If you take a pinch of Bioshock, a good handful of System Shock 2, a handful of Resident Evil 4, and a dash of Aliens, put them into a pot, throw in some crazy ideas about interfaces, season with fancy graphics and sprinkle some sound effects worthy of Looking Glass, stir it all up and let it bake, you get Dead Space. Or at least that's my opinion on the first two chapters.
Knowing the people here, it will be the System Shock 2 comparison which gets the attention. Dead Space is not System Shock 3 in all but name. It does have quite a few similarities; it seems like a worthy cousin than a son and heir. I'll let the "space ship where something has gone horribly wrong" plot and setting speak for itself. It's not as scary as System Shock 2. That's the only game which has truly scared me, so others' mileage may vary. It is tense, very tense, and very atmospheric.
The strongest comparison to SS2 is the upgrade system. Like SS2 you can upgrade your equipment; there aren't enough resources to have everything, so tough choices need to be made. More health, or more oxygen, or upgrades to either of your two support skills, or more damage on one gun, or more ammo capacity on one gun, or faster reload on one gun, and so on. You find a few nodes lying around, and you can buy more for 10,000 each. That means you need to choose between selling off ammo and supplies or having fewer nodes. Nodes also open certain locked doors into optional areas. So far the balance has been spot on; I'm having to work for my upgrades and play a delicate balancing act. Conserving ammo by blowing off legs and then swapping to melee to finish enemies off is steadily giving me a surplus to sell, as is my sticking to a single gun. That saves me credits on buying a new guns, plus enables me to sell on all the ammo I find for other weapons. I have more upgrades then I would if I didn't take this approach, however there's always the lingering feeling that I may be scuppering myself by neglecting to buy extra weaponry. I shall see ...
Thus far the plot isn't as good as SS2's, or Bioshock's. As of the start of chapter 3 it's capable and may improve. The comparison is made mainly because the story is told in much the same way as those two games, that is to say via audio logs left lying around, messages from survivors, and through the environment itself. Bioshock's influence is also felt in the cute little signs and adverts plastered about the Ishimura.
Unlike SS2 and Bioshock you get to meet real, live, actual human beings face to face and without any sort of barriers! More than once! You're not perpetually watching the set pieces play out while safely isolated or paralysed; you're in control and involved. The results are frequently disturbing.
The combat is one of the game's most talked about aspects. It performs as promised. Blow limbs off with careful targeting and you survive. Aim for heads and torsos as per most other games and the results vary from little damage to er, interesting.This is very similar to the bit of Resi 4 I played. The emphasis is a little different though; Resi 4 was about controlling space to keep the zombies at bay. Dead Space is more about standing in place and keeping a calm nerve and steady hand as three blood-smeared cancerous-looking things with too many limbs and two heads charge at speed towards you; the sweet spots are small and easy to miss. Blowing limbs off with a mining ore cutter is satisfyingly visceral, as is stomping downed foes until they splatter apart.
Dead Space's other much touted feature is the lack of an interface. This works far better than I imagined. Isaac’s health is on his spine, his ammo above his gun when you aim. Your map, inventory and video logs project out from his helmet into the air in front of him. That brings me to my only issue with the set up: the text on the text based logs is very small and a bit hard to read, and it's hard to read the map if you zoom it out to look for something several rooms away.
And as for the babies, ugh! :shivers:
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