So I made a mini-marathon out of playing Dead Space this weekend, and finally finished it tonight. Despite a few really aggravating sections, and the game becoming a tad too long in the tooth toward the end, it was a definite thrill ride.
First, it's gotta be said: this game is COMPLETELY f-cked up. I'm a health care worker, so I'm used to seeing harsh conditions on the human body -- but this sort of sick, twisted, mutated (and mutilated) depiction of mankind is liable to give me nightmares. The atmosphere is deliciously bone-chilling, though, and despite its padded length, the game managed to throw new and startling scares at many a turn. I jumped and screamed more times than I care to admit, resulting in one rather embarrassing incident where a neighbor heard me loud enough to call and see if I was all right. Mad props to the sound designers on this one, and to composer Jason Graves - the unrelenting soundscape truly sells the atmosphere.
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Things I loved:
The helpful objective marker. I wouldn't have had the patience for all the potential corridor wandering, so it's great to always have the option to cut right through the most effective paths.
Frequent save stations. Like RE4, you're never too far without one.
The sleek on-the-fly HUDs. It's all wonderfully streamlined, and the holographic projections themselves look so slick.
Every weapon packs a powerful, satisfying punch. Blasting the opposition never gets old, nor does curb-stomping the hell out of corpses.
That one boss fight in zero-g. Epic.
Isaac's many death animations. Those who reveled in seeing Leon's many forms of demise will have a field day here.
Things I hated:
Elevators and cargo lifts. Seems I was spending half the game going up and down these -- and some of them take freaken FOREVER to travel in.
The oxygen-deprived vacuum sections. Sure, the game usually provides you with an air can just before these parts, but it almost always takes a life or two to get the full lay of the land before you can forge a quick and efficient path. The worst were the vacuum sections that took place in topsy-turvy zero-g.
Those laser cannon shooting sections, where you needed to defend the ship's hull. Luckily, there's only two in the game, and the second one wasn't that bad.
Chapter 10. The constant backtracking from floor to floor and room to room got ridiculously tedious, on top of the said fetch quest mentality.
Too bad enemies can't follow you through room doors. That definitely would've ratcheted up the tension a few more notches.
No manual load save file or "start from the last checkpoint" options. This is the sort of game that lends itself well to the 'perfect run' mentality. I guess we've gotten spoiled on RE4's terrific user-based system.
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Verdict? Not quite as good as Resident Evil 4 (but then what is?), but it's about the closest to it that I've ever played. It's head and shoulders above RE5, at least. The game took me about eleven hours to beat on Medium, but it was an exhaustive eleven hours. I'm definitely going to need the full month's break before the sequel hits.