I think everyone had a similar perspective
coming into Dead Space 3. We read it in every preview and saw it in every
promotion, action. Yep, there's definitely a lot of action in there. Don't
worry; much of the same is present. They still have you dismembering the
Necromorphs, instead of by the dozens; it's a bit more like the hundreds. There
are still dark corridors beneath the most haunted air ventilation system I've
ever seen. They may want to consider
calling Troy from Community.When it isn't
like Dead Space; it contains a lot of other gaming clichés. See if this modern
gaming trope sounds familiar. Ever regroup with your team just to have the
ground fall beneath your feet, separating you once again? Well get used to it,
because it happens quite a bit in Dead Space 3.
It's a big game, biggest of the series. I
don't just mean in action set pieces or copious amounts of dialogue. What I
mean is the amount of stuff you're given to do. It comes off more like an RPG
than any of us had the right to expect. Boasting optional missions and the
best crafting system I have ever experienced in a game. Its areas are
also far less linear than any of previous games. This is where Dead Space 3
succeeds.
Listen, I could sit here and tell you about the plot
of Dead Space 3 but it's ultimately unimportant. My critique wasn't hinging on
the narrative, the Dead Space series never has. What it sells in story and
characters, it buys in atmosphere and lore.
Dead Space 3 introduces us to some horrifying new
enemies, the most horrifying being Humans. The Unitologists have it out for our
courageous engineer once again. Why are Humans so horrifying in
a world populated by alien monsters, you say? They're horrific as a game
device. We've been trained since Dead Space to dismember. Told head shots would
do us no good. We bought into to this mechanic because it played so well into
the game's weaponry. So why after all this time, all the
limbs scattered across the floors of The USG Ishimura and The Titan
Space Station, have they chosen to incorporate an enemy that does not congeal
to that overall philosophy. From their first encounter to their last,
it's unbearably apparent how awkward their inclusion is. They take
cover, they shoot at you, they use simple tactics. They are a joyless bore to
fight. It's a lot like the effect the "flood" had in Halo. In Halo,
the covenant were so interesting and fun to fight that when the flood came it
was a downgrade, not a gradual evolution.
Fortunately, as soon as you escape the first
two chapters and the clutches of humanity, the game instantly improves. You
find yourself on the other side of the universe in a ship grave yard. Large
pieces float around you, sometimes towards you, forcing Issac and company to
leave the ship. The time you spend gliding through space, the planet and its
moon your constant backdrop will make something as insignificant as salvaging
parts seem truly awe-inspiring. It fuels the narrative you perpetuate in
your own head. The kind where you aren't playing Dead Space, you're just some
astronaut taking his first step into uncharted space. It's one of the most
atmospheric moments in the game, maybe in the series, a series which oozes
atmosphere. Which is surprising because I thought you could only ooze
two things.
The largest portion of my
appreciation of this game should be attributed to the crafting system alone. It
gives the game credibility. Its presence was incredibly reassuring against my
growing feeling that Dead Space 3 was mailed in. From Dead Space to Dead Space
2, there were a lot of interesting weapons, but no matter what, none of them
could topple the effectiveness of the mighty plasma cutter. It was refreshing
to have a system in place with which I could not only improve the classics but
also create my own.
Looking for resources
and parts to make my deadly contraptions come alive. I felt like Dr. Frankenstein,
hewing together anything I could find for my disturbing experiments. One
of the first additions I made to my plasma cutter was a fusion based knife. Any
necromorph that came close enough felt the stinging slice of its burn. From
there I moved to a grenade launcher with a flamethrower for an alternative
fire. I added modules that transformed my launcher to one that fired rockets
and my flamethrower's flame to a cryogenic freeze that stopped my enemies
frozen.
I took my fancy weapons and started exploring. In my travels I
found many optional quests, quests that would yield lots of loot, loot to
finance my killing machinery factory. It was a complex equation I was dead set
on solving. Rounds coated with stasis, or a support mod that made it so when I
used a med-kit, my partner felt its effects as well. I was enveloped in an ever
expanding hunt for more. After all that's what Dead Space 3 is, more.
Despite
my problems with the final few chapters, they don't even challenge the
frustration the last six brought in Dead Space 2. Unlike Dead Space 2, the
final chapters were difficult but fit. The game's story leads you to some
strange places and it appears to me those chapters serve as a ramp. Launching
you into an epic fight against some huge three-eyed monster, that has you
throwing markers with super-charged kinesis. The kind of stuff you can't
walk into, you have to be thrown.
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