Dead Space
Bottom line: I enjoyed this game a lot. The environment
design felt a little uninspired, as did the creature design, and I
think it would've worked better had the entire plot been
surgically removed like a diseased lung, but the craftsmanship was
solid accross the board; pacing, combat, lighting, sound and
level design were meaty and delicious. It's no more or less
than what it wants to be: a
cold sweat corridor-crawler with frantic gut-twisting combat,
aided by an inspired precision-dismemberment mechanic.
I'm a horror fan, and being a fan of a genre
seems to mean that I'll
tolerate mediocrity and be delighted by competence as long as it pushes
the genre buttons. That's my definition of a fan as
opposed to a connoisseur--which it so happens
I also aspire to be. A connoisseur tends to be more picky about his
area of interest than most, while a fan is
less picky. I liked Dead Space
as a fan, but a little less so as a connoisseur.
I understand why the inside of the Planet Cracker Starship USG Ishimura
looks the way it does. It's dark because dark places are
scary. The walls are the purple-brown of spoiled meat and the hallways
are lined with metal ribs because the designers want you to feel like
you're tunneling through a giant cadaver--and
come to think of it, that space suit you're wearing looks a lot
like the Ishimura itself turned inside out. The ship is
built
for loud, dirty, dangerous work--like an offshore oil rig in space--so
everything is designed around function rather than human comfort.
It feels like one big ugly machine, made of heavy jagged parts that
will grind you to paste if someone happens to switch it back on. So
before
you've even encountered the first monster, the environment
has accessed your aversion to rotting corpses and your fear of
merciless machinery.
At least, that's the idea. Nor is it a bad idea--that's why it's been
used over and over
again. I
don't have a problem in principle with the game borrowing heavily from
movies like Alien, Aliens, Outland,
Event Horizon, and, uh... The Black Hole
I guess. But because the style of art direction is already so familiar
when the game starts, and the game itself repeats
those same design choices so monotonously, a certain numbness of the
senses
sets in. Don't get me wrong; it's still effective. But I was really
hoping for more visual variety. Approaching the
Hydroponics Deck, for
example, I was looking forward to a lush indoor forest.
Instead
it was the same old angular monochromatic world with a few dreary
vines draped here and there, like Christmas decorations at a company
where everyone hates their job. The designers shouldn't have worried
about
spoiling the mood with clean, well-lit locations. A derelict spacecraft
millions of miles from Earth is an inherently lonely and inhuman
place. A sterile icy-white hallway can be as eerie as a dirty
brown
one, and each throws the other into sharper relief.
Also, when video game artists are asked to invent monsters that connect
with the
player's most primal fears, they always seem to come up with
the same damn thing. Or maybe I should say they come up with The
Thing. Let's make our own list:
people don't like big teeth and
claws; they don't like writhing, skin-burrowing tentacles; they don't
like
insects or their soft throbbing egg sacs and creepy crawly larvae; they
don't like slime or drool or glistening sheets of infectious mucus;
they don't like
seeing other people without their skin or with their limbs rearranged
or dragging their internal organs around. And let's not forget those
out-of-control biological processes that coat the floor and walls with
squishy pink flesh (sigh). It's not
a bad list really, but how many people before us have followed the same
line
of thinking to produce the same toothy,
slimy, pink, writhing,
insectile
half-human abominations?
One thing I can't complaint about is the sound; I thought it was
the best thing about the game. I especially like the way
the effects sound so angry and abrasive, beginning with the
menus you
navigate to start the game. Heartbeats, ghostly whispering, thumping
and rattling from inside the ducts are not subtle, but they're done
right. I loved the hoarse wheezing sound your character makes when he's
injured or running low on air, and the angry grunt when he crushes
heads with his boot. The score leans heavily on strings that
sound like someone hurriedly hacksawing through your spinal cord.
Tacky? Probably, but what do I know?
The inventory system was obnoxious--borrowed for some reason from the
early Resident Evil games. I think the intention may have been to
prevent the player from ever feeling too comfortable by limiting how
much he can carry around, but for me the effect was the
opposite: anxiety was reduced instead of increased. Since I
was constantly
finding more than I could carry in my overflowing inventory slots, I
felt like a rich man. Sure, I could only take so much with me on each
excursion, but once I got back to a store I could always dig into my
deep reserves or buy more with my copious cash. If they wanted to
trigger resource anxiety they should've just included fewer resources;
instead I was forced to make repeated trips into the field just to
shuttle crap back to various safes, because I'm a pack-rat and can't
help my nature damn it.
Still, it's interesting: I have noticed a change in
the way I play
these
games. I used to husband resources even more obsessively and replay each section
of the game over and over again until I'd optimized everything. Now if
a fight goes harrowingly wrong and I barely scrape by with my life,
having fired every weapon dry and used all my health, I'm actually
pleased. It makes a better story that way; it's more dramatic. This is
the one small area where I think I've actually experienced the
"player-created story" effect touted by sandbox and simulation-heavy
games. And I think this is a triumph of
modern game balancing, because it only works if I trust the game to
resupply me in relatively short order.
Another thing I thought about a lot while playing is the element
of surprise. At first I was going to moan about how predictable a lot
of the encounters are, thanks to the familiar mechanics of horror
games. For example, I know that if a room isn't full of
monsters the first time I pass through but seems like it ought to be,
I'll
probably be jumped when I come back through a second time; I know that
whenever
I achieve an objective, it's almost certain to trigger an attack; and
as always in games, architecture equals destiny: a big open room means
a big fight, and a really big round
room means a trumped-up triple-A boss battle. It may be that some
of these cliches began as attempts to subvert earlier cliches. There
may have been a time in gaming when rooms either had monsters from
the get go or not at all, and the first time somebody mixed that up it
must've been quite a shock. Also it must've been a long, long time ago.
This is really a special case of a more general problem. The audience
for any story is likely to be pretty sophisticated when it comes to
the art of storytelling--we all hear thousands upon thousands of
stories in a lifetime. Readers, viewers, or players can probably see where the story is going in advance, not because of
any clues in the story itself, but because they understand the rules of
narrative as well as the author does. And the first rule is always to
maximize drama. So if you're watching a movie or playing a game and you
can identify what would be the most dramatic thing
that could happen in the present situation, you've
likely guessed what will happen. Monsters will
attack you more or less when drama requires it.
But is this necessarily a bad thing? It seems like horror may be
uniquely positioned to actually benefit from this phenomenon. After
all,
if surprise is so central, why are horror movies constantly laying on
the musical cues that something bad is about to happen?
Clearly anticipation is as important as surprise. Or maybe "dread" is a
better word. The classic horror formula plays up and down the scale
between dread and surprise. Maybe you know something bad is going to
happen soon, but not exactly when.
The tension builds and builds like an inflating balloon. Then you jab
it with a pin.
So is it possible the experience is actually improved by adherence to
genre cliches? It's obviously better if dread can be established
within the context of the story--for example by a big
smeary blood trail leading under the next door, or muffled
sounds from behind that
same door--but in a pinch predictable story mechanics can have
something like the same effect. Don't get me wrong; defying expectations can also be
highly effective. But you can't defy expectations unless they exist to
defy. Either way, all that genre baggage accumulated
over the years can be a gift
for a creator who knows how to
exploit it.
I wonder exactly how important the release
of tension is in horror games (or movies for that matter). Is it as important as the tension itself? I'm honestly
not sure. But I definitely took pleasure in the flood of exhausted
gratitude when those quarantine doors finally lifted or the music
softened slightly to inform me that the battle was won. Looking back at
other games I've played over the years, I think those moments of
respite may be key to the overall experience. Designers must understand
this, because they do find little ways to signal the all clear. I
suppose this is another reason why adherence to genre convention can be
advantageous: the player can only breath easy, however briefly, if he
trusts the game to follow the rules--for example that an area once
cleared will stay clear until the next objective is achieved. Of
course, within this framework the designers have license to throw in a
few jolts when you thought you were safe, but if they push it too far
that essential trust may be lost.
Finally, this being a video game review and seeing as all other reviews
seem to do it, I feel obligated
to include a section about gameplay mechanics, so here goes:
- I could never understand which one of the four holes I was
supposed to shoot the basketball through. Are the colors
important?
- It was annoying that I couldn't hold onto the ball while
jumping between scoring platforms.
- The ball was hard to see. I know it makes a
beeping
sound and has blinking lights, but I kept losing it anyway and that
made
me furious beyond words.