
"Dead space" is the small bit of air that doesn't do anything in the inhale/exhale exchange of gases during respiration. One wonders whether the developers chose this term for the title of their game because of the portions of it that take place in the vacuum of space or because it sounded like a cool title for a sci fi/horror game. I guess the origins of its name don't really matter, but the more I think about it, the more generic it sounds. It's like setting your game in a fantasy world's forest and calling it "Arbor & Elves" or something. This "generic" feel is an undercurrent for my feelings about the game because, while I liked it and felt compelled to finish it, I could never shake the feeling that 90% of what's good about it is cribbed from other, more original games.
Dead Space reviewed well at the time of its release. Which makes sense because it is a mechanically and technically sound title, looking and playing very well...but it has no heart, soul, or spark of originality. To put it another way, on an objective level, this game is excellent and one of the best of this generation. But the 'feel' of it and the ideas at play are hollow and shallow. I imagine people sitting around listing games/movies they loved, eventually deciding to make something literally formulaic from those starting points: the setting of the Event Horizon movie, the basic gameplay of Resident Evil 4, the plot of most sci fi/horror movies and games, and so on.
Dead Space reviewed well at the time of its release. Which makes sense because it is a mechanically and technically sound title, looking and playing very well...but it has no heart, soul, or spark of originality. To put it another way, on an objective level, this game is excellent and one of the best of this generation. But the 'feel' of it and the ideas at play are hollow and shallow. I imagine people sitting around listing games/movies they loved, eventually deciding to make something literally formulaic from those starting points: the setting of the Event Horizon movie, the basic gameplay of Resident Evil 4, the plot of most sci fi/horror movies and games, and so on.

Still, a game being easy isn't a bad thing in my book, since I'm a wimp. What really got to me was how awful the story is. For starters, you see every single plot twist coming a mile away, and they're all such cliches that they seem like a parody. It was a bit odd when I mentally guesses most of the plot ahead of time, hoping the game wouldn't play out in such a trite way. Oddest of all is how the game gives too much detail about the origins of the monsters and the ominous 'Marker' object that caused this whole mess. Seeing as how the explanation given is really, really, stupid, I kind of wish that had stuck with more mystery. I also wish the game would have taken a lesson from the Metroid series and made you play through the bulk of the game alone, without a bunch of annoying radio chatter. In fact, for a game that tries so hard to be a 'serious' horror game, it not only fails at being scary but it fails at giving you a suspension of disbelief. Various parts of it stick as as very "videogamey", from the way you begin and end each chapter with a tram ride and an explanation of the various gadgets you'll need to find/fix, to the way convenient save points and Stasis recharge stations are located right near tough areas or Stasis based puzzles. Resident Evil 4 got away with "videogamey" elements because it had a smirking sense of self awareness. Dead Space tries to be believable, which merely serves to underscore its ridiculous moments.
And for what it's worth, Dead Space has one of the lamest, cheapest endings of all time, an attempt at one final scare that caused me to say "what the fuck??" out loud. Especially since this takes place after the main character has dramatically taken off his helmet, an action which has no impact at all since we haven't seem his face or heard his voice until now. I mean, the guy doesn't even physically emote when things are happening.

What works best in Dead Space are its original elements: the zero gravity and vacuum of space sections. Granted, things like this have been done in games before, but they're very enjoyable in Dead Space. A few are frustrating or drag on too long (and the game always predictably throws enemies at you during them) but as a whole, they're the best things Dead Space has going for it. They give the game what little character and freshness it has to the point where I wish the entire game took place in zero-G.

So, yeah. Dead Space is one of those 4 out of 5 experiences, not as good or original as it could've been but mechanically sound and with a couple neat ideas of its own. It's a game that previewed extremely well, reviewed extremely well, but in hindsight it isn't fully deserving of its success or praise.
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