I've heard mixed things as to whether or not Dead Space is scary. I've never played it, but the time is now. At midnight. Surround Sound. No lights. Whiskey.
Dead Space
Game » consists of 13 releases. Released Oct 14, 2008
Engineer Isaac Clarke battles a polymorphic virus-like alien infestation that turns human corpses into grotesque undead alien monsters called "Necromorphs" while trying to survive on board an infested interstellar mining ship named the USG Ishimura.
Bring it, Dead Space.
Didn't find any part of that game scary, but hopefully you can immerse yourself in the game especially in that environment.
I played last night for three hours, in pitch black and with surround sound, and I reasoned the following:
- It is a scary game, but not in the department it most needed to be scary: combat. The enemies pop out at predictable times and from mostly predictable spots. They're bad at sneaking up on you, and they are not really that dangerous.
- Enemies drop ammo and health packs. Why? In terms of atmosphere and plot, it doesn't make a lick of sense. These abominations who want nothing more than to see me dead devolve into delivery receptacles for supplies. And not just any supplies: supplies that are vital to my survival.
- The strongest, scariest part of the game is the atmosphere. Sound and lighting are used to great effect to create truly horrific moments. Shadows danced across the wall, but when I turned around, there was nothing to be found. The game can be downright brilliant in that way.
- Despite the achievements the game chalked up in terms of sound and lighting, I found very little actual danger posed by them. Ultimately, they only serve as indicators that monsters will be hopping out of an air vent after I walk past a certain point. A prime example where the game could improve:
In my preliminary experience, I discovered that Dead Space delivers a highly polished experience, although I found it lacking in the horror department. For a real sense of urgency and terror, the game needs to abandon its "gamey" tropes. The disconnect between sound and immediate danger I illustrated at the Work Bench was a prime example. Enemies dropping items vital to my survival was another. The game empowers you in such a way, even from the beginning, that no challenge ever struck me as frightening. I never felt once that I was "surviving," which is unfortunate in a game that some have billed as "survival horror."
The truly scary shit? The scripted events: trapped people you're forced to watch die, a man beating his head against a wall until he kills himself, and more things of that nature. These events helped create an unnerving atmosphere that helped further the tension of the narrative. The actual moments where you had to fight for your life against truly horrendous creatures, ironically, did little in this regard.
Finally, I should offer a disclaimer that I'm playing the game on medium (which is perhaps to blame for some of my quibbles) and that I was a little drunk when I played. I understand if the above points strike you as redundant or nit-pickey, but I thank you for reading anyway.
Some people treat whether something is scary or not as a test of manliness but with a game I find all you are doing it detracting from the experience. The appeal of the game is being scared. I don't see how you can really enjoy things without finding it a little scary. Good points though.
"Enemies drop ammo and health packs. Why? In terms of atmosphere and plot, it doesn't make a lick of sense. These abominations who want nothing more than to see me dead devolve into delivery receptacles for supplies. And not just any supplies: supplies that are vital to my survival."
Necromorphs have health packs and ammo because...
Try playing through on hard. Once you have two or three necromorphs bumrushing you that can kill you in a total of two or three hits and you're out of room to run, they will definitely scare the crap out of you and feel like a real threat.
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