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Dead Space Hands On

Xbox 360 PC PlayStation 3 Hands On by Christian Donlan

7 June, 2008

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Unless it's Madden under that welding mask, EA must be serious about adding variety to its portfolio of familiar licences. Dead Space isn't based on a sport, a children's novel, or a sport in a children's novel. It's not family friendly - it's not particularly friendly at all - and it's certainly not casual. In fact, it's a chance to remember how broad EA's output can be: this isn't from the company that made endless Sims 2 expansions, it's from the company that sits back patiently waiting for Spore to come to the boil, and recently allowed Criterion to drive Burnout so far out of its comfort zone.

But it's not all good news. Dead Space's plot, detailing engineer Isaac Clarke's fight against the mutating alien Necromorphs aboard the Ishimura, a vast mining spaceship, seems to have been constructed in the dark from a limited selection of flashcards, and many of the game's elements - from the over-the-shoulder camera to the derelict spacehulk setting - are not hard to trace back to their original lineages within other companies' IP. A certain degree of educated theft seems to be the norm for survival-horror, but Dead Space goes further than you might expect, taking clichés from both science-fiction and monster movies and creating a perfect storm of the abstractly familiar.

That doesn't mean it isn't effective, however, and perhaps that's because, deep down, Dead Space doesn't have the loftiest of goals. "Today's demo is all about scaring the pants off you," says Derek Chan, the game's global product manager, before adding, possibly under threat of immediate termination, "It's also about polish and innovation."

'Dead Space' Screenshot 1

Resident Evil, Prince of Persia, Roboblitz and Prey: not, sadly, the names of my future children, but some of Dead Space's inspirations.

It's soon clear that what it's really all about is atmosphere. The first sign is the dimming of the demo room lights - a masterstroke from the developers that ensures that half my notes end up written on my leg. What follows is a walkthrough, and subsequent hands-on, with the second chapter of the game - a chillsome plod around the Ishimura's medical wing.

Dead Space is certainly effective. While the design may be pedestrian - a sparking mess of heating ducts and smashed containment chambers, so generic as to be perversely comforting - the pacing and staging is often brilliant. Playing out in what are essentially a series of closed-off arenas, the game has a natural understanding of the correct balance of action and anticipation, and is constantly messing with its audiences' expectations. No monsters burst from these closets: most rooms, when first glimpsed through blinking overheads and flickering computer screens, initially appear empty, threats only sneaking into your peripheral vision after you've started to let yourself feel comfortable.

Making the most of a genuinely creepy soundtrack of clicks and gasps and full-bodied roars, the Necromorphs lurk and circle and wait, only rushing out - always nearer than anticipated - at the last minute. The stop-start blasts of intense, close-up violence that follow - tentacles lash around and talons plunge through skin - are then followed by further uneasy pauses before the second-wave attacks.

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Comments: 1-29 of 29 in total

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kensey
07/06/08 @ 00:08
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Sounds intriguing. Wait for the review methinks.
Saladin
07/06/08 @ 00:08
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Love the idea of the HUD projected onto the character's suit. Stroke of genius, that.
Mudo
07/06/08 @ 00:13
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Very well written.

The game also sounds quite good; shame about the derivitive setting though.
Stupid_Fat_Hobbit
07/06/08 @ 01:06
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whether it's crossing a room, reloading a weapon, or waiting for a door to slide open, everything takes a very long time to happen in Dead Space - a brilliant bit of Kubrickian design that elevates even the most mundane encounters.

Maybe it's effective over the course of a short hands-on session, but over 8 hours (or however long the game is)? I suspect it might become frustrating. I'll be more than happy to be proven wrong, though.
penhalion
07/06/08 @ 01:12
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Actually they can get around the scripting issue by having better AI. In this way you simply need to add the elements to the room and the encounter would unfold differently each time. Of course that means they'd have to account for secondary characters surviving where normally they'd be killed by the superior enemy. Halo 3 got around this by having troops that aided you if they survived but, ultimately were pretty much cannon fodder.

Ultimately scripted games have near zero replay value.
Edited 1 times, most recently on 07/06/08 @ 02:13
Farfarer
07/06/08 @ 01:12
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Might be a bit of a letdown in some respects from the sounds of it... but I'm still very much intrigued, sounds like this'll be worth picking up.

I haven't played a game that's genuinely scared me since the Beach Hotel mission in Bloodlines. It's about time that changed.
ilmaestro
07/06/08 @ 03:22
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"It may suffer on repeated playthroughs"

Don't know about anyone else, but I don't even have enough time to play all the games that I want to play just the once, so this isn't the biggest worry for me, especially not as we move into the inevitably packed winter schedule. This is still one of my most anticipated games of the year.
DAL9000
07/06/08 @ 04:57
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@Farfarer: "I haven't played a game that's genuinely scared me since the Beach Hotel mission in Bloodlines."

Godalmighty, that level was creepy! Thanks for bringing back the memories -- I hadn't thought about that in years.
peppergomez
07/06/08 @ 05:45
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annoys me that the designers don't offer a first person viewpoint as an option. this would be so much scarier and more immersive as a first person shooter.
timberwolf
07/06/08 @ 08:14
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anyone know the engine? sounds like army of two's. just want an idea of length.
creepylizard
07/06/08 @ 09:09
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why does almost everyone seem to want this replay vlaue? I just cannot understand it. I don't think I've ever played a game again once I've completed it...don't get me started on boring multiplayer bollocks either...
this game looks lovely though...
RedPanda
07/06/08 @ 09:19
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Most games I don't even finish. Replay value is bollocks.
Chufty
07/06/08 @ 09:35
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But zero replay value gives us forum-dwelling fickles something to moan about in a perfectly good game.

This game could go either way, one to watch I think.
bad09
07/06/08 @ 10:19
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Looking good this one I think. The scripting thing doesn't bother me, and it never used to be a problem for anyone else. Unless you really enjoyed the game and want to experience it again, or there are goodies to unlock, these types of games have little replay value anyway as you've already seen all the shocks and scares first time round.
Cappy
07/06/08 @ 11:12
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Reading between the lines it sounds like it's shaping up to be average at best.
Tomo
07/06/08 @ 12:02
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The aliens look very nasty and fairly original to boot. Intriguing games...
Nikanoru
07/06/08 @ 17:26
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you'll have ample time to tire slightly at the thought of replaying the same corridor, with the same surprises occurring at exactly the same moment each time.


Funny, I've felt the exact same way playing almost every single one of EG's recent 10/10's.
john_silence
07/06/08 @ 18:30
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Indeed I don't see the problem with scripting; that type of game isn't really supposed to be all about the open-ended level design. I'd rather have a well-staged, nicely written, linear game than a messy plot full of pacing lulls.
And don't forget how EG compared this to Event Horizon - oh I know many people didn't like that movie, but I found it cult and would love to experience that kind of atmosphere tightly recreated in a video game. Although I'm a bit tired of being horribly scared by dark environments teeming with monsters at the moment (double-clicks the STALKER icon on the desk).
Mudo
07/06/08 @ 22:46
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I'll be another single-playthrough no-multiplayer supporter to crawl out of the woodwork. It always grieves me when games are marked down for lack of replayability and lack of multiplayer. The opposite too, when the likes of Halo 3 are marked up for multiplayer and bollocks I'll never touch like the forge and video recorder.

But it can't be helped, I don't represent the majority.

(And I liked Event Horizon too)
Edited 1 times, most recently on 07/06/08 @ 23:47
timpig
08/06/08 @ 11:31
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"and recently allowed Criterion to drive Burnout so far out of its comfort zone."

what - don't you think they insisted on that?? I just assumed EA made criterion go sandbox, cos that was flavour of the month. ruined the game for me, personally...
Madder Max
08/06/08 @ 12:29
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Meh. Dont wantto pay money for something derivitive, scripted and with no replay value (prolly apart from achievements - yawn)
creepylizard
08/06/08 @ 18:55
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I have all the free time in the world but to play through mass effect three times? thats just gimping nutzoid...
Dynamize
08/06/08 @ 19:44
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I like the animated comics. I'm worried they're sucking me in and making me have higher thoughts than the game will actually be worth. In that respect, marketing has a small victory in me.
andromeda
09/06/08 @ 09:25
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im genuinely excited about this and want it to turn out well..I rarely play games games thru a second time , and am happy to just keep the memory intact, rather than break the illusion by trawling through it again, obviously breaking down the smoke and mirrors as i go. Res evil 4 for example ; often been tempted to play thru again simply because i thought it was sublime, but i know that i'd never be able to repeat the experience again, or worse, find faults that i'd overlooked before. Some might consider repeat play as offering up better value for money- fair enough, but calling up res evil 4 , i'd say that £35 was an absolute bargain for a single experience, that entertained me for at least 2 weeks worth of evenings.
wooah, rambling now, sorry..
GooseUK
09/06/08 @ 13:16
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I bet 6 euros that this game sucks a huge one.....
creepylizard
09/06/08 @ 14:19
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why 6?...........
YourMessageHere
09/06/08 @ 19:42
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Replay value can for me be summed up thus: Deus Ex. Play it one way, then replay it in a different way and get a completely different take on the same game; one thing that you always hear about the game is that if people discuss the same situation, no two people ever have the same experience. Of course there are other games with fantastic replay value, but Deus Ex is for my money the best. System Shock 2 is almost as good, and has the space survival horror thing going on too. There's lots of ways to play that, all giving you very different playing experiences. I've not tried replaying Bioshock yet, but I expect that although the universe is interesting enough that I'd like to try playing again with different choices, it'll just turn into approximately the same game again. The trick is to make a universe that is rich enough to make you want to play it again and varied enough that you'd have a significantly different game, and ensure that your choices have appreciable consequences.
abject_rage
10/06/08 @ 02:08
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People still watch movies a second, third or more times, despite knowing what's going to happen. I think as long as the game conveys a good atmosphere, delivers the thrills and entertains, it might even turn out that you know what's coming a second time through but the anticipation actually increases the pleasure...?
Madder Max
14/06/08 @ 11:23
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er no. You can watch a film a number of times and can get s different take or see some details that you missed before. Even a previouslymissed single line of dialogue can change the film.

With games like BS etc you being asked to DO the same things over and over on subsequent replays. It not passive and you need to commit to the process of repeating your actions. Not many people find that an attractive prospect

Comments: 1-29 of 29 in total

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