Dead Space 3 isn't just trying to be more Dead Space. With an elaborate weapon-crafting system, a campaign designed around two-player co-op, and a nonlinear structure that accommodates a wealth of optional side content, you can't accuse Visceral Games of lazily pumping out more of the same. The game's first few hours set it up as an interesting and worthy sequel built around the series' fantastic signature combat, but the deeper you get, the more Dead Space 3's repetitive levels and enemy encounters, shoddy storytelling, and general lack of refinement start to wear on you. This final chapter in the trilogy certainly gives you your money's worth in necromorphs waiting to be dismembered, but the overall quality of the game just doesn't feel equal to the high standard set by its excellent predecessors.
From the first minute, the game rushes a bit hastily into the business of closing out the Dead Space storyline with finality. Earth's government is all but destroyed, and the fanatical Unitologist group is running amok, terrorizing mankind's last settlements by activating Markers and creating necromorphs all over the place. Meanwhile, Isaac Clarke is off shirking his responsibility as The One Guy Who Can Stop All This by drinking himself stupid in a dingy apartment, until a couple of meatheaded soldier types (one of whom awkwardly becomes your co-op buddy) show up to forcibly drag him into saving the human race. After a most ill-conceived opening chapter that has you running through an exploding city and getting into firefights with human soldiers, things start looking up, and the game assumes a brisk, entertaining pace for a few hours as you move into a stint on an ancient flotilla of derelict battleships, in orbit around an uncharted planet that bears profound significance to the Marker epidemic.
Most of the efforts at drama fall resoundingly flat.While you're out there in space, picking your way through the haunted corridors of those warships, it's easy to remember what's great about Dead Space. The combat is as satisfying and brutal as ever, there's a decent bit of mood and a good number of effective jump scares, and you get to do some amazing spacewalks around the exterior of the ships, using your kinetic engineering powers to put equipment back together. And after a few hours spent reactivating generators and repairing shuttles and investigating the fate of the crew, the robustness of the new crafting feature starts to come into focus. You're limited to two weapons at a time, down from the previous games' four, but the crafting makes up for that by letting you tweak and combine massive amounts of functionality into a single weapon slot. The crafting rests on a resource system that initially feels too complex for its own good; you'll need some time before you can tell your transducers from your semiconductors from your somatic gel. As you're absorbing all this, it's easy to feel disgusted at the option to skip the effort and just buy those resources direct from EA, and by the scavenging robots you can deploy to bring back materials in bulk, provided you're willing to wait for a 10-minute timer to tick down. Or five minutes, if you're willing to buy a $5 DLC "accelerator." But eventually it's just as easy to ignore all the DLC and microtransacted nonsense completely, since you'll be swimming in crafting resources and able to build whatever you want by the end of the game if you just stay on top of deploying the default robots. That only feels a little like busywork.
You'll also start to dig into Dead Space 3's optional side missions while you're out there in orbit, and that's another new aspect of the game that starts off looking mighty promising. There's a little service vehicle you can use to ferry yourself at will between a handful of mostly intact ships, some of which don't contain anything relevant to your next story objective, but might be emitting some signal that bears investigating. In a few cases, you can elect to put off the next story mission in favor of exploring one of those other ships, where you'll find some light story touches that help fill in a little context around the nature of the fleet and the planet below, and then invariably open a cornucopia of crafting materials at the end. Those first couple of side missions train you to assume all the subsequent ones will be worth your time, and by the point when I'd handled all of my business with the fleet and headed planetside, the game had gotten into an entertaining rhythm of alternating story missions and side quests, all driven by the sort of carrot-on-a-stick character progression that propels you to eagerly keep pushing forward.
Co-op is here and functional if you want it.Unfortunately, I felt like the overall quality of the game began to cool rapidly the longer I spent on that damn ice planet. For one thing, physical setting aside, Dead Space 3's visual design is just drab. Remember how wildly varied the second game's environments were, how masterfully crafted its atmosphere? The frozen mausoleum, the overrun civilian shopping district, the gothic gloom of the Unitologist church: you always had some masterfully lit new area to marvel at. This game has two modes: industrial-military interior, and snow. The repetition goes beyond visual design, as the game engages in the cardinal sin of copying and pasting the same specific rooms over and over to pad out its level design. I lost count of the number of times I fought a bunch of enemies in the exact same explosives storage room, and while the problem gets so bad in the side missions that eventually I wished I'd stopped playing them, it also bleeds into the core story areas enough that everything just starts to run together after a while. There's also far less variety and creativity in the design of the enemy encounters than I remember from the last two games; after a few hours I felt like I could predict exactly when necromorphs were going to burst out of the air ducts, and exactly which ducts they'd come out of. There aren't a lot of new enemies, and even many of the series' old enemies are barely represented, as you'll spend the vast bulk of your time fighting the same handful of fodder necromorphs over and over... and over.
Some aspects of Dead Space 3 just don't feel up to snuff from the get-go. The last two games knew that horror, tension, and gore were their bread and butter, and wisely filled their storytelling in around the edges of the those core elements without letting it get in the way. As the last game of the trilogy, this one feels way too concerned with spelling out all the answers to the Marker questions, and too often it does so with hammy dialogue, implausible character motivations, and poorly devised subplots. A corny love triangle, for instance, does absolutely nothing to enhance the best aspects of Dead Space, and the game's handling of Unitology is downright disappointing. The cultish religion used to provide a vague backdrop of lunatic conspiracy to the desperate struggle with the Markers, but it's now been reduced to a sneering villain with a British accent who commands a legion of riflemen and suicide bombers. These elements stumble and crash along awkwardly as the game progresses until you arrive at the end of it all, where the final revealed truth about the whole thing struck me as completely ridiculous. The production values that support all of this are also rougher than I've come to expect from this series. Character animations in cutscenes sometimes look a bit robotic and stilted, for example, and three times I had to revert to a checkpoint to fix an audio bug that completely garbled all of the dialogue. There are parts of this game where the art and level design come together to produce scenes that are absolutely top-notch, as good as you'll see in any game, but the presence of those outstanding moments is exactly why the bad parts are so irksome.
No lie, the spacewalks are easily my favorite part of the game.As something close to a Dead Space purist, I resolved from the outset to play this game by myself until I finished it, but even taken as a pure single-player game, the cooperative earmarks are all over this campaign. You're constantly running into reminders that these levels, minigames, and action set pieces were designed for two people, since there's always two of everything everywhere you look. And Carver, the second player character, has a way of popping up in the story at some ridiculous times that both strain plausibility and also remind you that Dead Space was a lot cooler when it was just Isaac Clarke against the horde, not Isaac and some guy up on a ledge shouting at you about where to shoot the boss. Taken purely as a single-player game, Dead Space 3 enacts a ridiculous change in Carver's loyalties about halfway through the game, though if you play the three cooperative-only side missions, you do get some decent context about the guy's motivations, and some mildly interesting hallucination sequences to boot. It's a shame that content is locked behind a two-player requirement, though, and while you'll probably enjoy the option to play through the game with a friend if you like cooperative shooters, having another person there just serves to fully obliterate the game's already thin veneer of horror and tension.
If you're a completionist, you have to commend this game for the explicit way it details every single collectible and ancillary mode on offer. There's an exhaustively detailed progress report that tells you how many logs, collectibles, weapon parts, side missions, and other piece of minutiae you've found or finished in every chapter, and further lets you know what sort of item or set you'll unlock for completing each category. The game wisely separates your character and weapon upgrades from your story progress, making it easy to jump back into earlier chapters to look for things you missed. And there's a fantastic variety of one-off difficulty modes after you finish the game once. In addition to the standard new-game-plus mode that offers better upgrade items, there's Classic, which disables co-op and limits you to weapons from the first game, and Pure Survival, where the only way to get ammo and health items is by crafting them. Then there's Hardcore, which lets you save as much as you want but forces you to start the whole game over if you die. At all. If you do end up liking the game (and I did like it, despite its faults), these sorts of modified difficulty types are a great feature to see.
Dead Space 3 incorporates some successful new ideas into its stock horror-action formula, and some segments of the game really impressed me, but it's hard not to feel disappointed by the weaker parts of its design. I'm still glad I saw the Dead Space trilogy through to the end--and if you're invested in the series it's absolutely worth playing--but it's too bad this respectable series, which felt so exciting and fresh when it debuted just a few years ago, had to go out on a middling note.
A couple weeks ago, we asked you for Dead Space 3 questions, which we’d forward along to Visceral Games for a future Q&A. Starting at 12:01AM Pacific time tonight, you’ll be able to download the game on PSN in North America, and it will be available at retail tomorrow, so we think now’s a good time to revisit that.
You mobilized and responded to our request in full force, so we had plenty to ask about when we tracked down John Calhoun, Associate Producer of Dead Space 3. When we finally caught up with him, we threatened dismemberment politely asked him a few of the questions you had, and he was happy to oblige. Read on to find out how Visceral kept co-op scary, what Isaac’s new locomotive abilities mean for the game, and what kinds of new horrors you’ll face when Dead Space 3 launches tomorrow.
Have a @deadspace 3 question? Tweet us, include the hashtag #DeadSpace3PS3 and we’ll pose your questions to @visceralgames in a future Q&A
— PlayStation (@PlayStation) January 15, 2013
@tehSeruh: What was the inspiration behind making Dead Space 3 more action-based than the previous games? For example, taking cover, rolling, and universal ammo.John Calhoun, Associate Producer of Dead Space 3: The overall pacing of Dead Space 3 – that is, the ratio of high intensity action sections and lower intensity suspension moments – is actually comparable to the gameplay that was established in Dead Space 1 and 2. We don’t really consider DS3 more (or less) action-based than previous games. That said, we did make Isaac a more capable protagonist in this game, including his ability to crouch and take cover. These features were added to level the playing field between Isaac and Dead Space 3′s new human enemies, who are tactically advanced and could otherwise overpower the player.
@Jeremy_LaMont: Is horror less horrifying with two? How do you design a scary two-player game from the get-go? “There are times when Carver will see or hear things that Isaac does not.”JC: The secret to keeping DS3 scary is twofold: know your game’s strengths, and don’t be boxed in by conventional thinking. Regarding the former, one of our franchise’s strongest areas has always been audio. We turned to our sound designers a lot to ensure that the game remained atmospheric and thrilling no matter how you choose to play. We also decided to think outside the box about what makes a co-op game tick. Why should it be less scary with a friend? It was this thinking that led us to develop the “asymmetrical dementia” moments you’ll occasionally experience in co-op. These are times when Carver will see or hear things that Isaac does not, which we hope will start a dialogue between players about what’s real, and what isn’t. Not knowing if you can trust your partner is a great technique to keep things tense in co-op!
@EricFordham: Is this going to be the concluding chapter for Isaac?
JC: If you’re fishing for spoilers, you won’t get them from us! We’re staying focused right now to make sure DS3 is the best game it can possibly be at launch. And while there is a lot more story to tell in the Dead Space universe, we can’t reveal what this may or may not mean for Isaac.
@the1PARiAH: Will there be additional missions for single player and/or co-op via DLC? “These additional areas are some of the most challenging – and rewarding – levels in DS3.”JC: We haven’t made any DLC announcements at this time. However, we would like to share a little-known but important fact about DS3 that’s related to this question. In the course of playing the main campaign, in either single-player or co-op, you may encounter barracks, ships, or underground labs that are entirely optional sections of the map for you to explore. These additional areas make up a large chunk of the game’s content, and are some of the most challenging – and rewarding – levels in DS3.
@JAlvar_5495: What type of new Necromorphs are there in the game?
JC: We have the Waster, a humanoid Necromorph with a variety of transformation states, depending on how you dismember it. The Feeder is a smaller creature that is attracted to light and sound; you can sometimes avoid it, or face it head on. But be warned – they tend to attack in packs when threatened. The Shambler is an infected human corpse that is able to haphazardly wield a gun. Don’t get too close, or it may infect you, too! These are just a few of the new Necromorphs you’ll discover.
@MaLTRaiN: What bonuses will we get if we preorder the game?
JC: There are a couple preorder bonuses that we think are pretty cool. All preorders will receive the Limited Edition, which contains codes for the Witness the Truth and First Contact weapon and suit packs. Each pack contains an exclusive suit and weapon, built from customized parts that are not available anywhere else in the game. GameStop preorders also receive the custom-skinned and upgraded EG-900 SMG, while Amazon customers will receive the similarly awesome Tesla Enervator weapon.
Dead Space 3 is assaulting us with news we don’t want to hear of late. Out in just over a week, we’ve recently learned that it’s going to offer microtransactions for in-game items, and that the PC build is to be a dead-straight port with no frills. Oh, and dear sweet Horace, it’s used a Phil Collins song. And now it’s saying it’s got a story.
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During an interview with Shack News, Dead Space 3 producer Steve Papoutsis expressed confusion about why PC players are disappointed at the lack of any extra frills in our version of the game. “It’s confusing to me that this question even comes up,” he says. It’s by no means any less important to us; it gets a lot of attention. The PC is a very different platform. As developers, you want to deliver an experience that’s as similar as possible on different platforms.”
In a word: Hurm…
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I’m about as interested in Dead Space 3 as I am in having a conversation about loft insulation with Piers Morgan, but it’s Monday morning, there isn’t enough coffee in the world, there’s a trailer right in front of me, and monkey see, monkey do.
Except now I’ve heard a Phil Collins song as a result, SO MONDAY IS RUINED.(more…)
Dead Space 2′s PC version launched sans replayability-enhancing DLC and with a mean bout of mouse-lag, but it was otherwise a serviceable step for horrifically mutated, disfigured man onto our platform of choice – if not exactly a giant leap. But that was years ago. So then, what sort of technological advancements has the unrestrained, godless science of our time wrought? Well, um, not really any, as it turns out. Bucking the recent trend of jingly, bell-and-whistle-laden triple-A PC ports, Dead Space 3 for PC will pretty much be the console version – but, you know, on PC.
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Get this PS Mobile title for free on the PS Mobile Store on your PS Vita and PS Certified Devices today through January 30th. For more information, click here.
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PlayStation Store Highlights
The adorable Ni No Kuni makes its way to retail and PSN today. Rounding out the full game options are Ninja Gaiden Sigma, Just Dance 4 and Racquet Sports. DoubleFine’s latest adventure, The Cave, is also out today along with Mad Dog McCree. There’s a new PS Vita game, escapeVektor, and if you’re looking for free content, there’s the DUST 514 open beta.
The 13 for ’13 sale also kicks off today – and if you’re a PlayStation Plus member you’ll get a deeper discount on the titles. Take a look at the selection below and see if there’s anything you like. Snag it now for a low price! As always, please leave your thoughts in the comments below. You can also chat about this update in the PlayStation Community Forums.
PlayStation PlusClick here to learn more and purchase online or go to the PlayStation Store to activate instantly.
Foosball 2012 (both PS Vita and PS3)
LittleBigPlanet Karting – Regular $39.99, PS Plus $10.00
The Unfinished Swan – Regular $14.99, PS Plus $3.75
Ratchet & Clank – Regular $14.99, PS Plus $3.75
Jak and Daxter: The Precursor Legacy – Regular $7.99, PS Plus $2.00
Hot Shots Golf: Out of Bounds Complete Collection – Regular $24.99, PS Plus $6.25
Warp – Regular $9.99, PS Plus $2.50
Shank 2 – Regular $9.99, PS Plus $2.50
NiGHTS into dreams… – Regular $9.99, PS Plus $2.50
Jet Set Radio – Regular $9.99, PS Plus $2.50
The House of the Dead: OVERKILL Extended Cut – Regular $19.99, PS Plus $5.00
Psychonauts – Regular $9.99, PS Plus $2.50
Tiger Woods PGA TOUR 13 – Regular $39.99, PS Plus $10.00
Machinarium – Regular $9.99, PS Plus $2.50
Free Game – Chronovolt
Discounts
LittleBigPlanet Karting
The Unfinished Swan
Ratchet & Clank
Jak and Daxter: The Precursor Legacy
Hot Shots Golf: Out of Bounds Complete Collection
Warp
Shank 2
NiGHTS into dreams…
Jet Set Radio The House of the Dead: OVERKILL Extended Cut
Psychonauts
Tiger Woods PGA TOUR 13
Machinarium
Remember how in the previous Dead Space games, the only way to buy new weapons, armour, ammo and medkits was to stomp on the gooey remains of malformed mutants and catch the credits that they had stashed in their internal organs? Those were the good old days. Eurogamer spotted a “downloadable content” pop-up during Dead Space 3′s all-new crafting sections and the game’s associate producer, Yara Khoury, has now confirmed to our EG chums that it will be possible to pay real money to improve weaponry:
“You can buy resources with real money, but scavenger bots can also give you the currency that you can use on the marketplace. So you don’t have to spend [real world] dollars.”
The answer to the question, “Please, sir, can I have some Ishi-more-a?”, is “Yes, but keep your credit card handy.”
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