Dead Space is a 2008 science fiction survival horror video game developed by EA Redwood Shores (now Visceral Games) for Microsoft Windows, PlayStation 3 and Xbox 360. The game was released on all platforms through October 2008. The game puts the player in control of an engineer named Isaac Clarke, who battles the Necromorphs, reanimated human corpses, aboard an interstellar mining ship, the USG Ishimura.
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Dead Space draws a lot of inspiration from Resident Evil 4, but it's considerably scarier. The incredibly dark atmosphere and grotesque enemies will keep you on edge, but it's the impeccable sound design that REALLY brings it all together; not to mention the incredible multitude of ways you can die in this game. The Limb Dismemberment system REALLY keeps things interesting and is such a stand-out feature I'm surprised other games haven't tried to implement it in this manner. This is such a great horror game. Any horror fan should play this.
Glad I played it, but not something I'm interested in ever revisiting. Clunky to a fault, and the merits to the combat are hurt by the fact that the game's pacing sucks. The meaningful combat situations in the game are pretty tense and methodical, but unfortunately they are few and far between. This game has awful pacing. The environment of the Ishimura by itself would be atmospheric, but the scripting and sound design really let it down. TURN OFF THE MUSIC. It's pointlessly overbearing in a way that actually makes the game LESS atmospheric.
PC port is fucking busted by the way, doesn't even have controller support. Hit PCgamingwiki.
Thoughts I had on the mechanics after completion:
Isaac's melee kit is half baked and is rarely useful. The melee attack buffers a second hit if you press it twice on accident and the second hit does not stun. Hell, sometimes the first hit doesn't stun and the recovery on that is so long that you might get punished for using it as a "get off me" tool before you're allowed to shoot again. The stomp takes around five hits to kill, the only way you'll kill anything with it is if you stasis an enemy and they're alone on the ground. What this means is that Isaac's kit is entirely arsenal oriented. And this doesn't make him feel less powerful as a character, your force gun is more than capable of taking care of enemies at short range. Your other weapons handle long ranged targets just fine. All it does is reduce your options and make combat encounters overly binary. The upside is that said arsenal does take a bit of learning to use effectively, and there are some interesting synergies that keep you at least paying attention to the combat. The enemy design also helps, in the engaging fights you do have to prioritize your targets and use your tools. However, most of the game is spent in corridors that send much smaller engagements your way. This frequently left me desperate for some engagement or tension.