Thursday, February 1, 2018

Throwback Thursday - Dead Space

Welcome to another Throwback Thursday, our weekly look into my Top 100 games and general nostalgia.  While this blog is rated E for everyone's safe and enjoyable viewing, I should mention this week's throwback is rated M for Mature.  Parental discretion is advised for playing this game.

Speaking of which, firmly stomping in place this week: The game of abandoned space stations and alien amputations that is Dead Space.




Released in the US on October 13th, 2008, Dead Space was a fresh and bold survival horror game from EA's former Visceral Games studio.  Taking control of an engineer, Isaac Clarke, players investigate a distress call from a star ship mining facility, only to become trapped on the station and attacked by horrific creatures.  As players search for means of an escape off this nightmarish vessel, they discover the dark secrets that led to this infestation that will stop at nothing from spreading and consuming every last being aboard.



The plot of Dead Space is engaging enough to string along the player through this tense narrative, offering just enough hope as new threats and problems continually should arise.  But where the game truly shines is through its phenomenal display of atmosphere and immersion.  The world design is expertly crafted with many tight corridors and vents at every corner, creating a constant sense of unease as to where danger will come and how a player might escape.  Because resources are often short of supply, players are forced to explore every nook and cranny of this space station should they want to stay well stocked to face the threats that may be.  Even aspects like inventory management are risky maneuvers as players operate their holographic menu navigation in real time, allowing unsuspecting players to be attacked from behind should they be careless enough.  The user interface (UI) design, or lack of, is some of the most brilliant and inspiring designs found in gaming.  Rather than clutter the screen with health bars and ammo counts, all this information is subtly placed on the character and weapons themselves.  As you are always playing as Isaac in a third-person, over the shoulder perspective, players have a clear view of their character and health as the lit bar on his spine slowly depletes and changes color with damage taken.  It's an intuitive and creative way to not only convey needed information, but make the experience that much more immersive.


Note the health bard and stasis meter on Isaac's spacesuit; Proves design can be both aesthetically pleasing and informative.


The gameplay of Dead Space also stands as a unique and clever take on your typical shooter with the incorporation of what they call "strategic dismemberment".  Rather than aiming for the heads as is usually the case in most shooters, players must instead aim for the limbs of these alien Necromorphs.  With this, players can tactically decide which limbs to strike to get a hold on the situation.  Perhaps removing the arms for damaging threats, or legs to slow them to a crawl.  But as these unworldly aliens come in many shapes and forms, players will have to stay on their toes as they constantly learn to adapt to various situations.  As players revisit many parts of these winding halls, unease will grow as you try to discern fallen enemies from those playing dead waiting to strike unexpectedly.  You may just find yourself getting into the habit of stomping every fallen foe just to be safe and certain, not to mention there is a degree of satisfaction to be found from the deliberate stomp that is its own distinct button press.

The success of this game led to several sequels, spin-offs, and various other media.  But as the series moved into a more action-focused direction, it lost some of that prominent essence that was the original's survival horror roots.  The unnerve of the unexpected peril around every corner, wondering if you should have the tools and resources to meet the challenge.  With the closure of Visceral Games and EA's shift to multiplayer driven games, it's difficult to say what may become of the Dead Space series now.  But the joy of this unexpected and new franchise that released in 2008 will not be soon forgotten.  Let's hope there still is the willingness to try new ideas, and execute them as passionately as Dead Space did here.

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