Dead Space Forum

Dead Space is a video game that consists of 9 releases

Impressions: Dead Space

Topic started by drewbert on Jan. 24, 2009. Last post by chicNstu 1 week, 1 day ago.
Post by drewbert (16 posts) See mini bio
676 ACH / 12196 P

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This isn't supposed to be a review or anything (I haven't beaten it yet), just some things that have struck me while playing.


I'm pretty surprised at the variety of things I'm doing in Dead Space. It strikes a nice balance between shooting gallery and environmental puzzles, which are in themselves varied and interesting. The game is paced very well; save points are always around when you need them, shooting and puzzle areas break each other up nicely, and the scares come infrequently enough that you've fallen into a false sense of security by the time another one pops up.


There are not a lot of different types of enemies, but the dismemberment mechanic keeps things interesting. Each encounter is a frantic test of accuracy, requiring you to target individual parts of the enemies to efficiently take them down. While you could just shoot the enemies center-mass until they die, that takes a lot of ammo. Ammo efficiency is big in Dead Space, since you rarely feel comfortable with the amount of ammo you have.


In fact, it's that way for every commodity in the game. Never having an abundance of ammo, money, or upgrade parts makes scrounging an important side goal. I never leave a storage bin unopened. That doesn't mean you're ever at a disadvantage, necessarily. There are so many ways to kill things (guns, thrown objects, melee attacks while time-frozen) that you never feel that the game is being unfair in what it's given you.


I was a little wary of the line-on-the-ground system at first. Usually, this kind of system exists to make up for shoddy level design (see Perfect Dark Zero). This is not the case in Dead Space. Despite the game having a homogeneous gray-spaceship palette, each area has enough recognizable features and signage for you to get oriented easily. Also, there are rarely more than three exits from any given room, so it's tough to mess it up. As long as you know what your objective is (which you should know if you're paying attention to the in-game dialogue, but is easily accessible should you forget), it's usually pretty clear where you're supposed to be heading. So, while the designers could have used the line-on-the-ground as a crutch, instead it is merely an option, one I find myself using only to confirm that I'm going the right way.


So, I'm having a good time with it. I love a good single-player campaign, and while I'm not quite ready to put it up there with BioShock and Call of Duty 4, it's well on its way.



Post by Claude (3,277 posts) See mini bio
245 ACH / 3967 P

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I used the line-on-the-ground to go the opposite way to find everything and when done, I used it to get me back on track. I really enjoyed Dead Space, good game.


Post by MoeGoPing (13 posts) See mini bio
734 ACH / 14125 P

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Keep up the good work Drew. You good job!


Post by djstyles92 (408 posts) See mini bio
793 ACH / 13872 P

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I showed Dead Space my O face...O O O


Post by chicNstu (9 posts) See mini bio
2597 ACH / 50104 P

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Dead Space has gotta the most underappreciated game this generation. It nailed down most everything in a new IP no less. This one had better storytelling, as good if not better graphics and 100 times more scared than Resident Evil which came out after it, the sound effects in this game are insane. I actually had two friends on my Xbox friends list have to stop playing Dead Space at night and they refused to play it with headphones on. Can't wait for the follow up hope they don't dumb it down for the masses because the orginal sold poorly. If you have not played this run out and buy a copy well worth the disscounted price.





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