This review contains minor spoilers for
Dead Space and major spoilers for Dead Space 3 but none for Dead Space 2, its
secrets will remain as I have forgotten them.
I am a huge fan of the original Dead
Space. It was frightening. It was
dark and claustrophobic and hard, causing flashes of blind terror and panic as
a legion of horrifying abominations surrounded you each wanting to kill you in
a uniquely sadistic manor. Moreover, it scared you by building tension in the
corridors where the above nightmares were not happening, because you knew they
were going to. Through that it told
the story of a man grieving for a recently dead fiancé. A completely silent man. surrounding that was an astonishingly
detailed universe, set about five-hundred years in the future, that managed to
explore and talk about grand topics like politics, religion and mans place in
the cosmos.
It's literally the perfect Video Game.
It's even pretty to look at!
I've probably talked it up too much now,
but if you haven't played it go do so, now.
...Dead Space 3 on the other hand is none
of these things. Well, it's pretty.
Let's
start with plot. The plot is dumb. It's big Hollywood dumb. Isaac Clarke, our
protagonist of the series, is abducted to help with a military mission. Why are
they forcing an unstable Engineer into this dangerous mission he's not formally
trained for? "Because he's got experience in the field, General, he's the
only one who can help us, he is America man!" And also he's the only one
who can destroy the 'Markers', these roots of all evil things. Why is he the
only one who can do that? Because they've talked to him, in his mind and he
knows the blueprints for them... or god or something. The second game explains
it but I never really understood it.
So we
go on our way to Tau Volantis, an iceball planet thought to be the source of
the markers, which are the source of the necromorph outbreaks. So it's uber
evil. You're told that Ellie, Isaac's ex from the second game, went ahead with
a small team and has since lost contact. When you arrive in the orbit of the
planet you find that the Sovereign Colonies Air Force ships have been destroyed
around it. From what I gather the sovereign colonies is/are a country that
ended some time ago and we're told that this fleet is about two-hundred years
old. Keep that in mind, two-hundred years. They locate Ellie's distress call.
Your ship is blown up by mines.
An improbable survival sequence later and
you land on one of the more intact S.C.A.F ships where Ellie's distress call is
coming from. This sets up the first third of the game, where we get to tool
around the wrecks and repair a shuttle to take us to the planet's surface. This
is probably the best bit, there's a lot of history in the ships and, while not
as cramped as the Ishimura, it captures the environment I liked about the first
game while doing something different.
The game doesn't fall apart radically or
anything when we do transition to the planet's surface it's just a bit more run
of the mill. You run around collecting stuff and re-killing necromorphs and
constantly catching up with the rest of the group.
As it moves into act three you find
yourself in, you guessed it, an alien ruin. This is where all my copious
suspension of disbelief collapsed. Not the aliens specifically, they were
always sort of implied, but the ruin is an enormous machine that wants to blow
up the moon. The moon in this instance being a giant necromorph made up of the
dead alien populace. The whole fucking moon. Killing the moon is just about the
stupidest final boss battle in history.
My main issue with this game, the thing
that really ruins it, is I want Isaac to
die. And I don't care about the rest of the characters. The main character
conflict here arises from the fact that Ellie is no longer dating Isaac. She is
instead dating Norton, who is ostensibly the leader of the mission.
I'm not kidding they treat her like a
second hand car, usually while she is on the same comm-channel. Here's a gem
from Norton: "She's mine now" followed by something
along the lines of move on looser. He's a jock you see, and Isaac is a nerd.
Those three words, "she's mine now" are a complete train wreck
though. It betrays such a deep level of superiority that even if he thinks he
loves her he can't possibly. He's a dick and, despite being the leader of the
operation sabotages it in the most breathtaking way possible. He calls the
Unitologists (they're a death cult religion that wants to end humanity using
the markers) up to come kill Isaac, and doom everybody in the process. Just
because this man's existence exposes the fact his favourite toy has had a life
before him. His betrayal comes as no surprise and when you kill him it's a
moment to cheer.
Isaac isn't any better. After Ellie, much too politely and subserviently
tells him and Norton to knock it the fuck off already, Isaac says: "Just
let us fight it out, one of us will win eventually". This is just as bad
if not worse than Norton's onset of abusive behaviour. What this says to Ellie
is: You are an object, you have no agency of your own, and whomever wins the
rutting contest will inseminate you. It's primitive, and nakedly so. She should
run a mile from these men but because the writers
are treating her like a prize, she doesn't.
I mentioned that Isaac shoots
Norton in the head, right? It's a boring pseudo-dramatic scene. Shortly
afterwards you tell Ellie and she's mad at you for like 5 minutes. (Well for me
it was like an hour. Honestly I hit a roadblock in the game and couldn't get
passed this cave area, more on that story later.)
One conversation she's crying and
blaming Isaac entirely, to be fair it was self defence in the end, Isaac is
only half to blame. The very next
conversation and she's damn near chipper. "At least I have you
Isaac", she says. She's just stupid. I sympathise with her for having
these horrible people in her life but this is the first time the writers give
her a say in the drama and she does it
wrong! This could be a really good story, her mixed feelings of things. Her
and Isaac survived the second game together and that kind of trauma is binding.
It would be interesting to have her come to terms with the fact he killed the
man she was with − especially after all the alpha male crap that she seems to
never notice anything wrong with − while still honouring the current mission
and mourning the loss of Isaac's friendship. There's PAIN there. Lots of it! Lots
of interesting pain!
Overall, death is treated pretty lightly in this. (if only Joss Whedon
had written it...) Characters that constantly tell you what to do and spout
exposition die and we're never even invited to really care. The game doesn't
ham it up with violins or anything, it doesn't even make things seem more
desperate as it's always the auxiliary characters, with the exception of Norton
who wanted killing. They just sort of die and nobody really cares. I know in a
vaguely military situation like this there would be a lot of 'getting on with
it' but there is just nothing there.
Also when it does try to pull your heartstrings by killing Ellie it
takes that back in a surprise not-twist towards the end. She's resurrected to
have a teary good-bye with Isaac as he goes off to destroy
the moon. Fucking moon monster, honestly.
And then immediately escapes to safety.
Right here at the end we become best
friends with Carver. Who's he you ask? He's the angry one with a recently dead
family. He appears throughout, mostly to be unhelpful or a bastard to someone.
He's also the character a co-op friend would play as. At least I think, it
accounts for the sudden and unexpected friendship at the end of all things.
from a solo game perspective it's shocking story telling.
I kinda like the villain. He's not a The
Joker or a The Mayor or a The of any kind. His name's Danek and he's a little
foppish but in a downplayed way. He's a sociopathic religious leader that wants
Isaac dead as much as I do. Unfortunately that's really all there is too him; a
by-the-numbers antagonist.
The ending before the credits leads you to
believe that Isaac has died to save humanity. Instead he's survived falling
from the moon monster sigh only to then die on
the frozen planet. Alone. With no hope of rescue. I honestly laughed. But I'm
not sure if it was a dark-humour joke or not. They've not handled humour very
well in the previous eighteen hours (yeah really, it's a looong campaign, not
an inherently bad thing but with the generally poor to bad dialogue and
irritating characters it's too
long.), so why start now?
Moving on from horrible people, though, let's look at the environments.
They're not horrible. But they aren't as precise or as well thought out as in
the first game. Like I mentioned the buildings and space ships you're in for the
first two thirds of the game are two-hundred years old. You know they're a bit
rusted in places, paint and wallpaper are peeled and all of the fucking lights and computers still work. I couldn't
escape this fact. I mean I guess 300 years in the future they've got better
fuel cells and things but one of the more heavy handed messages of the first
game was that we hadn't, and that we needed to tear planets in half to get more
resources. I mean the Ishimurah had gone unmaintained for a matter of days, maybe weeks, and nothing worked. It was all broken to fuck.
Maybe it was a subtle joke, commenting on how grandpa bought a computer in '89 and hasn't replaced it since. "Ah they don't make 'em like they used to. cough, cough, where's your grandmother gone − I need my pills and a sandwich."
Maybe it was a subtle joke, commenting on how grandpa bought a computer in '89 and hasn't replaced it since. "Ah they don't make 'em like they used to. cough, cough, where's your grandmother gone − I need my pills and a sandwich."
I really liked the overall feel of archaeology
and discovering these old stories but it lacked subtlety. There's one section
where you're looking for extra resources and find yourself running into all
these traps that were set by a man who died two-hundred years ago. The things
is he's left recordings that seem to hack into your rig and taunt you. They're
timed in such a way it's like he's talking to you, and, though you don't talk
back, you talk about him like he's actually there. It's like it's trying to get
you to forget the two-hundred years thing. Which I never could. This section is
kinda fun but it's not engaging or surprising in the way it clearly wants to
be, which is a shame.
Another thing about it is you're always interfacing
with the tech like it's stuff you work with every day and it's all compatible
with your rig. It's like the technologies stopped evolving for two-hundred
years, which I do not buy.
Some of the design choices were kinda
jarring too. In the Ishimurah no space is wasted, it obeys the same principals
that real space vessels would, even do. Functionality over everything else and
nothing wasted. In these ships there's lots of wasting going on. Which doesn't
make sense.
Nonsensical wastes of time and space were
everywhere in this game. Nowhere was it more evident than this fucking ladder.
I mentioned earlier being stuck at a certain area for an hour didn't I? After
every death I had to fight against the wind on a ridge and then activate a
foldaway ladder to climb into a campsite, where I would then die.
This
fucking ladder.
Why
the fuck does it foldaway!? It's a tiny little cliff-face you need to get up. No,
really tiny − if it were Minecraft
it'd be two blocks high. High enough to need
a ladder but not one that has all the mechanisms necessary for a power box.
just prop a normal ladder up against the wall and tie it to a rock.
The thing is, this is the first time we're introduced to Dead Space 3's
foldaway ladders. Back in the ships they have whole rooms dedicated to ladders.
Huge ladders set right in the middle of the rooms that exists for no other
reason. Foldaway ladders would make sense on a spaceship.
Bear in mind we're on an icy planet that's not seen intelligent life for
two-hundred years. How does this ladder still work? Its power source has been
on all this time, presumably causing the ice on it to melt creating water,
giving you everything you need for rust. Rust breaks metal things.
The most unforgivable sin of this ladder is just how fucking slow it is.
It takes like seven seconds to completely unfold. I was stuck here for a very
long time. Assume I died thirty-eight times. That's four minutes and twenty six
seconds I spent staring at a ladder that makes no sense. That's more than
enough time to have a psychotic break. I'm not exaggerating here! Fuck the
ladder!
Maybe if I'd had a friend at my side it'd have been better though,
right?
No. When I heard DS3 was gonna be
co-op enabled I decided to not buy it. Dead Space is the perfect survival
horror. on par with the early Resident Evil games in terms of fear, better in
terms of everything else. Specifically because you feel abandoned and you're
always alone. In the first game there are only two other living characters that
you pretty much only interact with via your rig.
Don't get me wrong, co-op is great fun in a ton of games but it just
feels wrong in games like this. Ones that set out to be scary.
I wouldn't have minded if it was truly just an option that had no impact
on the solo experience but it does! I mentioned earlier Carver's sudden
friendship at the end. Well scattered throughout the game are co-op only side
missions where, I assume, his character development takes place. You know, in a
matter of a day getting over his wife and son's sudden and brutal murder to
learn to love again. Stupid but at least it isn't a medieval property exchange.
Withholding content like this punishes gamers for either having no
friends, no friends with the game or gamers who don't have a reliable internet
connection. And you will need two copies of the game, you can't do co-op on the
same TV. It's an obnoxious business strategy that ruins the experience.
If co-op introduction was where I decided I wasn't gonna buy the game, microtransactions
are where I decided I didn't even want to play it. Microtransactions are the
devil. On the workbench screen you're invited to "maintain your edge"
with resource packs. It's like cheats you pay for. It's exactly like those horrible
iPhone games. It's a disease that needs to be told no. I stole this game and I
encourage you to do the same. Vote with your wallet!
So yeah, I've talked a lot about how this game fails in comparison to its
gold standard, and it's inexpert attempts at story telling. How does it hold up
simply as a game? Pretty well, I guess, it's not boring.
The weapons have had a major overhaul, you can now only carry two at a
time, however most weapons you can weld together to make a dual weapon. So you
can have a SMG attached to your plasma cutter, run out of ammo in one, start
using your secondary fire button to finish the enemy off. Once you have a bunch
of different weapon parts you can create guns that feels a bit more 'yours'
there are even attachments that turn your guns into something out of Borderlands,
where your projectiles set things on fire, bathe them in acid or electrocute
them. Not sure why you'd want to electrocute dead flesh, you'd probably just
reanimate it like Frankenstein but... oh, too late I guess. These sorts of
things are cool but, like with much else I've talked about, do nothing but
remind me I'm playing a game. There's no precedent for them to exist within the
universe.
The enemies you're shooting haven't changed
much for the most part. Humanoid mutants with sickles for arms. Dog/baby
tentacle missile creatures. Gluey-acid vomit men. Most have just had a change
of raggedy clothes. Notably there are occasions where you're killing living
people, who are shooting at you. Or who have guns in their hands. The human
enemies are generally kinda dumb. They'll shoot a little bit for covering fire
and then run out into the open and stand still. Head shots really work on these guys, more so than any other game I've played.
which is realistic I guess but very easy to pull off, making these enemies some
of the easiest to kill. I never died to a human enemy until they were given
rocket launchers, and even then only once. Well, twice.
The alien, necromorph type is pretty
basic. It charges at you. It's disappointing, the necromorphs come from humans
mostly and are fairly varied, they could have done more with something that was
alien to begin with.
Moving up to the bigger things now. Boss battles have never been the
series' greatest strength. Even in DS1, they were very close to completely
stupid. But The Moon. something bigger than human comprehension is reduced to a
large tentacle that you have to throw rocks at. Worse final boss in history.
The mid-way boss is better, it at least swallows you alive, giving you
the chance to kill it from the inside. Like those other games, you know all of the other games.
The best of the three is the earlier one that's much harder to scare
away than it is to kill. It appears a couple of times where you have to hurt in
a quick and specific way to scare it away when you meet it the third time you
have to shoot it with giant harpoons and tear it apart. I did it practically by
accident. It's only tricky because other, smaller, more efficient enemies are
trying to kill you at the same time.
Video games, for the
most part, are easier the higher the number at the end of the title is. I'm not
sure quite why this is, I suspect new weapons and things that get introduced
are not counter balanced properly. I certainly think this is the case here. Or
perhaps the universal ammo. Once you have a great weapon you're never gonna use
anything else. I fell into that, I had to make a conscious effort to use
inferior weapons, just for something different to look at when I was
dismembering a pregnant necromorph.
I played on hard difficulty. In the first
game this drove me to tears but as I've mentioned through this review there was
only one place I was stuck at and that was really only because I had no health
or ammo after the mid boss.
After completing the game You unlock a bunch of different modes that
seem to offer more of a challenge but it doesn't beat being hard to begin with.
All the alternate modes restrictions are made easier by the fact I know what's coming
next and can prepare accordingly.
The gameplay is good fun, like I said. The
mechanics all work, I never had problems controlling Isaac, and there was only one
glitch that I noticed. It made me fall out of the game world and into that
nowhere place of grey that happens in games occasionally. This is still one
more glitch than both its predecessors but ultimately forgivable.
A lot of what I said here, is nit-picking,
honestly, but I was never distracted enough not to notice it. Primarily because
of the writing. What is actually there for a solo player isn't good enough and
you're actively denied access to a sub plot. Sub plot's are nice, they make the
primary plot feel important and/or add depth to characters.
Partly
also because I really liked the first game and really didn't hate the second (though
it did take a couple little missteps in this direction) they put a lot of
effort into immersing you in the world and telling a story, game elements such
as upgrading weapons felt integrated into the world and never got crazy (they
were brutal sure, you were repurposing engineering tools as weapons, but they
never felt like fantasy) and so DS3 had big shoes to fill for me.
To sum up, most of its failings aren't
individually critical hits, they're more like damage over time. If you're just
looking to shoot things this is a pretty good game but if you're looking for
Dead Space one again you'll only find a monster wearing it's skin.
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