MAGAZINE

Review: Dead Space

Edge Staff's picture

By Edge Staff

November 12, 2008

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The bosses go easy, the ship is never as dull as its blueprints suggest (though there are toilets), and the battles are tweaked almost to perfection,

Prior to the release of Dead Space, EA put 100 of the best sci-fi and horror movies up for grabs in an online competition. A word of caution to the winner, though: if the game is anything to go by, each DVD has been watched 100 times already. Taking Event Horizon and Resident Evil 4 as its starting points, this survival horror reverse engineers its entire genre before rebuilding it so its parts fit better. And if misdirection is the heart of a good scare, this one comes from an unlikely place – Redwood Shores, the nebulous outfit behind The Godfather and The Simpsons Game.

That its story is a complete rip-off is mitigated somewhat by its honesty – its hero’s name is Isaac Clarke, after all. Marooned with the surviving members of his investigation team aboard the mining ship Ishimura, he quickly discovers that, while the lights are all off, everyone’s still home. Many are spread across the walls and ceiling, though, and most others have become screeching mash-ups of regurgitated flesh and bone. Luckily, being a technician, Clarke’s a dab hand with laser cutting tools and broken fuseboxes, which is just as well.

Exotic locations such as the mining deck, engine room and medical bay await – but stay with us here, because Dead Space is a surprisingly dynamic, luxuriously expensive game. Not in dollars, perhaps, and certainly not in living quarters, but in sheer creative oomph. Its production values are out of this world, creating one of the most dramatic environments a game has ever seen. And what it takes from Resident Evil 4 – and it takes covetously – is the clever stuff, the enemies built entirely around your weapon set, the combat full of upset rhythms and immoral thrills, the unrepentant game-isms, and the vital ability to wrong-foot players at all the right moments.



Like most survival horrors, the key to its combat is the management of panic – which is easier said than done when a giant pile of guts and knives comes bombing around the corner. A gleefully explicit amputation system chops up enemies with Crysis-like precision, replacing the headshot as the most cost-effective kill. But there are no guarantees. Littered with ammo, money and chances to waste them both, it takes you to the limit of your resources and often beyond, at times even forcing you to sell your precious weapons for just a handful of the right bullets. Its inventory system, manageable even as you’re fleeing through tight corridors, is either ingeniously balanced or a complete fluke. It deserves the benefit of the doubt.

spiffre's picture

Yeah, this game is absolutely awesome. What's crazy is how it integrates the bits inspired from other games/movies with the innovative bits to deliver a very coherent universe and game. I think I'd be ready to stamp it game of the year, in account of 1) How great it is, 2) The fact that this is a brand new IP (and not the nth installment of the same concept).

@ Dogstar060763: I have to say that when I talked about this game to friends and coworkers, the Doom 3 inspiration wasn't at the top of my list. When you look at it, almost everything you listed is related to the story/backstory, and these are fairly common scifi themes. But when you look at gameplay, there's not much in common between Doom 3 and Dead Space; only the log system - which is now a very classical way to naturally unfold narrative - and the manipulator - which is also a classic nowadays (wait, you mean the time-slowing thing or the Grabber? Not that it really matters actually, as both have been done before and haven't been invented by id software in the 1st place).

Dogstar060763's picture

"...Taking Event Horizon and Resident Evil 4 as its starting points..."

At least I finally get to take issue with EDGE over this. I can see where you get the references from and how you apply them to Dead Space, but in my experience with the game, Dead Space's closest influence is, without any doubt, Doom3. But look for any mention in this 98% of professional reviews of this game and you'll be searching in vain.

And I really need to ask "Why?".

Dead Space borrows most heavily from id's Doom3 in so many ways it's almost laughable how most critics seem to be going out of their way NOT to mention any of it.

Well, allow me, EDGE:

Ancient relics
Video, audio and text logs setting out the back story
A time-manipulation device (see: D3:RoE)
An organic infestation
Dead crew reanimated as mindless killers
A high-tech, brilliantly designed SF environment consisting largely of linear 'corridor play'
Fantastic use of light and shadow
Cloying, relentless atmosphere, enhanced by clever use of sound
Etc, etc...

How did you NOT see any of this, EDGE? My God, there's even - if you look closely - a direct reference to a certain 'Carmack' in one of the text messages picked up by Isaac (Carmack is referred to as 'a scientist').

This was a disappointing review - not for the score, which I think is fair - but for the shabby and almost wilful decision not to include the most obvious game reference applicable. If EA Redwood Shores' own dev team saw fit to pass a nod to John Carmack in their own game, I find it beyond belief journalists of the calibre of EDGE could miss such an obvious shadow (if you'll forgive the pun) cast over the game.

The fact that in the self-same issue you carried the rather excellent retrospective on Doom3 kinda evened things out - but I'm still, as you can no doubt tell, chafing.

kissgz's picture

Good points on Doom 3.
However, there are at least one major difference: the lack of the occult in Dead Space. Its story might not be the most sophisticated but it's far more interesting than Dr Kleiner Goes Mad and All Hell Break Loose on Mars, right?

TheHijf's picture

Great game, some cheap scares but very very much enjoyed - they ripped off a lot from system shock 2, everything from the loading screen to some of the missions; but overall effing great stuff.

Farzlepot's picture

Huh?

Original IP from Electronic Arts? And it's GOOD?! That's fantastic news! I just wish they'd figured out how to make a good game after Christmas when I could afford it!

NickgamertagO1's picture

This is the first game I'm considering not finishing because it's too scary. I've only finished the first two levels/chapters and I've already jumped 4-5 times. I'm a pretty big horror game/movie fan and the more gory, scary, and disturbing the better for me. I do have the game on hard instead of starting on normal, but it seems death comes often and ammo doesn't. The fear may also come from that fact that each enemy has the ability to end your life pretty easily so you have to be careful with any enemy you come into contact with. That may have more to do with it being on hard than the game balance itself, but it does seem like (as the reviewer mentioned) ammo amounts have been intentionally left sparse so you really need to be accurate with your shots. I think that adds to the tention because if you're not accurate enough you just might run out of bullets and that typically ends with you losing any number of limbs, your head, or just being cut right in two.