I hadn’t felt that level of 361-degree panic since I was chased by a chainsaw-wielding cultist wearing a burlap sac. Then, somewhere in the second of twelve chapters, I let my guard down. The Necromorphs got fewer and the weapons stronger. I even started leaving ammo behind. By the end of Chapter 5, I had a hefty bank account to purchase unneeded supplies from automated stores, and an arsenal of weapons customized at the upgrade benches. I always felt compelled to see what was around the next corner, but those early chapters felt anticlimactic.
Dead Space’s overt reliance upon the conventions of horror is its main detractor. When you step into a decontamination room and watch Necromorphs clammer into a vent on the other side of the glass, you know exactly where they’ll be in a few seconds. You might jump at the momentary cacophony accompanied by a flash in a doorway, but you know that it’s only a false alarm. Another factor is the presentation of missions. A domino-trail of mechanical problems will have Isaac criss-crossing the ship, never allowing him to bask in the glory of a job well-done.
By Chapter 6, the honeymoon of handholding came to an end with brutal ferocity. I had gotten cocky, and was gasping for life barely halfway to the objective. It was then that I realized that I had been duped into a false sense of security. My wanton trigger finger burned through ammo faster than I could replenish it, and I had spent all my hard-earned cash on Nodes for upgrades and Stasis packs. Nothing beats the feeling of seeing a Necromorph break mid-air, in slow-motion as the limbs float by, but those Stasis packs sure are expensive. It was time to get back to basics of methodical vigilance, purposeful shots, and checking every nook and cranny.
At the heart of Isaac’s predicament, which repeatedly pulled me into “just 15 more minutes” mode, is a debate between religious beliefs and political responsibilities, and the interests of the powerful few versus the good of the many. Isaac is the perfect medium for this struggle because he is a common man left pick up the pieces among the wreckage wrought by the greed of others. It’s a fantastic story, but one that can also feel sorely underdeveloped since much of it is told through logs scattered, and often hidden, around the ship. Overlooking a single one might deprive you of some captivating twists, and even more if you haven’t read the comics or watched the DVD. The developers went to great lengths to create a believably immersive world, so why they would allow players to miss one of the greatest aspects of that world is beyond me.
Dead Space is most frightening when you’re backed into a corner and fighting for your life in the darkness, and absolutely awe-inspiring during the quiet moments of solitude. From major elements like the HUD-less display and the believably intricate machinery to the simplicity of a forgotten magazine, the attention to detail is absolutely staggering. The heavily scripted encounters and linear story mean that it is only good for one time through, but it’s an experience that will stick with you for years to come.
Questions or comments? We'd love to
hear from you
.