There’s very little to denounce Dead Space
with. It captures you completely with
chilling suspense and leaves you feeling
thoroughly thrilled. What can we say?
Bring on a sequel!
SCORE
23/OCT/08
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"Deep into that darkness peering, long I stood
there wondering, fearing, doubting..." These
poetic words from Edgar Allen Poe were used to introduce
the N64’s fantastic Eternal Darkness, and for some
reason we feel inclined to use it to introduce you
into Dead Space. The two games are completely different
in content, but they share and accomplish the same
thrilling motive: to capture their audience, keep them
in suspense and make them jump out of their skins in
fright. Of course, no one gets scared by games these
days (ahem), but to be startled so much as to gasp on
occasion is good enough for us, and Dead Space achieves
that effortlessly. From Resident Evil to BioShock,
Dead Space draws influence from the best and fuses
them together into a unique sci-fi shooter. One of the
first things that will grab you is the intuitive interface.
Dead Space opts to display everything either on the back
of your suit or on your weapons themselves. Not only does
this feel more immersive, it keeps those informational
aspects we’ve grown accustomed to intact. But that’s
just the beginning. Virtual flat screens are the epitome
of style. They are displayed in front of your character
to show vital intel that would usually take you out of
the experience. From viewing your inventory to navigating
a live 3D map, you never have to pause the action. Dead
Space is generally very slick all round. Not so much for
the modelling, which is impressive and shiny, don’t get
us wrong, but more for the lighting and atmospherics.
From the darkest of dank corridors to flickering
strobe-lit halls, the trepidation achieved through shadowy
ambience is sublime. The audio doesn’t hurt either. Echoing
clanks of your boots are a constant reminder that you’re
alone, until you hear some terrible screech and that classic
horror-pitch orchestra kicks in, instinctively making your
heart race like a lab rat on speed. As for the gameplay,
weapons are kept pretty simple, but their effect is
nonetheless impressive. When a gangly, misshapen alien is
traipsing in your sight and dismember any limb you see
fit. Not only is this fun, it’s damn near essential for
survival. Headshots are no good, they’ll still flail their
arms and scratch you to shreds. No, the best way to get
the upper hand is to take off their legs. Oh they’ll still
come for you, for sure, clawing their way across the floor,
but you’ll soon put an end to that. You face everything
from standard zombie aliens to freaky baby-headed
octopus-type things with grenade- launching tails. Some are
even more disturbing, like the wailing men, imprisoned against
walls by alien tissue with numerous umbilical cords sprouting
from their stomachs. There are also fat blubbers that explode
into seas of creepy crawlies, insanely fast maniacal chasers
and explosive meteor-dragging misfits. They are all a pleasure
to tear apart too, we particularly like the fact that you can
stomp a bloody mud hole in their carcasses with not one drop
of scarlet wasted during the splattering. In fact our only
complaint about the combat is with using melee attacks against
live foes. The collisions when doing so are extremely
temperamental and more hassle than it’s worth. It’s a shame,
because conserving ammo is a habit you need to develop.
Replenishments are easy to find, but only in small quantities
and for each of your four on-hand weapons. It encourages you
to use your entire inventory and manage it as wisely as you
can. Virtual stores are few and far between too, so keeping,
storing and selling the right items when you can is paramount.
It’s second nature after a while thankfully, so it never feels
like a chore, plus you can always backtrack to one if necessary
to help overcome any troubling sections. Hardcore survival
fans may find the handholding checkpoints a bit of a downer
we suppose, but in the grand scheme of things it’s a relatively
small price to pay for mass satisfaction. The only other
drawback with Dead Space is that it’s visually very samey.
You rarely feel as if you are progressing or that you’re
anywhere different on the vessel than where you first started.
The story drives this along partially, but there’s always
something to fix, someone to save, or something to kill, and
it’s just too easy to switch off and stop caring. It doesn’t
help that upgrading your weapons takes an absolute age either
and the chapters are so long that you’ll seldom finish more
than one in any session, but these are small grievances when
looking at the big picture. Dead Space on the whole is an
intense and breathtaking endeavour that deserves to be played.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson