By Ned Jordan
Stop me if you've heard this one before. The borderline dysfunctional crew of
a small spacecraft comes across a derelict ship far removed from anything else.
The crew boards the derelict and finds that everyone is apparently missing or
dead, and soon thereafter learns that whatever ransacked the derelict is still
on board...
Sure, the setting for Dead Space can be considered cliché, but in some cases
clichés become clichés for a reason. In this case it's because the setting -
being trapped in a closed space with a deadly threat and with no hope of rescue
- is genuinely scary. The designers of Dead Space have an excellent grasp of
what makes this so scary and what is simply cliché. They understand the need to
make the player feel that something unexpected could happen at any time, but at
the same time when something does happen it should be unexpected. Rather than
making every room dark, the developers made great use of varied lighting and the
net effect is far creepier than if everything was draped in a perpetual pitch
darkness. Some rooms are partially lit in such a way as to cast ominous shadows
that play havoc with your imagination, and having to leave a brightly lit room
to enter a dark hallway certainly ratchets up the feelings of apprehension. The
developers also resisted using the cheap trick of dropping a monster on your
head every time that you enter a new room. Some rooms are monster-free while
others are filled with them. There will be times when you think that a room is
clear, only to be blindsided by a sword-like claw while you're standing there
checking your ammo supply. You can be walking down a hallway you've been through
before and have a monster bust through a ventilation vent and lunge at you. Or
sometimes you'll see the shadow of a creature eviscerating some poor crewman and
then watch it move off somewhere else. Where did it go? Does it know you're
there?
There's far more to the game than rooms with or without creatures. There is
an extensive use of puzzle-solving in the game, and the game makes full use of
the space setting with zero-gravity environments and areas in vacuum that you'll
need to get through and accomplish your goals before your precious but limited
oxygen supply runs out. The game also does a great job of storytelling through
audio and video logs that you'll discover as you make your way through the ship.
And your objectives will be given to you by your ship's captain through the use
of a communications device that pops up a small floating screen in front of you.
Not only does it look cool - it's translucent and you can see through the
projection - but it also allows you to keep moving without the need to
constantly cut out of the game world to view cinematic cutscenes.
The amount of detail packed into the environments is impressive and really
helps immerse you into the game's world. The interface is even designed to be as
unobtrusive as possible. Your health level is represented by a glowing bar that
extends along the spine of your character's spacesuit, and other levels of
energy or oxygen can be monitored by similar glowing areas on the back of the
suit. The game's camera angle places your view behind and slightly to the right
of your character, leaving you with a largely unobstructed view of the center
area of the screen. Some players may find that the view angle will take a little
getting used to, but they'll get used to it pretty quickly, and once they see
that it allows them to view much more of the environment they'll probably grow
to really like it.
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