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Scattered Thoughts: Dead Space 3

Dead Space 3 was nominated on our "most disappointing games of the year" list, so I thought I might take a moment to think back on a game that I actually found shockingly solid, despite my initial trepidation about it. I personally would venture that DS3 was one of my favorite surprises of the year, especially coming after my largely negative experience with Dead Space 2 (which threw game-breakingly powerful items at you at the start of the game, for free, if you got the game of the year edition on Steam) and the fairly worrying announcements that were made about Dead Space 3 leading up to its release.

JUMP SCARE
JUMP SCARE

The biggest, reddest flag for me about Dead Space 3 was the announcement that the whole game could be played in both co-op or singleplayer modes. I was very prepared to simply write off the game entirely at that point, as most games that feature combined co-op and single-player campaigns do so very poorly, with the possible exception of action RPGs like the Diablo games. I've never particularly been all that interested in playing co-op games, so my experiences with stuff like Borderlands have largely come via playing their single-player campaigns.

Action games like Borderlands or Diablo can scale themselves up for multiple players fairly easily, of course, so creating something that works in both modes has never been particularly tough for them. Dead Space has never leant itself well to that style of run-and-gun gameplay. It's a horror game, set in tight corridors, focusing on slow exploration, picking up audio logs, reading journals, and occasional bursts of intense action rather than running and gunning. I didn't see how they could make it work as a co-op game.

necromorphs want to eat me
necromorphs want to eat me

EA made a lot of promises to skeptics like me before the game came out, claiming that the co-op integration was going to be seamless and that its development wouldn't affect the single-player campaign, and so on. I loved Resident Evil 4 more than anything else on the GameCube, and got only a couple of hours into Resident Evil 5 before my AI teammate frustrated me so much that I simply gave up, so naturally I was less than ready to believe everything they said. There was plenty of forum chatter going around about their open desire to appeal to new players, the inclusion of an action-roll button that was straight out of Gears of War, having more characters appear, having Isaac speak more than he ever had before, and so on.

When I'm skeptical about something, usually this industry does its best to realize my worst fears, so kudos to EA: virtually none of my worries were actually borne out in the game.

The biggest of these was, as mentioned, the influence of co-op play on the single-player game. I played through the entire game in single-player mode, and was almost never struck with the idea that it was intended or even designed for co-op play. There were some small exceptions, of course; some of the door-unlocking puzzles seemed likely to have been designed for two players, and near the end of the game you start running across the co-op character more often, but it largely felt unchanged from the series' roots in a "one dude exploring creepy places" kind of vibe.

Maybe that meant the co-op felt tacked-on; I played about an hour of it and it felt acceptable. Either way, I'd much prefer to have co-op feel bad than have single-player suck, and most of my experiences in the past have either come with the latter experiences or strictly separate co-op/SP experiences (e.g. Portal 2) than with games that have tried to convert themselves from a single-player franchise to one that includes a bolted-on co-op option. Dead Space 3 threaded the needle in a way that was basically undetectable to me as a primarily single-player person, and Visceral deserves a lot of credit for that.

HE'S COMING RIGHT FOR ME
HE'S COMING RIGHT FOR ME

A lot of the other complaints wound up being relatively minor. I don't remember ever using the combat roll thing, so that wasn't a big deal. I was never harassed by any kind of microtransaction or DLC prompt that I can recall, so those never bothered me at all, either. (Nothing seemed unbalanced about the game without spending extra cash on it, in other words.) The pacing and progression of the gun creation stuff felt fine, and the crafting system wound up leading to some interesting (if overpowered) gun possibilities.

Even the notion of Isaac Clarke and his Merry Gang wound up not affecting the ebb and flow of the creepiness too much. Yes, it was a little weird seeing Isaac interact with real humans in the flesh as often as he did, especially for someone who began the series as a silent protagonist, but you still spent the vast bulk of your time crawling through corridors alone, and it allowed for some great setpieces like the shuttle crash. And they avoided throwing in any escort missions, which alone forces me to give the developers some kudos.

I can't speak as to anyone else's experience with the game; maybe it was a massive letdown for people who care enough about the series to have read the novels and watched the anime, etc. Speaking as someone who liked Dead Space 1 and was let down by the GOTY edition of Dead Space 2 just because of balance issues, though, DS3 was a fine capper to the series and a heck of a good time even as an isolated experience. Having not read any reviews of it (and having not listened to the podcast discussion about it), I don't know why it would be in the running for our most disappointing game of the year, but hey: for what it's worth I really enjoyed it. It'd be a shame if there won't be any more of them.

The end.

61 Comments

61 Comments

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wchigo

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I got this game as part of a Humble Bundle a while back. Now this is shallow of me, I fully admit it, but I got frustrated at basically the beginning of the game. I installed it, loaded it up and started playing it. I got past that first cutscene with Isaac being all emo and the dudes coming in to recruit him, then I had to leave to go do something so I quit the game. I booted it up the next day and found that it started again before the cutscene, which was probably 2-3 minutes long, and I could not find a way to skip it. I said "Screw this.", quit the game and uninstalled it...

Petty, but I don't have time to friggin' sit through the cutscene again against my will, not with my backlog being as big as it is. Sorry Dead Space 3, I enjoyed the time I spent with your two predecessors, but you probably won't be getting your fair shake, even though that final boss fight sounds SO stupid in the best way possible.

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Humanity

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Edited By Humanity

@ntm: The first was definitely the best in terms of atmosphere and the second tightened up the gameplay. The third just failed to go the extra mile for me. I get your complaints and I share some of them but not to such a large degree. For instance, the fleet for me was a lot cooler than it apparently was for you, while at the same time Tau Volantis wasn't nearly as drab and boring for me as it seemed to be for you. So different strokes for different folks. I will argue about the end boss being ridiculous though because in my opinion the way it's presented doesn't feel like MAN VS MOON. I don't even really consider it a moon but a large biomass but those are semantics (I know in the game the characters refer to it as the moon). The ending felt like a repeat of the ridiculous ending from DS2 - except there you were fighting in the planes of Isaac's mind, which is stupid enough in of itself. Each game escalated the conflict and DS3 was a fitting conclusion. I mean if after three entire games and a mass reveal about the origin of the enemy I still defeated the necromorph takeover by simply burning something with a conveniently placed rocket engine or something I'd be fairly disappointed. It was a grande David vs. Goliath moment for me. But I will agree to disagree in favor of not dragging out a fruitless back and forth.

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AndrewB

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Edited By AndrewB

I also definitely wouldn't call it the biggest disappointment of the year (but then, I didn't even realize it came out this year until maybe a month ago). I'm not sure it's the same scenario that most fans faced, however, since I played through the entirety of the series back to back for the first time this year. No waiting months on end for two sequels. Still, I thought it was okay enough that lately I've actually spent some of my time in Dead Space 3 threads reassuring people that they actually should play the game.

The thing is, even if I hadn't had the tempered expectations of numerous reviews and banter about the game, I feel like the direction that Dead Space 2 took, combined with EA's own pre-release marketing (or anti-marketing, for fans of the series), it wasn't too difficult to see it was going to be a different game. And make no mistake - it *is* different, but different doesn't necessarily mean bad. The crafting system changed the combat in a positive way for a game that was leaning in the direction of kicking away from survival horror and going into full action-shooter mode anyway. The feeling of open-endedness in the environment was also nifty.

Of course, there were still plenty of downsides to the direction (I did use the word "okay" and not "great" to describe it). I greatly preferred the survival horror feel of the first game, and 3 ended up feeling like a convergence of gameplay with something like the Mass Effect series more than Dead Space. One specific gripe I'll make and put in spoiler tags:

One of the greatest moments of Dead Space was the tension you felt when the game introduced the "immortal" necromorph. All you could do was slow it down and run like hell, knowing it would be popping out of a future vent to torment you. It was fantastic. It was the stuff out of your worst nightmares, and I was pretty much just muttering the words "oh fuck" over and over every time I was being chased. Dead Space 2 copied this mechanic to less success. If I remember right, they just throw one (two?) of them at you fairly late in the game in a much more brief section. By the time you make it to Dead Space 3, their grand scheme to one-up that tension is to throw...yes, 3 of the creatures at you at once. I remember being very vocal to a room of just myself about how lazy that was. It's a little hard to feel tense when you're rolling your eyes.

Then there's the absurdity of the story, which the Bombcast already covered just fine. And if you think Mass Effect 3's ending sucked, rest assured that it's only one of many EA games that follow the trend.

Necromorph moon. It was so bad that I seriously didn't remember that part of the game until the Bombcast brought it up, and I only just beat the game maybe a couple of months ago.

I guess you might have had more investment in the Mass Effect universe, since it at least had two stellar games and not just one, and a lot of thought and writing went into crafting, well, a universe.

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Klei

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Dead Space 3 was a great game. I really liked it. Calling it the disappointment of the year is a fucking joke though, this award goes to Colonial Marines.

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NTM

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@humanity said:

@ntm: The first was definitely the best in terms of atmosphere and the second tightened up the gameplay. The third just failed to go the extra mile for me. I get your complaints and I share some of them but not to such a large degree. For instance, the fleet for me was a lot cooler than it apparently was for you, while at the same time Tau Volantis wasn't nearly as drab and boring for me as it seemed to be for you. So different strokes for different folks. I will argue about the end boss being ridiculous though because in my opinion the way it's presented doesn't feel like MAN VS MOON. I don't even really consider it a moon but a large biomass but those are semantics (I know in the game the characters refer to it as the moon). The ending felt like a repeat of the ridiculous ending from DS2 - except there you were fighting in the planes of Isaac's mind, which is stupid enough in of itself. Each game escalated the conflict and DS3 was a fitting conclusion. I mean if after three entire games and a mass reveal about the origin of the enemy I still defeated the necromorph takeover by simply burning something with a conveniently placed rocket engine or something I'd be fairly disappointed. It was a grande David vs. Goliath moment for me. But I will agree to disagree in favor of not dragging out a fruitless back and forth.

I liked Tau Volantis more than the first part actually, where you're in space, after about six hours there, which is what I spent there on my first playthrough, I was already tired of it and just wanted to get to the planet. The moons are actually the being; it's not something living inside the moon, so it can't really be interpreted one way or another, even if you'd like to look at it a certain way to make it seem better than it actually is.

I don't mind the conversation, so the back and forth isn't bothersome, but if you feel it's going to become some kind of argument, it won't, but even so, we'll stop. I loved the ending of two aside from the barrage of enemies chasing you, and the 'final boss' being incredibly easy and less great than the Hive Mind in my opinion.

The last thing I'll say is that I will agree that it was a fine ending. I wasn't necessarily disappointed in it; the only thing was how jarring, to me anyways, it was a leap from being this regular guy looking for his girlfriend, to this epic, large scale battle between him and a moon. I took it all in as one; if you separate them individually, then it's easier to take in, but that's not what I did. I just feel like in the end, they went too large.

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EXTomar

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Edited By EXTomar

It always felt that Dead Space 3 was full of great ideas...that didn't fit or belong in Dead Space 3. :(

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GaspoweR

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@kaiserreich said:

yeah but...the final boss is a planet

WHICH IS SO FUCKING RIDICULOUS THAT IT NEEDS TO HAVE MORE THAN 5 STARS IN MY BOOK (not really, I'm exaggerating)...THAT'S SO DUMB!!! "GREAT DUMB" THOUGH.

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wrighteous86

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In the context of the story, I felt like they earned the necromorph moon. It's still kind of dumb, but it works well enough for the Dead Space series. Out of context though, it ri-goddamn-diculous.

And yeah, Dead Space 3 is different, but it's a really good game. It's just not much of a horror game (and, thus, depending on your view, not much of a Dead Space game). The intro running through a city from armored soldiers was the worst part, in my opinion.

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Zirilius

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Dead Space 3 is in my top 10 list. Its not as good as either of the Dead space games but its still a heck of lot of fun. My one quip is that the DLC feels like the real ending but I really enjoyed the story I got out of it.

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Humanity

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@ntm: I just think we both have our own way of looking at it and neither is going to concede their opinion so there isn't much left to be said unless we actually do start arguing and I think we both know where that leads. At the end of the day it was a pretty O-K game. My least favorite Dead Space entry, but by no means a terrible game. Nothing about it stood out to me as terrible design - neither the added co-op which I barely noticed playing single player, or the end boss which we already discussed in depth. The moment where the game dragged on the most for me was exploring those ancient ruins, riding the gravity-fairways and having to deal with a ton of the really resilient alien necromorphs.

As much as I like Isaac, I hope they're done with him as a character, or at least relegate him to a secondary role/cameo at most. The best thing that can happen to this series is a reboot into a parallel storyline and a completely new cast. Knowing EA though, I dunno if they'll give Visceral this much freedom after they've been steadily building up Isaac to be this Master Chief of survival horror.

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NTM

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@humanity said:

@ntm: I just think we both have our own way of looking at it and neither is going to concede their opinion so there isn't much left to be said unless we actually do start arguing and I think we both know where that leads. At the end of the day it was a pretty O-K game. My least favorite Dead Space entry, but by no means a terrible game. Nothing about it stood out to me as terrible design - neither the added co-op which I barely noticed playing single player, or the end boss which we already discussed in depth. The moment where the game dragged on the most for me was exploring those ancient ruins, riding the gravity-fairways and having to deal with a ton of the really resilient alien necromorphs.

As much as I like Isaac, I hope they're done with him as a character, or at least relegate him to a secondary role/cameo at most. The best thing that can happen to this series is a reboot into a parallel storyline and a completely new cast. Knowing EA though, I dunno if they'll give Visceral this much freedom after they've been steadily building up Isaac to be this Master Chief of survival horror.

That's fine. This was never going to turn into an argument anyways, it was a simple discussion; you saying your opinion, and me saying mine. The fact that I said I was disagreeing didn't mean I don't respect your opinion, nor was I attempting to make an argument as if I were trying to change your opinion. I agree about the "At the end of the day it was a pretty O-K game. My least favorite Dead Space entry, but by no means a terrible game." And some of what you say after I feel similarly about, though perhaps not quite the same aspects. I like Isaac as a character, and hope to see him again myself. I loved the dialogue in the first two Dead Space games, and the DLC's and side games, but three to me was the worst of them, so hopefully the characters will make a return, but the actors have better to work with.