
I didn’t see much from Electronic Arts at E308. We didn’t have an appointment with EA, and, when I essentially snuck in, the only game I was concerned with was Mirror’s Edge. Mirror’s Edge seemed destined for legendary status (and it didn’t disappoint), but I was completely ignorant to EA’s other surprise burst of new IP, Dead Space. Post-E3 podcasts heralded it as out Resident Evil-ing RE5, and was quick to proclaim it the new flag waver for the survival horror genre. Whereas RE5 dropped the horror elements and went for a straight up action approach (with the inherent interface oddities of Japanese game design), Dead Space was to actually make a stab at being legitimately scary and reinstalling the lights-off sense of dread gained while playing.
Currently in the middle of chapter 5, I think they hit the mark pretty well. The enemy designed, with arms and shit everywhere and tentacles all over, are light on inspiration, but do well to constantly scare the shit out of me and, before I’m familiar with them and how to bring them down, creep me the fuck out. Dead Space’s bloodlust is unmatched by anything except perhaps Gears of War; Isaac’s stomp is brutal, and its ability to dismember anything on the ground provides a gratifying burst of destructive capability. While the mutated monsters do well to set the mood, bits of nuanced horror are also sprinkled in from time to time. Somewhere in chapter 4 I visited a side area that was probably a bathroom. There were a lot bodies and body parts strewn about, but, off to the side by a stall, were two decapitated bodies with their backs against the wall, and their hands joined together. It might have been a throw away scene and could have easily been a coincidence, but it added a macabre charm to the atmosphere; what had to happen to these people for them to wind up like that?
Dead Space’s fully integrated HUD also made numerous strides in the user interface department. Isaac’s health is represented by meter on his spine, right next to a meter for his stasis power. The item menu as well as video transmissions pop out of his suit in a cool 2D display (that you can reverse if you rotate the camera – pointless, but neat), both eschewing the traditional tendency to clutter to screen or separate the player from the atmosphere with a pause menu. The dread is always present and, for the most part, there is no escaping the horrors that wait by flashing over the pause menu. The ‘path line’ when clicking R3 pulls the current back a bit, but, given how many times I’ve almost gotten lost, I’m glad it’s there.
Compliments also go to the combat system. Every shooter I’ve played in recent memory has directed you to aim for the head for maximum damage. In Dead Space, you quickly realize that aiming for the head is terribly inefficient and rarely gets the job done. Hacking off limbs of renders the early aggressor dead in just two shots. Other enemies I’ve faced, such as the small triguns things and fat men require a bit of strategy and patience, but I absolutely fucking hate the packs of grub things. Before I figured out the alt fire for the line gun, I had no idea how to deal with these things without wasting a ton of ammo.
Speaking of ammo, I constantly feel as if I’m playing the game incorrectly. While a variety of weapons are available, thus far the only extra gun I’ve purchased is the line gun. I barely have enough power orbs to upgrade my plasma pistol/thing, stasis, and rig, and I can’t picture having to ration them out to dump them into anything else. The plasma cutter is getting the job done and I am doing my best to explore every square inch, but I can’t help but feel as if I am missing a ton of orbs, or maybe the game is a lot longer than I think it is.
Despite my praise for the interface and combat, nearly every other square in of Dead Space reeks of ideas borrowed from other games or films. The story appears to be a variant of the classic Aliens/Event Horizon tale, with ulterior motives behind an artifact/species that’s taken over the planet/ship. The narrative constantly has you running errands for other people, and I’m sure I will have visited every last corner of the ship by the time it’s all over. The audio drops are straight from Bioshock (and after seeing Singularity at E3, it looks like this is a new staple for shooting games), and the art direction, minus the enemies, is lifted directily from every lived-in space ship design to have ever existed (though the command deck, with the sweeping view of the planet, was quite impressive).
But don’t misinterpret being my observation of derivability for criticism. I don’t actually have a problem with what Dead Space has borrowed, especially since every inch of it is backed with lavish production values. Definitely glad I finally found time to play it.








