or three characters with speaking parts aside from audio/video logs you find lying about, which I'll discuss further down. All are done at excellent movie quality as is to be expected by a developer with the money behind the talent. You, of course, are silent, but more on that later.
Then there are the sound effects and oh what a smorgasbord!
The weapons sound powerful and throaty, the monsters shriek and gurgle convincingly and the lovely boot stomp sounds appropriately squishy and crunchy. The real story though are the ambient effects.
From the stepping on metal to the squish of the organic areas, every sound is spot on (Isaac even has a unique animation for walking on the organic areas: he kind of tip toes like he doesn't like the gross squishy feeling and his grip might not be as good).
There was never a moment when I was drawn out by a bad sound effect or an out of place sound. In fact you can play this game using sound to find enemies and other interesting bits. Of course, the enemies can hear you and sometimes they'll make noises before you see them getting you amped up for your next encounter.
There is a specific area I'd like to mention and that is areas without oxygen.
When Isaac moves into a room with no oxygen the sound of everything is muffled or absent. Suddenly enemies come at you with no sound, the only thing you hear is your own breathing and the grunts from being hit as this is inside the suit. This makes for some surreal moments that only end up feeling more realistic. You've haven't been in space until you've been in Dead Space.
Story: 8/10 (Not particularly impressive, but well told)
The story of Dead Space is pretty simple. You are the mechanic, you fix the ship. Most of the story has already happened, or happens somewhere else. The Ishimura is dead. Mostly. The ship is falling out of orbit, running out of oxygen, low on shields and defenses, not to mention swarming with undead mutations of the former crew. Your mission: fix ship, kill anything in the way.
The impressive part is the way the story is handled. We've seen a story like this done before in Bioshock (one of the greatest games of this system generation) where the story is told in retrospect through audio logs. The power of the story comes in the irony and contrast of the story being told and what actually transpired.
For example (not in this game) Bob decides he wants to fix a dangerous electrical fault. He leaves a recording about this. You find it and later you come across Bob's dead body and conclude he didn't make it. The story telling of Dead Space is similar but manages not to feel derivative.
You will find many audio and text logs that provide information that let you progress to the next level and also provide flavor to the events. The level of detail is amazing though. It has even been pointed out that the apparent gibberish alien graffiti is an actual language and the key can be found in the game allowing you to translate the messages. I suggest waiting for a second playthrough to look this up as it might ruin the surprise and atmosphere. Somethings are just scarier in gibberish.
I won't ruin the story but I will tell you that you receive your objectives via com-link with others on the ship and so it feels a lot like you're someone's gopher, but as a maintenance man, it's probably fairly realistic. Besides you'll be having too much fun stomping alien skulls to notice.
The story is not particularly impressive, but the overall presentation of the story is great. There were some twists I saw coming a mile away and they still left my jaw dropped when they happened. This is a good story improved by great telling. And the ending already has the boards lit up.
The most impressive part of the storytelling is that by the end of the game you really care about Isaac. It feels like you had a long hard day at work and all you want is a beer. It helps that you don't get to see his face much at all (he has a big helmet on). Only at the beginning and certain other parts will you see our hero and your reaction will reveal to you that you have been told a story and told well.
Replay Value: 7/10 (No multiplayer, but worth multiple play throughs)
Dead Space has no multiplayer but it does have one of my favorite single player options, the new game+ which basically allows you to load your game clear save and start a new game with all your previous equipment on any difficulty you have already beaten. There is also and extra level of difficulty. At the very least when you finish the game you should start the game + as your logs will contain information about what happens in the end game that will further reveal the story. Not required but a definite incentive to play again.
Then there are the weapon choices. There is a great variety to the weapons in Dead Space, but the whole game can be beaten with the first gun you get if you upgrade right. It's already bringing out the Knife Only runners from Resident Evil. And it's not impossible. I beat the game with the first gun and another weapon for specific issues. Your initial gun is not great at anything but is good enough at everything. As my dad would say, it's as handy as a pocket on a shirt.
OVERALL: 9.75/10 (Almost Perfect)
This game is really a cut above the competition. If Fallout 3 hadn't come out this year this would be game of the year. At the very least it's the best new Franchise/IP this year. There is no reason NOT to at least rent this game.
There are plenty of reasons to buy this game the only caveat being how gruesome some of the enemies and combat can be. If things like that are a turn off for you look elsewhere. There is no sexual content and the language is harsh (some f-bombs) but it doesn't stand out. You'll probably swear more than the characters in this game, especially when a monster pops out behind you.
This is the game to play. Fallout 3 may edge it out for GOTY but don't let that make you pass up this game. If you only play 2 games this year, make sure Dead Space is one of them.
Reviewer's Score: 9/10, Originally Posted: 11/03/08
Game Release: Dead Space (US, 10/13/08)
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