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Why wasn't I paying attention to this game during development? I took notice because a co-worker was psyched for it, and then based on that interest, I watched the first IGN Strategize video on Xbox LIVE and it screamed System Shock 2 style.
Without question, Dead Space is the sleeper hit of the year! It is an exceptional experience all around, that rare gem of a game that comes out of no where and presents such an immersive, complete experience that you can't help but be awed and immersed while playing it.
Dead Space is a survival horror shooter with role playing elements, a complete collection of genres that marries the different components beautifully. Many have compared it to BioShock, but I'm going to dispute this right here and now. While there certainly are similarities, Dead Space is better thought of as a mixture between System Shock 2, BioShock's own spiritual predecessor of which EA was the publisher, and a little Doom 3.
The RPG influenced gameplay, the setting, and the visual style of Dead Space are m
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Dead Space is set in the distant future where humanity has milked Earth's resources dry, so we have vessels called "planet crackers" that harvest the resources of other worlds. The USG Ishimura is one such vessel, and you take on the role of Isaac Clarke, an engineer that's part of the emergency maintenance team sent to repair the Ishimura after a distress call was sent and received. Upon arrival at Aegis 7, the world the Ishimura was mining, it becomes very clear that something is not right at all as the ship is found in orbit, appearing derelict. When Isaac and crew dock with the Ishimura, it's a ghost town, but the scares quickly pick up with attacks from Necromorphs, essentially mutant space zombies. I know it sounds cheesy, but trust me, it isn't, and it works very, very well.
Make no mistake, Dead Space is scary. In fact, it is to-date the scariest game I've played on the Xbox 360, and the scariest game released since Doom 3. While Doom 3 got predicatable with its "monster closets," Dead Space does not make the same mistake and keeps things fresh. Sure, they recycle scare tactics, but instead of using them to death, these moments are spread out and paced just right to create a beautiful amount of tension that will leave the player guessing.
Like most good h
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Which brings us to the games mechanics and controls. The controls are unique and take a little getting used to, but once you do, you'll find they're cleverly thought out:
Left Stick: Move
Right Stick: Look/Click and Hold to View a Navigation Line
D-Pad: Weapon Selection
Left Trigger: Aim (also brings up Flashlight)
Left Bumper: Run/Cycle Menus in Inventory
Right Trigger: Melee/Fire Weapon while Aiming
Right Bumper: Stomp (yes, with your foot. Usefull for breaking items or crushing a crippled monster at your feet)/Fire Secondary while Aiming/Cycle Menus in Inventory
X = Use Medkit/Use Stasis while Aiming
Y = Inventory/Jump while Aiming and in Zero G
A = Interact and Pick Up/Reload while Aiming
B = Use Kinesis while Aiming
Back = Map
Start = Menu
I think that covers it. As you can see, very unorthodox, but they work really, really well in practice. In fact, the only control issue I found is I'd often use Stasis when I wanted to use a Medkit, but that was a minor nit-pick as Stasis would often buy me enough time to still use that Medkit.
And make no mistake, you'll need the fluid controls, as enemies will startle you, and
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Not only are their a variety of enemies to face, but EA throws some great Zero G environments at the player as well. In these environments, you can literally jump all around the different surfaces, you'll need to to navigate them, and you'll need to fight enemies at the same time. All items behave with excellent physics in Zero G environments. If there are crates in the room, they'll be floating around, toss them off a wall and watch them bounce. Kill an enemy, and watch it's corpse float away. Wound an enemy, and watch its blood bubble and float out. The Zero G sections of the game are wonderfully impressive, and some of the most enjoyble environments I've played in in a long time.
Certain areas in the game, whether Zero G or not, also have no air, and you must rely on your limited supply of oxygen in your RIG (armour), managing your reserves, to make it out alright. These sequences can become intense as you combat Necromorphs, restock your air, and perhaps jump around different surfaces, all with a limited amount of time. Like the rest of the game though, EA did a fantastic job of balancing the experience, so while you may become tense, you'll never be screaming in rage at "poor design."
Dead Space is
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The game's main resources, aside from ammo of course, is Credits (which everyone has pretty much left scattered around), and Power Nodes. Power Nodes allow you to enhance your weapons, abilities, and RIG at Upgrade Benches, be it increasing damage, clip size, reload rate, hit points, etc. Credits allow you to buy items at the automated Stores located all around the ship. At stores, you can buy and sell items, upload Schematics you've found to unlock new items, Rigs, and weapons, and even store items in a "safe" to clear up your inventory. All very intuitive and really allowing for player management and customization.
Last, and certainly not least is the game's sound mix, which is truly masterful. Every noise, every echo that you hear has a purpose, be it a real-time audio warning to the player of an approaching event or monster, or simple ambient noise to freak you out and establish atmosphere. EA has really taken the nod from previous titles and applied the importance of audio, because they know that while what you can see may be scary, what you can only hear is much worse and builds tension. The voice acting, be it from "live" characters or via Video or Audio logs, is top-notch, and Dead Space makes appropriate use of audio "stingers" to really make you jump, just like in horror flicks, and jump you shall.
And scream. And swear. All in surprise at the masterful world that EA has crafted.
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Total play time, just under 20 hours, and that was only my first playthrough. The more I played it, the more immersed I became in the ill-fated corridors of the Ishimura, the more impressed with Dead Space I became. I got so into it, I actually had to limit myself to 20 minute play sessions during a specific Chapter, it was that intense, that frightening, and that engaging. Few games have ever done this to me, and I won't hold my breath for the next one. Dead Space has taken the best elements of several great games that have come before, and really fused them to become an exceptional experience. From story, to setting, to gameplay, Dead Space is that unique game that comes along once every several years and shows us a title done to near perfection, a title that redefines a genre.
Unless you have an aversion to single player only games, buy Dead Space. It is simply a masterpiece of the art form, and a new standard from which I'll judge many future titles. I can think of no greater compliment to close this review with than this statement.
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