One of the most influential games of all time is
System Shock.
It is the father of survival horror and gave birth to many other
science fiction and horror games. One of the most famous of these is the
Bioshock series, which is effectively
System Shock set underwater and in the past than in a cyberpunk future. Another series which is the spiritual successor of the series is
Dead Space, which takes all of the horror and future atmosphere then adjusts the gameplay to be more of a third-person shooter.
The premise of
Dead Space is a Lovecraftian plot adapted to science fiction. The crew of the
USG Ishimura have
encountered something...alien... in space and it's turned out to be
bad. You, Isaac Clarke, are just some poor repairman who gets summoned
to investigate it. Your girlfriend is on board too, as if there's not
enough going on. There's
ancient space civilizations, cults, and admirable world-building. What's
really good about the game, however, is the setting.
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Zombies IN SPACE! |
The backstory is pretty good too with a vision of the future
dominated by religious fundamentalism as well as economic depression. In
the future, humanity has squandered so much of its resources that
they're reduced to destroying planet after planet in order to keep
barely ahead of its planetary growth. The poverty and depression in the
world means more and more people turn to religion with Unitology being
the most prolific religion remaining.
The fact it has taken to using
stories of alien markers and tech to make it "true" also means that
people misunderstood their true sinister purpose. While some people may
think the Scientology-riff is too obvious, I appreciate it because they
are the original UFO religion and the connotations of it in the
public mindset added to the sense the people are desperate for answers. This is a cosmic horror story, at heart, with the action of a
Warhammer 40K game. Religion and moral certainty mean nothing in the face of life or death struggles with monsters.
And I'm all about the grimdark.
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To be pedantic, the scaling of this is off. The Ishimura should be seven times bigger. |
The
USG Ishimura is a triumph of world-building in that it
truly feels like a town-sized spaceship from the far-flung future. I've
seen some well-designed settings for video games over the years but the
Ishimura
may be the best. It not only has some truly spectacular visuals of both
space and its interior but all of this feels plausible within the
universe. This feels like it could be a spaceship in the far future.
The majority of the game takes place in tight narrow corridors with
excellent use of lightning, grates, and various places where monsters
can pop out. However, there are also massive chambers which include
amazing visuals that hold up as well today as they did when the game was
first released in 2008. An amazing amount of detail was put into
everything from the restroom designs to the graffiti on the wall. This
could easily be ported to current generation technology and be
considered up-to-date.
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Really, this game has some breathtaking visuals. |
It's interesting that the
USG Ishimura is
so well-designed since the monsters are kind of meh. There's a few which
aren't bad but most of them are sort of generic and kind of riff off
Silent Hill,
IMHO. Part of the problem may be presentation. It's hard to create a
horror game when most of the time the monsters just run at you directly,
giving you plenty of opportunity to blast them to pieces.
Yes, they can be really scary with their horrible tentacles and monstrous spider-like movements but I think they get overused so that by the time I was halfway through the game, I was desensitized their revolting appearances. They're terrifying in the first level but once you get a rhythm of "shoot limbs, stomp, repeat" then they lose their sense of danger. It's part of the nature of a shooter that, eventually, your enemies are going to be something you're okay with blowing away.
This is where I will immediately backtrack as I say while the monsters don't
look scary, I think they
sound
scary. The sound-design is a triumph and if you allow yourself to
become immersed in what you hear rather than just what you see then
you're likely to be left on the edge of your seat. The place manages to
nicely bring up all the creaky old house noises translated to a starship
as well as vaguely monstrous noises which had me terrified at times.
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The Space Zombie may be overused but it's still effective. |
The
use of the monsters in the game is
awesome too. The Necromorphs come up from behind, drop down from above,
play dead, and often do incredibly surprising things. The fact I often
played the game by adjusting the camera angle so I could look behind me
during cut-scenes told me how wary I'd become during the game. I also
love the fact head shots won't kill the monsters but you have to
dismember them and routinely stomp on them to make sure they stay down.
Ironically, the best monsters in the game are the mooks rather than the bosses. The bosses, while visually impressive, are fairly easy to
defeat once you figure out their attack patterns. Whereas the mooks can
and often do react in surprising ways. You can easily find yourself
dog-piled by them and they often have extremely divergent behaviors.
There's no one strategy for all of them, though stomping on everything
until it's bloody gibbets is a fairly good one.
The interaction between the monsters and the environment is also awesome, especially when they're provided context. For example, you often see horrible growths along the wall and wonder what that's from. Then you remember the majority of dust in the world is skin cells. Another mission has you find out they kept frozen embryos for the growth of clones in one of the medical bays, only to find yourself soon surrounded by hideous yet ratings-appropriate monster babies.
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These babies are all clones. Honest. Despite references to others being born naturally. |
The characters in the game aren't the most developed ones, at least
the living ones. Still, I enjoyed getting to know Isaac's crew and
regret we didn't get to know them better. They're a bunch of people who
have crash-landed on a ship full of Necromorphs and justifiably
panicking. I also like some of them have a hidden agenda. They're less
developed than the crew of the
Ishimura, though, and their
posthumous logs are really entertaining. I find the Church of Unitology a
bit underdeveloped but the larger mythology of Markers, Necromorphs, and
the dying civilization of Earth quite entertaining.
My favorite character is Isaac Clarke, himself. He's a triumph of
visual design and while he's somewhat like a Space Marine in that he's
fighting off hordes of monsters, both the game-play and the storyline
constantly reinforce Isaac is just a repairman. Whole sections of the
game are about Isaac trying to figure out how to get the ship running
again. I could have used more cut-scenes with him but I understand this
is rectified in the sequel. I really like the character.
Unfortunately, Isaac is a silent protagonist and this hurts our ability
to immerse himself in his story. While I often enjoy silent
protagonists, here, I would have really enjoyed his reaction to all of
the situations going on. Admittedly, I'm not sure the story would
realistically be anything but him screaming every other minute but it
would have gone a long way to making us sympathize with Isaac's plight.
If Isaac talked about his relationship with Nicole or anything other
than plot objectives, I think the horror and fear would have been even
stronger. Even so, I do like that Isaac doesn't behave like a hero--he's here for Nicole and to survive, nothing more.
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There are a couple of characters who come with you but they're sort of one-note (at first). |
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Despite this, the game manages to win serious points with me in its
setting that is, as I've stated 90% of the game's appeal. The claustrophobic feeling of the starship, occasionally broken
up by massive chambers which make you feel microscopic is wonderful. I
also like how the storyline really brings home these are people with
their lives horribly disrupted by a unimaginable horror they can barely
understand. I really developed a feeling for their lives pre-infestation.
I will say I had a pretty bad case of
deja vu at times because the whole business of markers, ancient alien gods, space zombies, and rapid mutation of the living reminded me a great deal of
Mass Effect. This is unfair since there's only a year difference between the two games coming out but fans of both series will note a great number of similarities. The main difference is that things like Reaper indoctrination, Husks, and their manipulation of society are played for horror rather than as a basis for science-fiction adventure.
I also think the game could have taken more time to interact with the survivors. All of the survivors you encounter on the ship save one (and there's a twist there I found to be quite clever) are completely insane. Oftentimes, you'll encounter them only long enough for them to commit suicide. I found this to be a bit annoying and would have liked to have found a group of survivors only for them to be horribly mutilated then killed later. It may have made keeping the mystery more difficult but you could explain that by saying they'd locked themselves up the entire time they were there.
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The relationship between Nicole and Isaac could have been developed better. |
Gameplay-wise,
Dead Space is
somewhat schizophrenic. On the easier difficulties, ammunition is
plentiful and it's just a somewhat tense murder-fest. On the higher
difficulties, it becomes a true survival horror experience but only if
you complete the game first on lower difficulties. Also, the game seems
built like it should be an exploration game but works, instead, like a
linear corridor shooter. I can't help but think there's a compromise
going on between developers who wanted to make the next
System Shock and their bosses who wanted them to make the next
Resident Evil 4.
There's a limited number of weapons for Isaac to
use but, honestly, there's really no point to switching from your plasma
cutter in most respects. The game's upgrade system means you're better
off upgrading one weapon exclusively and using it to destroy all your
enemies. Other tools like slowing time and telekinesis have their uses
but the former is much more so than the latter. Indeed, the telekinesis
function could be removed with almost no change to the game
whatsoever.
In conclusion,
Dead Space is a
great survival horror game but not a perfect one. I think the game
would have been improved by a commitment to either shooter, survival
horror, or dual-modes with options for both like in
Mass Effect. Still, I'm looking forward
to playing the sequels.
9/10