My obnoxiously long review
gobig4ever wrote this review on .
Graphics/Sound/Atmosphere: 10- While The Sprawl doesn't have that dark, lonely, claustrophobic and inevitable doom feeling the ishumyura had, the production team and art team did an amazing job bringing you into a bigger world, while maintaining that horrifying sense of one man survival. You will encounter other characters, but when wandering the path to your next objective, the only feeling you have is constant imminent danger. They did such a great job of this, I found myself keeping my weapon drawn making back stepping circles around, every new room, hallway, elevator I entered. It's something special when a game can bring that feeling to your living room. There is also no question the Sprawl was once bustling with life. How do you convey that sense to the player? Just ask Visceral because they nailed it. From eerie, advertisements in a market district, to one of the creepiest pre-schools of all time having a "recess is over announcement" on a PA system while you walk around the halls littered with burnt teddy bears, flipped over school desks, and some energy fueled remaining toddlers. You get an apocalyptic feeling that things went terribly bad in a hurry on the Sprawl. One example and possibly one of my favorite survival horror gaming moments came when I was in an abandoned sprawling(no comically devoid Pun intended) apartment district. As I was cautiously clearing out each room, constantly on the lookout for whatever goods I might find to tip survival into my favor, I came into a small space efficient. I found nothing in the living/kitchen area, and as I walked into the only other room, I couldn't help but notice the bright Red numbers of the alarm clock illuminating the whole room. It was deathly quiet. I drew my Plasma Cutter, did an ammo check, and slowly edged my way into the room, a quick check to the right Clear, and to the left, yielded no "possum" necro's. I made eye contact with the alarm clock and turned around determining there was nothing for me to grab in that room. I withdrew my weapon, and turned to exit. I took one step when the screeching alarm broke into the silence with deafening volume, sending me (in actual life now) playing the game into a full on quick twitch. I checked to make sure my lady friend didn't see me totally geek out over a video game and played on while thinking how awesome it was, that a game was able to instill that sense of immersion to the player. This leads me to immersion
Immersion-: 8- Now when Dead Spaces leaves the video game aspects of the "video game" out is when a player can truly get into the world. That's when moments like the alarm clock work brilliantly. However there are things that Dead Space does to break that captivation which blow my mind. When Dead Space first came out, the whole concept of HUD diminished. The story was driven in game, with video conversation taking place in front of your character moving the game along, audio logs played as you continued on, and health and statis was right on Issac's Back for display. All this work went into keeping the player engrossed that I can't help but wonder what the developers were thinking about by not adding an autosave feature. The save stations absolutely break me from the action and the intensity. I'm not sure if I'm the only one that it started to bother, but man, when there is a save station almost every 7-10 minutes it gets noticeable. My other wish and I know it's selfish, is doing away with the "store" and "credits". This is the video gamey part of the experience I'm not a fan of. I think developers can come up with more clever ways to include an upgrading system. I'd be a fan if they created a loot system for the 3rd game and instead of credits, different mechanical parts and tools. Parts that can be broken down and used for weapon or suite upgrades, parts that can be welded at a bench (with a smooth animation of course) where you can see Isaac using his engineering education, and leaves it up to you to design new features for a weapon, plasma rifle/ flamethrower upgrade, minni saws for alternate fire from the plasma cutter, the possibilities are endless! The back story and set up is all there for him to forge himself some MacGyver style weapons and armor, after all he is an engineer and in a survivalist situation. I think the game begs for that, and it can be used to build Isaac as a character. Who just so happens to still be kind of a wimp for everything he's been thru. In the 3rd I'd like to see a more battle hardened, Necro "cleansing" Isaac through words and actions, not a yes man. The way I stomp everything dead just to make sure, and tear through the limbs of Necro's without a second thought and cut through anything with an extra limb, doesn't really carry over to a pubescent voiced nerdy Isaac Clark. Also worth mentioning Isaac gets a face this time around, and it's pretty much generic. I remember playing the first one, I think everyone created what they thought Isaac would look like without the helmet, I wouldn't of minded to keep Isaac faceless, b/c in my mind he was a middle aged engineer who had stubble and some graying hair, he was a cross between Sam Fisher, Harrison Ford, and Gordon Freeman, and by the end of the first game, John McLane's attitude. Nope, now for as much as I've seen him, he reminds me of no one, and everyone with dark hair.
Replay ability: 8 – Multiplayer while I haven't played too much, b/c I've been knee deep in the single player campaign, it is fun. It does pull largely from how Left for Dead was structured, which isn't a bad thing, it just might get old for some. While I do think I'll give another round with the single player, since the appeal of using maybe a weapon I didn't try or fully upgrading a weapon is high.
Tips to survive:
ALWAYS RELOAD after a single encounter, if you're like me and the first couple of times you were just waiting for to happen right away and forgot to reload, take 5 more steps or the next turn and your going to wish you remember.
Anything with an illuminating white light can me opened or crushed. For credits,health,ammo.
Stomp all dead Necro's for loot.
Use the environmental spears when you can, it saves ammo and is devastating, also the bird necro's severed limbs are as devastating impale as well.
Power nodes are in random spots, so explore nooks and crannies.
Don't waste ammo on the flubber looking ground crawling creatures, swinging your plasma rifle will get most of them, and the ones that get on you don't do too much damage after raping the A button.