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wikipedia.org |
The recent
release of Electronic Arts and Visceral Games’ “Dead Space 3” has been a
polarizing event for fans of the series. It seems that the game’s fan base has
been split in half, like so many Necromorphs, due to changes to core mechanics
and elements of the series. The first two games in the series are tense,
claustrophobic, survival-horror affairs. “Dead Space 3” trends decidedly more
towards an action-adventure affair, including cooperative play, less need for
inventory management and even microtransactions. I even bought into the
fear-mongering, opting to wait until I could buy the game at a reduced price.
After
playing throughout the entirety of “Dead Space 3,” I’m left wondering how
anyone could’ve complained about this game in the first place.
By far,
the most common complaint I’ve heard about “Dead Space 3” was that it “wasn’t scary
anymore.” And, perhaps more importantly to serious gamers, wasn’t as much of a
survival horror game anymore. In the original title and its sequel, the environments
were crampt, enemies lurked around every corner and often in plain sight,
playing dead, only to spring to life and attack the unaware. Ammo was scarce
and required careful use of resources in order to survive the relentless,
shapeless horrors wrought by the cosmos. Every step you tread in “Dead Space 1
and 2” legitimately felt like they could’ve been your last.
And,
honestly, those observations about “Dead Space 3” are mostly accurate. The
atmosphere of this game isn’t as unnerving as past titles and almost all elements
of survival horror have fallen to the wayside. That being said, “Dead Space 3” does
manage to elicit cringes from its repulsive enemies and successfully replaces
moments of taut suspense with intense, edge-of-your-seat action sequences. On
top of that, the rhythm of combat has also evolved somewhat, with a tendency
toward fast-paced action rather than careful dismemberment of enemies.
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Isaac (left) now has the help of a co-op partner, Carver (right). (Pic - pcgamer.com) |
“Dead
Space 3” opens with a lengthy cinematic, explaining the events of the first two
games, as well as backstory to help give perspective to these events. After the
events on The Sprawl in “Dead Space 2,” Isaac has become somewhat reclusive.
However, the Church
of Unitology has
continued to work ever closer to its goal of Convergence – spreading the Marker
scourge throughout all human space. With their plans nearing completion, Isaac
is called upon to, once and for all, stop the Necromorph plague – whether he
wants to or not.
Contrary
to the game’s advertising, much of the opening chapters are set aboard crampt
spaceship corridors, rather than the icy planet, Tau Volantis. These locales
recall the earlier games in the series while helping you get accustomed to the
updated mechanics.
In past
games, Isaac controlled similarly to early “Resident Evil” protagonists, in that
they were not very maneuverable. This lack of maneuverability is what created
some of the tension in earlier games, making you carefully consider every step.
Isaac has apparently been doing some calisthenics in his time out of the
spotlight because he is considerably more maneuverable now. Turning, looking,
sprinting and changing weapons are all performed much more quickly than before.
Isaac can even do a dive roll now with a double-click of the sprint button!
Additionally,
a cover mechanic has been added now that Isaac will be doing battle with human
foes. The cover mechanic works better than I had anticipated, allowing Isaac to
crouch as well as take cover behind objects. Isaac can even use Kinesis to pull
objects closer and create cover on the fly.
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Despite it's move toward action-adventure, "Dead Space 3" retains its macabre enemies and gore. (Pic - gamercheese.com |
However,
you might not even notice these increases to Isaac’s skills as the Necromorphs
are deadlier than ever before. These unholy terrors are quicker and more
resilient than before, prompting you to make good use of Isaac’s increased
movement speeds and new evasive ability. And while being able to dive roll is
useful, you won’t be doing as much running away from enemies as you will be
blasting them into tiny bits, utilizing the new weapon crafting component.
From
frequently found Benches, which were formerly used solely to upgrade weapons,
players can now create their own weaponry to combat the Necromorphs. Using
parts and resources found throughout environments, you can cobble together
powerful weapons that can feature secondary fire functions as well as the
ability to be upgraded with stat increasing circuits and other attachments.
It’s fully possible to create wildly outlandish weapons like a Line Gun with an
underslung Flamethrower or a chainsaw with an underslung grenade launcher. That
second weapon is a personal creation of mine, which I affectionately call
“Nades’N’Blades.” With attachments to protect myself from grenade splash
damage, acid damage added to my chainsaw blades and circuits to increase
overall damage, clip size and reload speed, Nades’N’Blades is one of my most
powerful guns.
My
favorite aspect of the weapon crafting is how you can create, disassemble and
reuse weapon pieces as many times as you want, encouraging creativity when
crafting a new Necromorph killer. With numerous options in terms of base
weapons, tips (which modify a base weapon’s attack), attachments and circuits,
the creation possibilities are nearly limitless.
In past
games, discovering a new weapon was a thrill and the new weapon crafting
component does minimize this feeling. But this feeling isn’t diminished completely
as discovering new weapon crafting pieces holds the same appeal. However, the
need to carry weapon specific ammo is gone, replaced by generic, all-purpose
ammo.
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A new cover mechanic has been included to better deal with human enemies. (Pic- videogamer.com) |
Speaking
of the ammo simplification, inventory management is barely necessary in “Dead
Space 3.” Ammo is all-purpose and, along with health kits, can be created at
Benches using found (or purchased) resources. Also, any weapon creation parts,
circuits and resources are automatically transferred to your Safe upon
accessing a Bench, eliminating tedious inventory clean up. The inclusion of
weapon crafting also encourages more exploration around environments to find
hidden parts and resources.
Additionally,
weapon parts can be found in the course of play as well as purchased from the
Bench (using real money). Some claim this diminishes the game’s potential,
essentially giving you the option to buy the best weapons right out of the
gate. Others deride the title simply for including microtransactions at all.
But the option to buy weapon pieces and resources are just that – options – and
are never forced on you.
You’ll
definitely need all the armament you can get your hands on in this title,
because the Necromorphs are more vicious than ever before. These unrelenting
horrors are quick to overwhelm and only staying mobile with your finger on the
trigger will prove useful in stemming the tide of rotting, reanimated corpses.
In prior games, enemies were fewer and took more of a beating, prompting you to
use careful aim to dismember them quickly. Dismemberment is still the best way
to take down a Necromorph, though getting a kill will reward you with ammo and
health kits no matter how many shots you fired to bring it down. So even though
ammo and health are more prevalent than previous games, enemies are more
plentiful and you’ll be using your resources much more often.
Clocking
in at just short of 20 hours, “Dead Space 3” is the longest game of the series
so far, meaning you’ll have plenty of opportunity to amass a stash of weapons
and weapon crafting pieces over the course of your playing time. Also, optional
quests are present for the first time in the series. These missions will offer
you the chance to find more crafting materials as well as discovering more
backstory. Some of these quests are co-op only, encouraging you to get some
friends if you want to find everything available.
Though the
Necromorph ranks do already have an impressive number of deadly foes, it
would’ve been nice had more new enemies been included in this title. I also
would’ve liked to see more boss battles. There are only a few, I think, (which
shows how memorable they were) and they’re criminally easy to beat. I defeated
the final boss on my first attempt with minimal effort – something that should
just not happen. Whether it’s a shooter, a fighting game or a survival-horror
game, a final boss encounter should be something that forces you to rethink
ever playing video games in the first place and not something that can be
breezed through and forgotten about the next day.
Also, the
pacing of this title could’ve used work as well. It starts very strong and very
fast, hitting you with new characters and information over and over again,
leaving little time to process it all. Then, as it wears on, the story grows a
bit stagnant once you actually reach the planet of Tau Volantis and never quite
regains its momentum from that point. In fact, my favorite part of the ending
was the song played during the closing credits (“Ephemeral” by the instrumental
rock band, Pelican), which should tell you something about how strongly the
game finishes.
Characters
never seem to grow or evolve either. And Isaac, compared to the last game, is
incredibly dull. The main antagonist, Danik, is used only sparingly. Isaac’s
new co-op buddy, Carver, is a typical space marine anti-hero, the guy who does
unpopular things because no one else will. Heck, one of the only characters I
liked and who was useful only showed up when something needed to be explained
and was killed off without hesitation. After the depth of character shown by
Isaac’s diminishing mental state in “Dead Space 2,” the character arcs in this
title are painfully thin to the point of nonexistent.
But,
despite its few flaws, “Dead Space 3” offers much more than most initially gave
it credit for. The final product is much more polished and able to reach a
broader audience than any previous game in the series. The removal of
competitive multiplayer, replaced with campaign co-op, was a brilliant move by
Visceral and EA, one that will no doubt help draw more people to the title. A
downloadable content pack featuring new story missions was released recently to
add even more reasons to check out “Dead Space 3,” and from what I hear, the
DLC, titled “Awakened,” does an excellent job of upping the creepy factor.
Yes, “Dead
Space 3” isn’t very much like earlier games in the series. But, would that have
made the game better? Would that have added to the series as a whole? Yes, this
title adds elements of action that wasn’t found in the first or second games
but the change in direction only feels natural as the scope of the series is
most definitely at its widest in “Dead Space 3.” None of the additions to this
game – microtransactions, action-adventure elements, weapon crafting, etc. –
take away from the overall product. Obstinate fans of the series will argue
that it should’ve maintained its survival-horror roots – but they’re wrong.
We’ve played those games before and this title proved that the series as a whole
is strong enough to survive a change to its core. “Dead Space 3” is a solid
title and while doesn’t quite eclipse the second game in the series as the
overall number one, it’s an incredibly fun experience that provides more than
enough content to keep you coming back for more.