Dead Space

Back to mine?

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.

The whole process is aided by the intentionally sluggish pacing: 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.

Pacing isn't the only trick on display here. Other nice touches include the combat, which requires you to approach every type of Necromorph differently. Able to sprout limbs at will, it's essential to learn which body part of each flavour of beast to target first, taking it down before it evolves into something nastier. The development team are calling this "strategic dismemberment", and it works to turn each encounter into something of a puzzle. Tthe result, if you get it wrong, is often an animation of your head being ripped off.

The HUD is another elegant piece of implementation, placing all critical information within the world rather than plastered on top of the screen. Health is displayed by a strand of lights on the main character's spine, taking a cue from RoboBlitz (hopefully the only thing the developers have chosen to borrow). Equally, all guns have ammo meter holograms projected above them, and if you get lost, as you often will in this identikit dereliction of hallways and morgues, a click of the right-stick will project guidance markers onto the floor below you. Even the QTE button prompts sprout from the player's back - a somewhat annoying piece of cleverness, as it's all too easy to lose sight of them when you turn around during battles.

'Dead Space' Screenshot 2

Continuing current-gen preoccupations, 26th century space is a very brown place.

Guns are more of a mixed bag, shallow clips prescribing a measured style of play as survival-horrors tend to do. There's also a dizzying array of upgrades - including an unnecessary time-slowing function and an oddly clunky implementation of Half-Life 2's gravity gun - which suggests that Dead Space may be trying to take on too much. It's yet to be seen whether the rest of the game can comfortably provide the kind of variety to justify such an all-inclusive arsenal.

Over-complication may not be the only worry. As ever, the steady stream of choreographed shocks means that Dead Space is shaping up to be an extremely scripted game. Puzzle sections, such as the physics-bending zero-gravity rooms which allow you to walk the walls, turning geography into a challenge in a hunt for the exit, may mix things up somewhat, but even in the space of a short demo, 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.

To be fair, it's a problem none of Dead Space's peers have been able to shake, either, and perhaps the scripting simply goes with the territory. At least EA's game is confident in what it is: when the lights go out and the monsters flood in, you're left under no illusions that you're experiencing anything other than a fancy ghost train. It may suffer on repeated playthroughs, but for those willing to stump up the cost of the ticket, this slick and well-poised game could still be a lot of fun first time around the track. Dead Space isn't perfect, then, but it's already looking like a product with the unmistakable heft of hard work behind it. Success or failure, EA will struggle to churn out one of these every year.

Dead Space is due out on PC, 360 and PS3 on 31st October.

Comments (29) Latest comment 4 years ago

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  • kensey #1 4 years ago

    Sounds intriguing. Wait for the review methinks.
  • Saladin #2 4 years ago

    Love the idea of the HUD projected onto the character's suit. Stroke of genius, that.
  • Mudo #3 4 years ago

    Very well written.

    The game also sounds quite good; shame about the derivitive setting though.
  • Stupid_Fat_Hobbit #4 4 years ago

    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 #5 4 years ago

    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 by 1 at 07/06/08 @ 02:13
  • Farfarer #6 4 years ago

    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 #7 4 years ago

    "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 #8 4 years ago

    @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 #9 4 years ago

    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 #10 4 years ago

    anyone know the engine? sounds like army of two's. just want an idea of length.
  • creepylizard #11 4 years ago

    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 #12 4 years ago

    Post deleted at 14:31:59 28-01-2012
  • Chufty #13 4 years ago

    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 #14 4 years ago

    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 #15 4 years ago

    Reading between the lines it sounds like it's shaping up to be average at best.
  • Tomo #16 4 years ago

    The aliens look very nasty and fairly original to boot. Intriguing games...
  • Nikanoru #17 4 years ago

    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 #18 4 years ago

    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 #19 4 years ago

    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 by 1 at 07/06/08 @ 23:47
  • timpig #20 4 years ago

    "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 #21 4 years ago

    Meh. Dont wantto pay money for something derivitive, scripted and with no replay value (prolly apart from achievements - yawn)
  • creepylizard #22 4 years ago

    I have all the free time in the world but to play through mass effect three times? thats just gimping nutzoid...
  • Dynamize #23 4 years ago

    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 #24 4 years ago

    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 #25 4 years ago

    I bet 6 euros that this game sucks a huge one.....
  • creepylizard #26 4 years ago

  • YourMessageHere #27 4 years ago

    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 #28 4 years ago

    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 #29 4 years ago

    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