Therefore a combination of Dead Space intense intimidating atmosphere of fear with the need to constantly think, count and make some decisions per second makes Dead Space from an ordinary horror in the modern classics of the genre.
Lonely man on board an abandoned space station bounces from its former employees, who, through the intervention of unwanted alien visitors, turned into monsters – this theme, it would seem so beaten up that based on it fit to do comedy, and not just another “horror”. However, with your EA Dead Space ventured to act in this classic genre and made the right decision – to get a game in which not only terrible, but terribly interesting.
According to the laws of classical
EA Dead Space has paid special attention to. For the world’s largest publishing this project – an opportunity to prove that the company is still able to create their own unique brand, not just endlessly to produce a supplement to The Sims and annual sports simulators, but to outbid competitors. Therefore, on the promotion of the game universe and the creation of history were thrown considerable sums and the best marketing minds of the company. As a result, even before the project got its own motion comic, in addition, it was announced the impending withdrawal of full-length cartoon.
But the most surprising, that the authors it does not even try to reinvent the wheel and come to his own “horror” story line and unique surroundings. On the contrary, everything is done to highlight its classic colors: an abandoned space station “Ishimura” comes the command of brave engineers and soldiers who have to figure out what happened there, and to correct any failure to transfer the crew to the latest news from the home planet. Naturally, upon arrival I found that there is no one to pass the news, and one in repairing the valve or wiring is not limited. Traces of blood and mutilated corpses only confirm these fears. Soon the hero is left alone with the darkness: the comrades cut off from him, and killed only a few survive at a time, which for the time being maintained contact with him and give at least some hints of where to go and what to do. Another landmark – scattered around the ship scraps, as well as audio and video footage the tragedy on board the station. Soon it becomes clear that someone had found on an alien planet mystical artifact dubious experiments conducted, etc. etc. Everyone who did not once saw something similar in games and movies about “Alien” in the legendary Novels System Shock, in of Bioshock, in the film (and the game based) “Something”, Doom 3, and some other projects in the soul must birth cry of: “Well, how much can be ?!”
Periodically in the game you need to press on these keys quickly – this, for example, depends on whether the hero will be able to escape from the strong embrace of a monster
However, apparently, EA Redwood Shores is not at all embarrassed. Moreover, it feels kind of awareness of the position of this call in the secondary. The authors deliberately act in such a hackneyed genre, like putting a goal – to show how they would do in a game like surroundings. Note, not how to do – in the EA Redwood Shores are well aware that there is a great deal has been said to them, know who and how it is written and pay tribute to a recognized authority. That is why the game has a lot of hidden and overt references to other games, movies and even literature. The main character, for example, the name Isaac Clarke – is derived from the names of the great science fiction writers Isaac Asimov and Arthur C. Clarke. No, the “electronics” no one lecture, they simply show their version of the good old “horror in space” somewhere gently repeating the mandatory elements of the classical program, and in some cases adding its own innovations.
As frighten frightening?
But first of all before the EA Redwood Shores task was to scare the player. Creating the “right” atmosphere of terror and danger of all-out, in which you do not know who, where and what you grab – Chief of aptitude test for any “horror”. Here Dead Space acts predictably, but effective. We wander in the dark, shudder from unexpected noises and abrupt change in lighting, see the monsters of someone somewhere being dragged, stumble in the dark room at the torn corpses and blood inscriptions. The authors do not hesitate to seem banal and devoid of their own imagination. They are, for example, from time to time repeating the same favorite trick – lock the player in a confined space, and lowered it several excessively aggressive monsters.
Isaac meets periodically station employees – usually they are either gone mad or live last seconds
In addition, the “electronics” pay tribute of Bioshock, often playing out before us similar scenes with half-dead, mad station employees. For example, there is a moment where the bloody nurse behind the glass shreds wounded, lying on the operating table.
All this seems obvious, but in dynamics gives the desired result: to wander through the corridors “Ishimura” station – the occupation is really not for the faint of heart. The fact that the designers did not just randomly scattered corpses through the levels, watered with their blood and randomly turned out the light – no, they do it in the right place at the right time, properly maintaining the intense rhythm and skilfully playing with the expectations of the viewer completely terrified. In addition, there was a place for your own design achievements: Isaac, for example, several times enough and drags somewhere unpleasant long claw, and he writhing and banging on the walls of the corridors should be shot at the same time.
Slowly drifting in the air remains the monsters in the gravity mode – an enchanting sight
But perhaps most importantly, due to what Dead Space is rapidly reducing the number of nerve cells of the player – it’s enemies. And it’s not just that here we confront really disgusting, frightening creatures. Much more important is how they behave – monsters are not very fast closing in on you slowly rotting crowd, and promptly rush, tear, grab, and pierce. As a result, every creature is deadly for the player, and when there are several, all doors are closed and only a few seconds, you have the fact in order to decide how to act and what to oppose the enemy, the game turns into a hardcore, hysterical survival simulator. After a couple of run-ins you will flinch at every rustle, anxiously looking around and are afraid of each new room, every corridor. So the authors achieve the main thing – they turn the player into the hunted, haunted creature that knows all too well about his physical weakness and vulnerability, and therefore literally trembling for their lives.
However, only one frightening tense atmosphere and vigorous enemy today is not enough for high-quality horror. At a minimum, we need another interesting battle system which goes beyond the banal “I will wave a crowbar from the enemy.” And here Dead Space just demonstrates originality. The first and most important thing – you need to break the enemy here, cutting off the claws and legs. This makes them less dangerous and causes critical damage, after which you can finish off stump doggish blow boot. If you just shoot on the case, it is only annoying thing.
Instead of the standard pistols and blasters for these sophisticated surgeries Dead Space offers to use a unique weapon. This impulse, energy and laser cutters to cut through the enemy’s body along or across – you define the direction of the cut, quickly adjusting the shape of the barrel under the concrete monster. All weapons can be modified and improved in many parameters (including damage store volume, charge rate, etc.), using special benches and collected during the passage of the power units. In addition, there is a vending machine where you can not only overstock kits and cartridges (loans also need to look for and collect the bodies from the monsters), but also to buy new weapons or armor. In Dead Space acute shortage of all: ammo, first aid kits, money, and because “shopping trip” becomes the most important part of the gameplay. Every time it is a painful choice, which is a long time to determine the tactics of your passing.
Finally, in Dead Space is the main character has special skills. Isaac, for example, has telekinesis, which helps him to solve some of the physical puzzles. He is also able to move in gravity mode, literally walking on the ceiling. This is also built some puzzles.
Design monsters in Dead Space sometimes give odds even Silent Hill
All this is not really new: the ability of the hero were to System Shock and Bioshock, and a much more diverse range. “Physical exercise” after Half-Life 2 with its gravity gun today there almost every other game, walking on the ceiling, we have seen in Prey. All redeems another hero skill – it can freeze objects and enemies, using special stasis module, which must be constantly recharged. Frozen monsters do not stand rooted to the spot – they slow down, that is, it turns a kind of analogue of the slo-mo Max Payne. This we have also seen in a variety of games, but Dead Space «slow time” mode is implemented in its own way, radically changing and ennobling the entire combat system. Here we do not stop all the space and time around itself, but merely slow down a limited number of enemies. The rest of the attack at the same speed, and this creates a unique tactical combinations. Here we must all clearly and correctly calculate literally in seconds: freezing the nearest enemy, you need to quickly divide it aimed shots, and then have time to switch to another creature, which by this time had just run up and waved a claw, and then take a crucial decision – to spend up to the end is rapidly disappearing stock stasis module, or in real-time to burn on the next monster, spending scarce ammunition. Or maybe just to score his arms and legs, relying on reserve kits?! And such or similar tactical dilemmas then have to decide in each fight.
The only thing that can be present in the game as some claim – not too familiar view of the hero: the camera is not positioned behind his back and side
As a result, it is this combination of intense intimidating atmosphere of fear with the need to constantly think, count and make some decisions per second makes Dead Space from an ordinary horror in the modern classics of the genre. Secure the success of the game pretty picture, perfect sound and atmospheric music.