When Isaac Clarke first stepped onto our screens in Dead
Space, the survival-horror genre got the kick up the ass that it needed.
Followed by an outstanding sequel that topped the original in almost every way
in Dead Space 2, it’s no wonder that fans of the series were jumping behind the
sofa once again when the third instalment was announced. Isaac Clarke is back
again in Dead Space 3, and whilst it’s undoubtedly the weakest of the three, it
is by no means a bad game.
Following the events of Dead Space 2, Isaac has been allowed
to live out a life of peace, hopefully never having to pick up a plasma cutter
again. Unfortunately, he is quickly pulled back into action when the crazed
leader of a deadly cult triggers another marker-related crisis. Forced back into
his battle-suit, Isaac tools up to meet with ex-girlfriend Ellie, who has a
plan to end this, and any future disasters caused by Markers.
Accompanying him is a
team of scientists and archaeologists, including Ellie’s current boyfriend,
causing one of the most forced love triangles I’ve ever seen. Seriously, the
outcome of this relationship is transparent, even to the most uneducated of
players. Still, it’s thrown in to mix up the formula of the story, which by the
third game is following the same ideas. Marker activates, necromorphs show up,
Isaac kills them and saves the day.
By this point, we know exactly what to expect from a Dead
Space game, so the story doesn’t provide anything particularly groundbreaking.
What fans of the series are really looking for is atmosphere and gameplay, and
in these areas, Dead Space 3 does not disappoint. Systematically dismembering
Necromorphs is as satisfying as ever, offering a level of difficulty that is
challenging, but never unfair.
As you kill your way across the barren landscapes of the
frost-covered planet that makes up the majority of the game’s setting, you
collect resources which can be used in a new, far more in-depth upgrade system
for your weapons, allowing you to craft your own tools of death from scratch.
You can also collect blueprints for weapons such as shotguns and grenade
launchers, before creating and slotting upgrade modules into them. It’s a
system that might take you a while to grasp, but when it clicks, it works
really well.
The atmosphere is where the game truly shines. Throughout
the series, this is a game that has mastered the ability of feeling alone and
vulnerable, even when armed to the teeth. Dead Space 3 follows suit, and even
in the outdoor segments, where you travel through wide, open areas, there’s
still a sense of claustrophobia that makes the gamer feel uncomfortable, but in
a good way. It’s difficult to explain, but anyone who has played a Dead Space
game before will know exactly what I mean.
The competitive multiplayer from the second game has been
dropped – a wise move if you ask me – and instead replaced by a co-operative
mode. The whole game can be played through with a companion who has his own
story and history. Playing with someone else can benefit the player, as it
opens new cutscenes and side-quests. However if you’re a fan of the feeling of
loneliness that makes the game unique, you might prefer to go it alone.
Don’t get me wrong, having a companion beside you makes the
game no easier, as the enemies become tougher when another player joins the
game, however it can make you feel better knowing that you aren’t totally
alone.
The addition of human enemies mixes up the way you play,
forcing you to change your tactic and head for cover, which is a nice touch,
and the balance between Necromorphs and humans is nicely levelled. Mixing the
two together has you engaging both humans and Necromorphs at the same time, and
makes for some truly intense firefights.
Dead Space 3 had big boots to fill, and unfortunately, it
couldn’t quite reach the standards set by what has come before it. The co-op
play lessens the sense on solitude, and at times, the human enemies and cover
system push this game dangerously close to a generic third-person shooter, but
it doesn’t take long for something f*cked up to appear and remind you that
you’re playing something unique, and in Dead Space, that's always a good thing.
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