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Dead Space 3: The Dead Space Retrospective

Jun 09, 2021
and the day has finally come, I guess there's no point in putting it off anymore. I finally have to look at the black sheep franchise of Dead Space, a game that I'm sure most of you know carries a bit of infamy. along with this, but infamy aside, I plan to approach this like I did with my previous

retrospective

s, which means giving it an honest and fair appearance despite what everyone else thinks about it, which really should be Pretty easy since not only have I never played the game. before today, but I haven't really seen many reviews covering it, so for the last time it gives me great pleasure to say, ladies and gentlemen, welcome to

dead

space

, join me and make us whole again.
dead space 3 the dead space retrospective
Twinkle, twinkle, little star, how I wonder what? he's behind Dead Space 2's lackluster sales numbers, a third game in the series wasn't exactly a sure thing, but after about a year of speculation and leaks, we finally got confirmation that a new game was in the works. of DS, it's now no secret that EA took a much stronger position on some of the decisions that were made this time around and I don't think it bothers me when I say that the presence can be felt throughout the game and sadly most of the times it is in the worst way. imaginable and that really is a tragedy that I will talk about at length throughout this video, believe me, but I think it is important to be on the side of objectivity here making sure that none of those negative aspects tarnish the achievements of Dead Space 3.
dead space 3 the dead space retrospective

More Interesting Facts About,

dead space 3 the dead space retrospective...

No Don't get me wrong, I'm not a fan of EA, and even more so, I can't stand their practices regarding DLC ​​and altering a game's core gameplay just to make better profits, but I honestly feel like that's all there is to it. I'm hearing about Dead Space 3. ...so from now on, keep in mind that I'm going into this relatively blind and hoping to have a good time, for all I know, that may be something I don't end up finding and if That's the case, you guys will definitely listen to me. all about that, but I'm not interested in a game just because it's popular to make and with that in mind, let's see if the story of this game is worthy of closing such a beloved franchise and I'm heading out the door.
dead space 3 the dead space retrospective
In my opinion, swinging here with Dead Space 3 does a good job of capping off the franchise at least as far as the story goes with the books, movies, comics and spin-off games, we got a lot of DSLR and after playing and see all of these. pieces of media for months, what I really wanted was a satisfying conclusion to the series and this is definitely not from God, I hope this series ends soon. Some kind of place. I really loved these experiences I had, but a part of me did too. I wanted to see the kind of climactic ending that I knew these guys were totally capable of, so maybe we should jump right in because there's a lot to talk about here, hey, what's going on?
dead space 3 the dead space retrospective
Nothing, nothing, everything is fine. Dead Space 3 begins with a really good recap of the previous games and even events that took place long before the first game, such as the formation of the Unitologist Church, although if you haven't played those previous games the sequence will spoil a lot of the revelations really. interesting that you may have. otherwise, you'll figure it out on your own, although I suppose if you're the kind of person who would go to the third game in a franchise without playing the previous titles, you probably won't mind that the game itself begins with a sequence showing events that They happened hundreds of years ago on a strange icy planet called Tau Volantis.
Now these events will be expanded upon later in the game, but as far as the ending of the Medius Res introduction goes, it sets up a pretty amazing mystery: who are these guys, because they are? They're looking for this codex, why there are necromorphs everywhere, and why our character is rewarded for his hard work with a good-sized hole in his head. I'm glad to know that all of that will be contextualized later, but after the previous introduction, taken to a gloomy apartment where Isaac Clark lives alone according to Himanelli's game from the last game they had a happy and pleasant life together, but as the necromorph scourge spread and threatened all life in the galaxy, a small wedge formed, it seems that ellie is looking for a way to prevent what she experienced in the sprawl from happening elsewhere, but after what happened isaac was used by the earthgov marker and the unitologist, it's understandable that our guy just wants to live the rest of his life avoiding coming into contact with any of those things again, he seems to have adopted a very defeatist attitude of oh well what are you going to do?
And this is what drove Ellie away. Now I've seen a lot of people criticize this movement, but not me. I don't know what makes sense to me from a narrative point of view. Here's a guy who has seen terrible things experienced, been on the verge of death countless times, and had many full conversations with his ex-girlfriend, which turns out to be long ones.

dead

, honestly, I myself might develop a bit of a distaste for humanity in that situation, but Ellie is really gung-ho about finding a way to save the human race, and since that would include the people who repeatedly stuck a fucking needle in her in the eye on multiple occasions.
Sometimes, well, Isaac doesn't really like that idea, so Isaac has been living a single life ever since until the Earth government barges in and not-so-subtly hints that he might want to go on a rescue mission. You know, the kind of subtlety that comes at the end of a gun, so it turns out that Ellie has joined some kind of civilian military task force tasked with finding the origin of the markers in the hopes that this will put an end to the apocalypse she's facing. humanity, however, she disappeared and before that, according to her, Isaac is the only guy who can finish the fight, surprise, surprise, on top of that, it seems that the unitologist church has reached its final form as some kind of insurgency religious that seeks to hasten the end of all human life and I bet your sweet ass they are very much so. aware of the guy who's been frustrating them all this time, aka isaac clark, I actually really like this setup, it feels very cinematic the way the writers have created a situation where most of the humans in The galaxy is in panic, allowing for a small contingency. of religious fanatics to form a large enough armed force;
The government, which is more concerned with killing these walking corpses with boats as weapons, can't do much about it. This is a genuinely tense situation and feels appropriately bleak given the context of the full crisis. dead

space

series on the way to get off the planet, Isaac stumbles upon this absolute gem of a guy who runs the aforementioned unitologist uprising. They know that Clark is the one who stopped them in the past and are fully aware that he can destroy markers thanks to his special position as one of the only people alive who has gotten very close to one without completely losing it or turning into a mess of bones and bones. meat, speaking of which, these guys have been going to important human colonies and destroying the structures they house. these newly man-made markers, so they are the ones who have been spreading these necromorph outbreaks, which would explain why the problems still persist after Clark destroyed the marker in part two, which gives us this start really good.
There is the government initiative. It is as effective and well-crafted as any bureaucratic product and then there are the universities that seek to limit not only Isaac but also the rest of the world in order to realize their idea of ​​a utopia in which every living thing is very dead. Isaac can't stand the Earth government for what they did to him and he doesn't really like the unitologist either, so he's really just here to save Ellie and I like that, whereas throughout the series he's been the kind of chosen character. He always seemed to resist that idea.
It seems to me that the guy just wants to be left alone to doodle with markers on his wall and not have needles stuck in his eye. I feel like it's an understandable position, but instead he heads to an ice ball of a planet with the intention of saving another ex-girlfriend and after regrouping a bit, our team heads to Ellie's last known position, where they fall prey to the exact same thing that brought down Ellie's ship. This leads the rescue. team to finally catch up with her and her crew, but more importantly it looks like our girl has moved on and is hitting skins with this idiot now, so with the initial objective completed we now shift gears to find out why the graveyard of ships is here.
Why there are active mines everywhere and why every detail seems to push them in the direction of Tao Volantis. Once on the real planet, a process that goes as smoothly as anything else involving Isaac Clark, the group discovers that this planet is It is believed to be the marker's homeworld, the point of origin that connects all markers that have been found throughout the galaxy, and the military of the sovereign colonies, which I believe is a separate entity from the Earth government. We're here to find out exactly how this could be used. to help humanity if all the corpses were not a clear indication, although they did not find exactly what they were looking for, in fact, all the information we found shows that some type of order was given so that all the people who participated in this expedition were to commit suicide to keep something a secret and again, this was a surprising point in the story for me, the secondary documents and audio logs scattered throughout the colony paint this familiar picture of people starting to lose their minds, but this time The government seems to be trying to nip it in the bud by making everyone who knows about the expedition eat a bullet, come on Valerie, just drop that, I'm sorry, they don't have to know, I'm so sorry, not so sorry as I'm a commander, so obviously I started to wonder what the hell could have been so important that everyone here had to die.
It wasn't that the marker caused necromorphs. I mean, we already knew that. What the hell was going on here? Well, that's a question I unfortunately won't ask. You'll be able to answer without major spoilers for both the base game and the DLC that essentially acts as its actual ending, so if you haven't played Dead Space 3 yet, click the link in the description or skip to the timestamp on the screen. because we're going to go deeper here and I'd rather you piece this story together yourselves, it sounds like a plan okay let's do it you got me let the others go so through a combination of written archives audio logs and story interactions .
We found out that this was never the marker's homeworld, but on the plus side, we weren't the only ones who were confused about this, rather than a point of origin, this place appears to be where an alien race attempted to achieve the exact same goal. that we came here to do and when I say we I mean humanity, these aliens also found the markers and sought to use them for their own purposes, but just like us, we met a terrible end thanks to the true purpose of the marker, which appears to be to assimilate to all. life on these huge moons made of flesh, so we essentially came here assuming that these aliens created the marker and we thought we could learn how to harness it ourselves, but instead we found out that these guys knew almost as much as we did and similarly when I found out exactly what would happen when the marker was activated, some sort of failsafe was created that completely froze the planet and wiped out its entire race in hopes of saving all life in the galaxy and as a little side note , I loved that.
Because it was such a mix-up, I went through the entire game assuming I would finally see who was behind these markers, but the rug was pulled out from under me in the most satisfying way after discovering this alien race, we discovered these guys. They built a failsafe into their machine that would destroy the planet's moon that was in the process of turning into one of these balls of living flesh, so our group got the means to do it, but Danic, you know the guy who looks like Elton . John, he's on the planet too and the codex that would allow us to destroy the moon can also free it to devour anything it finds during our fight with the uniforms.
We see Ellie die, which was actually very emotional, but I know I wasn't him. Only one could tell that they were going to reveal this wasn't true in the future and we end up with Sophie's Choice where we have to decide between letting the only person Isaac loves die or condemning all of existence to a fate worse than death. and for some reason the emotionally cold person on the team is the one who makes the decision for us. The ending of Dead Space 3 was this huge moment of sacrifice that really moved me. Someone has to be presentto activate this machine. and he crashes the moon into the planet and isaac knows it has to be him, don't get me wrong, it's not that I want the guy to die, but it's an understandable mentality that he's doing this to save everyone, but especially Ellie and the scene in which she realizes.
This is a real divine coup, it was this great little moment where someone sacrifices themselves to save everyone else and I thought it was very appropriate, so I'm disappointed to say that this whole thing is undone after the credits with Clark trying to contact to Ellie. I don't know, it just seemed a little cheap to me, they did the same thing at the end of Dead Space 2, but we knew another sequel was coming. I think these guys were trying to book the series and it seems really weird to end it. that way, but you can't sell DLC for a game if you kill the main character in the last entry, so we're left with this, which brings us to the DLC campaign that sparked a series of events that take place right after end. of the game and serves as what we could call the true finale of the series.
The Awakening begins by confirming that both Clark and Carver made it out of their ordeal alive, even if they don't really understand how, so the rest of the story is spent with them simply trying to get off the planet for a while, Clark surmises. that leaving the planet is exactly what the marker wants, so he can take the moon directly to the earth, but after a little research it turns out that that's old news as far as the markers are concerned, they already know exactly where the The end turns into a nightmare when they see that several of these sister moons were already there.
It seemed that while they were out of the world, the world ended. A conclusion that I suppose really fits the series. If you ask me, I mean, dead space was always very, very bleak. I think this is probably the only route they could have taken while staying true to the overall feel of the franchise. The only thing that would have changed would be for Clark to stay dead. I know this would have killed any sequel potential, but come on, that's what it was. Perfect book and everything the guy has been through, the thought of him finally dropping out of the series was sad as hell and hit like a freight train and undoing all of that after the credits made it feel cheap, but I can't admit it.
There's also a part of me that was happy to see it turn out well; In fact, as I write this I realize that his death would have been a mercy compared to him living through all of this only to show up and be devoured by a collection of moon-sized corpses, so maybe we'll call this one even and with that in mind, let's bring the newcomers back here. I still don't understand how we survived, maybe we didn't, so to sum things up. I feel like the ending of Dead Space 3 was pretty satisfying and the developers at least had the foresight to not include too many sequel hooks that would have made the game's conclusion feel more like a sequel than a vanilla ending to the game. ending and not the one included in the awakening dlc, a part of the story that actually ends the events of the game with a price of 9.99 now I have some well-established feelings about the dlc and well, in fact, I hate it since It is advent.
I may have bought maybe two or three pieces of Dlc Max, but first of all, while the events at the end of the awakening are really cool in a fanfiction sort of way, they are in no way necessary, at least in my opinion, I don't mind. misunderstand. cool ending, but it's the kind of ending you probably already theorized in your head when you roll the credits in the base game, plus this Dlc is still 9.99 when I got the entirety of Dead Space 3, half of that screams how to win money. It's a rip-off for me, so I guess play it if you have it in some kind of package, but don't go out of your way thinking it will provide a more satisfying ending than the actual game because if anything, it's the same scenario but extended. over an hour, so if you're planning on playing Dead Space 3 specifically for the story, know that there are some interesting things happening within this DLC, but none of it is something you should play and, in that sense, honestly, the I recommend.
Play this game for its story, it definitely feels like a departure from the other two main titles, but in my opinion this is the only way they could have ended the series as most of you will already know that Dead Space Mo has always been to have Isaac play a small role in the events of the overall plot using the appearance of him escaping a dire situation as a way to keep the overall events of the larger story relatively small compared to the Mariana Trench. of things that happen outside of that escape plan. in three all those chickens come home and we finally get some answers to some of the questions I don't know about you, but we're burning a hole in the back of my mind for a while besides this. we get what I would call a very cinematic plot with Isaac and his team exploring a set of environments that were really interesting in this sort of Indiana Jones globetrotting, don't worry, the good stuff is still relegated to detectable text and audio logs.
Move that as a Resident Evil fan back like 100 and we're also dealing with a much larger cast than in previous entries, which I know is a departure from the generally isolating feel of the other games in the series, but don't worry. The game still spends most of its loudest runtime coming up with reasons for the team to break up, so all is not lost in that regard, however, I first had some issues with this Dead Space swan song. I really didn't like how difficult they were. trying to make me hate Ellie's new boyfriend, it's good to see you managed it, Isaac, you know, maybe we should give you two some time alone.
Hey? I'm already on Isaac's team. That shit isn't necessary. It felt like cheap writing to force. an emotional response from the player that I don't appreciate a feeling that comes back when team members keep getting eliminated individually as the story progresses instead of getting to know these people and being sad when they finally die. I was racking my brain. I'm trying to predict which teammate would bite him after which scene. Now I'm fully aware that a good writer will try to induce these kinds of emotions in the player, but good writing makes that process almost invisible to the untrained eye.
My point is to go ahead and kill the main characters all you want but don't make it so obvious that you're trying to manipulate me when you do it and as far as complaining goes I had one last problem throughout the game because it happened re5 and the entire gaming industry. is committed to not letting any of us forget that Dead Space 3 was made with co-op multiplayer in mind, meaning that by leaving room for another main character in co-op, you get a lot of interaction between these two, which builds the personality of the new player. The character gets a little better and makes him feel like he's gone through some kind of arc, but if, like me, you prefer to play these games alone, you get to a point where Carter starts acting like he's gone through some kind of arc. development and would have formed a bond with Isaac even though for most of the game he could have said a total of six words to the guy, so when he ends up asking Isaac about redemption and being a bad person, he comes out of left field and you get the impression that he's been going through a lot of personal growth right off screen, where you can't see, what a good man does, good men mean well, you just don't always end up doing it right, it's definitely not The worst problem in history I have ever seen. but it's a damning look at what took priority in d3's design process, functionality, innovation and brand storytelling took a back seat to placate common gaming trends for the time being, a trend you'll see be repeated a lot during this video, but don't let that get you down, Dead Space 3 for all intents and purposes had a really great story.
I enjoyed seeing Isaac Clark finally become the hero he's been avoiding like the plague the entire series, and even though I complained about it just a second ago, Carver. I definitely liked him a lot from how little I interacted with him in singleplayer, sorry yeah, don't be, we're not friends seeing Ellie come back, but having her out of my reach, both realistically and in terms of relationships, it was a pretty smart decision. way to give the players what they want, but still use it as a motivating goal without ruining the will that they won't do it.
The vibe we got from the second part, the more action movie-driven set piece, doubles down on many of the elements taken from this latest entry. It feels a little more unexplored than Dead Space, but I think it still fits in some strange way, plus the soundtrack did an incredible job of amplifying the emotional scenes and overall mystery. I would have loved to go back to more atmospheric drones like the ones we saw. in the first two games, sure, but the more cinematic orchestral approach does a great job of building and releasing tension, so take me on that, it feels like I've said it a million times already, it's a little different and I can understand it completely.
Diehard fans are upset about that change, but coming from a guy who just became a fan of the series, it seems like he still has that dead heart beating underneath the flashier elements added here, there may be plenty of reasons to stay away from it. which was essentially a video game, but I would say that the story is not one of them, even if you have heard all the complaints and have given up on this title for what I would call very valid reasons, at least watch a playthrough of the game on youtube, trust me, the story is an area that I can confidently say survived EA's mishandling.
Something I definitely can't say about the gameplay. Okay, let's crack this egg on the paper. It would seem that Visceral has a pretty simple job. Here you only take victory. The Isaac Clark formula that needs you to escape some kind of necromorph outbreak and then apply it to a new game with some minimal additions or changes seems like an easy home run, but we're dealing with some strange circumstances for this release, as I mentioned in my other videos. Dead Space 1's games really took off on the sales charts, perhaps surprisingly, but Dead Space 2 recouped only a small portion of the money they each invested in the project, so when it came time to release a new entry in the series, you better believe it. was breathing viscerally the entire time, influencing them to incorporate mechanics seen in other popular games at the time and driving a greater emphasis on multiplayer and in-game microtransactions, a scenario that should surprise no one, as it is the hustle to which we have been accustomed. for what seems like two decades, so when you look closely at the results of all this, keep in mind that these guys were literally listening to their bosses, and since their bosses were the ones footing the bill, I don't think you can blame them.
For many things or at least that seems to be the case to be completely honest, I have not seen much direct information that points to EA as the ones who made these changes and not as visceral. but we have a historically recognizable pattern here and if the precedent is good enough to work in the US judicial system, I feel it is good enough for my terrible youtube videos and with that damning introduction of why We don't go over the small amount that has stayed the same and the ocean of changes that can be found here in Dead Space 3.
Firstly, many of the more superficial elements that don't require much deep analysis to understand are all here to varying degrees, for example, you. We're still playing a third-person over-the-shoulder shooter with an emphasis on limb dismemberment. Progression is still handled in a very straight line, only this time we have some parts of the game that allow you to backtrack and explore, it's just in such small quantities that it feels like an idea that no one really wanted to commit to their inventory, collecting items Shooting, interactions, and weapon upgrades all work exactly as you're used to, but there's a little more beneath the surface, as I mentioned before this.
The game was a clear case of too many cooks in the kitchen or possibly too many recipes on one plate. Could be a better description. The amount of elements added in the game that weren't present in the last two could fill a damn book first. We have a change to the fundamental way the game is played in the last game, removing a limb from an enemy was thebest way to take him down and technically that's still the case here but there are some additions that led to this being removed as an optimal strategy and to talk more about that we're going to need to go over some more changes that made this possible so now Not only is there a cover mechanic, but to make it worth implementing, we also have enemies with weapons and me.
I think we can all agree that this is exactly what an atmospheric horror game needs: more shootouts between space marines, and with the addition of these new enemies some changes had to be made to the existing cast of baddies to balance the mix. what's left is a list of necromorphs that should be at least twice as fast as even the most agile bad guys in ds one or two and at first you'd think this move would be more in my specific corner as rock solid action of ds2 in your face. The packed gameplay was one of my biggest compliments, but hey, the word poor balance comes to mind a lot here, since every enemy in the game moves much faster than your average necromorph, they can get to you much faster, It makes sense if these guys are getting close.
Breaching and dismembering limbs is supposed to be a relatively slow process and enemies can still damage you with just one arm on their lone torso, while your strategy will have to change a bit due to the difficult difficulty I was taking. It took about three or four direct hits to sever a leg or arm, but an automatic weapon like a rifle or uzi basically served the same purpose but had a rate of fire that actually made it a viable option and believe me, it took me a long time. It's time to resolve this small detail in the previous games.
The automatic weapons were very situational, so when I started this game I was trying to play it like a real Dead Space title and it just wasn't working for me, which led me to the first two. or three hours of gameplay being incredibly frustrating, I kept playing like other DS games and trying to use the plasma cutter, but as soon as I discovered that a weapon that shoots faster and causes a little stun does the same job, but a lot further. more efficiently good, the plasma cutter quickly fell out of my lineup now I know what some of you might be thinking if the difficulty was a big draw for me in part two, why the hell am I complaining about it in part three?
Well, that's the problem. It's actually a really easy game, sure I got hit like it was going out of style, but look at my inventory in the first 20 or 30 minutes after starting it, what we're seeing. Right now there are more healing items than I know. might need during the next few hours of play. In fact, it wasn't until the last 30 minutes of the game that I had to create a healing item myself before that point, I just did it regularly. throw away healing items because they were clogging up space in my inventory for ammo, so what's the problem?
Well the game isn't very satisfying for more than half of its runtime or at least it wasn't for me, I found that I kept taking these hits during combat now, like I said, I could heal these wounds without a problem and even if He died most of the time by simply respawning within the same room. I just wasn't having fun. The enemies I was facing received a huge speed boost and in return all I got was this terrible dive roll that seems silly in a Dead Space game and was also a bit difficult to do on the fly. in the PC version for some reason or maybe.
My head just wasn't translating very well to a dead space game where I had to do a lot of evasive maneuvers so long story short I really wasn't happy with the combat thanks to some tweaks made to necromorphs.ini. but I'm not exactly into the game and there's a reason it becomes incredibly fun when you reach some milestones and that's when I finally saw the appeal in telling you this story. I have to start from the beginning. First I discovered that the plasma cutter just wasn't enough, so I went against my dead space instincts and used an automatic firearm as my main weapon, but I still lacked a lot of stopping power, so I made myself a shotgun. and you.
I guess there you have it, problem solved. Once again, we will have to go through another edition of the dead space among its almost infinite list of changes. We implemented a universal ammo system, meaning that all ammo you find can be used on all weapons. So if you have several hundred rounds of ammo, the developers will have to nerf the most powerful weapons and they did so so that this game's version of the bfg or whatever the most powerful variant of a weapon is doesn't make up your entire main arsenal. time and in that spirit the shotgun is almost unusable for most of the game, the reason is that it takes Isaac about two and a half weeks to recover from a single shot and you will remember that one of my complaints was that the enemies are now a lot faster and more aggressive, so if I fire the shotgun and don't take down the enemy well, that's a guaranteed hit period.
Now this game essentially allows you to combine weapons to form two weapons. a physical body, but you can't fire one weapon while the other is still in its post-fire state, so the entire time there was an invisible countdown that prevented me from firing the more reasonable weapon for seconds after firing the shotgun and This also applies to weapon switching, meaning that firing the damn shotgun is a commitment that the game actually expects you to put in effort and face, so for a good period I was stuck in this limbo where yes, I could technically kill enemies, but that's just how it was.
It wasn't fun like I was in dead space. I was simply going through the motions of finishing the game and getting the footage and was getting more and more frustrated along the way until I discovered the resources needed to build an explosive option at the beginning. I had a grenade launcher at my disposal, but with some modifications it became a rocket launcher. It was now a serious threat to these necromorphs, but to balance my newly acquired divine power I had to make sure not to use this thing in tight spaces. because the splash damage would take me out even faster than the necromorphs I was shooting at, and on a completely unrelated side note, including the stasis effect from my shots, made these deadly bugs become something of a fun reminder in slow motion of how stupid it was. but it wasn't long after this that I found an upgrade that makes my rocket's splash damage do absolutely nothing to me, and from here on out calling it an easy walk would be an insult to the hard work that goes into walking on a cake.
He was laying waste to everything he came across and the stasis cloak meant that even non-kill hits slowed down enemies long enough that he could get another shot off without a hitch and oddly enough, that's when the game got really fun when I finally found the right combination of weapons and upgrades. I was able to really enjoy the encounters but sadly every update that came after made the game easier and easier until I started using the plasma cutter again just to insert some sort of difficulty back into the experience so I guess. It's safe to say that ea or visceral had trouble seeing that making small changes to the base level could affect almost every aspect of the game, making it a recognizable dead space, a sentiment that carries over to other popular game mechanics including in this title.
With little to no care, taking advantage of the limited amount of weapon customization that can be found in the other games, DS3 allows you to collect resources intended to create your weapons, every little aspect of your weapons can be customized and, to be completely honest, I really enjoyed this aspect. of the game I spent a lot of time in front of these benches trying to modify every little aspect of my weapons to make them perfect and to be totally honest with you, I had ev1 parasite flashbacks, which is a really good thing. These collectible resources made exploration much more fun and gave me a tangible reason to go off the beaten path.
Every time I came across one of these workbenches, I would go back to making small micro-adjustments to certain parts of my alignment with the intention of finally making a weapon that felt really good to use, which led me to realize that I I was having a lot more fun customizing these weapons than using them in necromorse, in addition to crafting and tuning weapons, it is also possible to find or craft them. upgrades that affect its stats, so you'd imagine this would be the solution to my complaints about the shotgun, but at the point in the game where the shotgun was actually viable giving it my best rate of fire, the upgrades didn't even move the needle, which led me to feel like they coded some attributes into certain weapons as some kind of twisted misunderstanding of what balance is.
That said, when I got into the endgame it was absolutely packed with huge stat-boosting upgrades, but at this point the old rocket launcher mounted on a machine gun approach was the best answer to anything the game could throw at me, which It means that we have a bit of detective work left to do here or assume that a game studio that has already proven twice that it really understands the complexities of making a mechanically satisfying game is entirely the basis for one of the most important factors that go into in a third-person shooter, which I suppose is technically possible but not very plausible given the situation or because of its handiness or ease, the game was deliberately altered to incentivize actual spending. lifetime money on resources, weapons and upgrades that bring the game to a playable state, of course, I can't say for sure which of these scenarios led to this idiocy, but I think we all know which is the most likely option, it seems very clear.
For me, the early game was deliberately made frustrating or at least less mechanically sound with the direct intention of taking players straight to the fairly substantial list of pay-to-win extras that are still available today and I highly doubt there are many. of you who I'm looking to disagree because, well, you know each other, so on the positive side I finally got to a point where the game satisfied me in the same way that the second part did, but on the side negative, at that point the game was almost over and that was no longer the case.
It wasn't long after that and I was essentially able to break the game on my knee and keep in mind I didn't go into this with that intention. I mean, we're talking about a guy who never uses Code Veronica's knife or Final Fantasy tactics. item duplication trick specifically because I like good and fair challenges. I guess I just have no intention of making games less fun for myself, and speaking of which, the next stupid mid-2000s gaming trend to force itself on gamers in a dead space was trusty old re5. Inspired partner mechanic, a system so poorly implemented in the main game that it seems like the developers or EA never expected anyone to play this single-player game.
Everywhere you will find consoles with two terminals clearly designed to be used together with friends and rooms that only people who play in multiplayer mode can enter, now you imagine that the game trying to copy the ri5 partner system would copy the minus the part where your partner is always there, whether being driven by someone else or the AI, but instead dead space keeps the second player's avatar very far away from you and the single player, so when You think about it, there are two separate experiences with dead space 3 and one of them got most of the attention and it feels like little dirty takes an incredibly fun story-driven single-player atmospheric horror game and shoehorns it into a kind of game that would make its core audience, i.e. people looking for a fun single-player story-driven atmospheric horror game, suck behind their teeth, listen.
I'm not saying any game should be cooperative multiplayer, but come on, you could have at least shown the restraint it took for Capcom to wait until the fifth entry before starting doing something like that, so after all this complaining, what is the conclusion here? Well, it seems like an absolute Tons of features were put into this game and if you ask me, most of them were to the detriment of the game. Don't get me wrong, sequels are supposed to add to their predecessors, but they're supposed to be baby steps, which means you probably should. I can't add seven separate new gameplay mechanics to an established series and expect it to retainsome kind of identity afterwards, honestly if you ask me this could have been called 2013, the video game and it would have made a lot more sense, but I'm going to level.
With you, even though I just spent four very serious pages in the script complaining about the game, I had a lot of fun here, all my peeing and moaning wasn't because this is a bad game, it's more frustration than this game. It's not as good as it could have been and like the other combat used to be when you really had the tools for it, it was a lot of fun and although you could argue that they went overboard with the huge amount of action set pieces, I have to say that they're pretty exciting. and they're spread out enough that it doesn't feel like a Call of Duty title or anything like that after Isaac leaves his apartment and the team is stranded in the space around Tal Volantis and while I wouldn't call this open world it certainly will. offers more options than the typical Dead Space game, even if those options add up to a single non-essential destination.
Honestly, at first I thought this would turn into something more like a stalker or metropolitan exodus where I'd have smaller, open areas to explore with secondary objectives scattered throughout, a style I'd love to see walking around in a dead one spacesuit. These days, puzzles may not be silent mental exercises, but there are plenty of them, and they straddle that fine line between easy enough to find the solution clear after a few seconds of looking at them and sufficiently challenging enough that you don't just follow the steps every time you come across one if you remember one of My problem with the second part is that there weren't many of these puzzles and this game may have more than the first and second games combined, so that that's good.
I also really like sending these little robots out to get craft supplies, you can sit them down. down anywhere and they will scavenge for resources while you go about your business, but there are places where they will find the optimal amount of trash, so I ended up spending a lot of time backtracking to previous locations to find one of these hot spots and put one of them to work. these adorable little guys was a surprisingly cool little mechanic and fits well with the crafting and serves as a very small, almost microscopic Band-Aid to put on the wound that is this game's obviously shady practices. dlc another plus would be its length, typically story-driven single player games like this have a pretty short runtime, but I spent almost 30 hours on this one and while that includes side content, the awakened dlc and I We went back to get specific footage, I'd say at least a good 20 hours was me just playing the game as usual, the best part of that is that it was fun enough that the entire game didn't feel like hard work, so I can appreciate it when The developer makes doing the same thing for 20 hours fun and interesting all the time and I guess that means we should probably take all this disparate information and condense it into something you guys can absorb.
Dead Space 3 is so far from the other. Dead Space titles as possible, it seems clear that the money-making trends of the early 2010s were all included in this package and I don't exactly need powers of clairvoyance to see that all of this was clearly easy to intervene and try to make sure that this time they actually got a return on investment and to be completely honest this happens to varying degrees with almost all AAA releases in the industry, the only difference is that most companies have the means to not make their meddling so painfully obvious, while EA could do it.
Well, I've printed your intentions on the box. I will say that it's a relief to see practices like this becoming increasingly rare in modern games, but returning to this dark era of game development makes me a little worried about the future. Overall, I wouldn't call Dead Space 3 a terrible mess or an unplayable game, and truth be told, most of my complaints come from expecting something that lives up to the established high quality seen in the games. Other games, of course, there are very real problems that exist outside of my own biases or expectations, but I would.
I bet a lot of these have to do with the visceral combination of several diametrically opposed game mechanics in a dead space, since a series had an identity before this, you knew what to expect when you picked one of these games, but if we use three as a barometer. The next DS game, if we ever see one, could be a first-person open-world base builder with Dark Souls combat and it really wouldn't surprise me, listen, the point is that the worst defense you'll find in this game is the lack of respect that pays. To all the effort it took to get the series to where it was at this point for a short time, we had this dark and brutal slow-building mix between alien and the thing and it was really amazing, then we got to see the big Hollywood version of with that approach and while it lost a bit of that hungry, independent feel, it still felt undeniably like a dead space game and now we have almost any game that was released during the Xbox 360 era, just pick one and it'll probably play exactly like that .
The bright, unique colors of the rainbow can look beautiful and vibrant on their own, but what happens when we combine them all? Each one loses its appeal and we're left with this unrecognizable gray mass and I think that's what we have here in a game that tries. It's so hard to be like the other titles that surrounded it at launch that it somehow forgot to be a dead space at the end again. I want to reiterate that I'm not saying this is a bad game in the general context of video games, it plays very well. and it can be very funny at times what this is, however it is a slap in the face to people who expect something that would remotely seem like dead space and now that I think about it it seems to be an almost universal opinion, in fact, for the In recent years For months now, my Twitter and YouTube comments section has been two-thirds filled with people expressing their condolences for having to play a game that tried so hard at everything that made it popular in the first place, and yet it feels like when that same argument is used against the ff7 remake, a lot of you seem to change your tune, it's interesting, well I've ranted here, but the main point is that I actually recommend Dead Space 3.
I found the locations set. The pieces and theme kept me interested the entire time. The combat in Dead Space 3 was hot garbage for a while, but when I discovered that I couldn't approach it like other DS titles, I started having fun. Was it as fun as the visceral part 2? and incredibly energetic combat, well not by any means, but it's still pretty good with moments of real greatness hidden in there, so if you're like me and all the negative reviews have kept you away so far, maybe think about buying one cheap used copy. from eBay for next to nothing or a digital version on some kind of sale and you might find more entertainment than you bargained for.
One thing I can guarantee you won't find though is something that looks like a Dead Space title and without the hyperbole. It's a damn shame that it's the first game in the Dead Space line to try out cooperative multiplayer as its main focus. I would be remiss if I didn't take advantage of it, so I spread the word on my patreon and one of My followers were kind enough to play a game with me and I have to say I was really surprised at how it changed the overall feel of the game. Speaking of which, I want to give a big thanks to Jazzo Mcspazzo for participating in a multiplayer session. with me and being cool if you guys want to show him some love, I'll link to his Twitch channel in the description before I get into all that, although there's a giant negative to cover here playing this game with a friend.
It can absorb any emotion or impact from the story scenes and I think that's something that probably doesn't need to be said, but honestly, those story scenes were what I enjoyed the most about 3, so if you're like me and really you enjoy turning your If you lose your mind and fall into the world of a game, maybe try the single-player campaign first and when you finish the game and decide to start it with a friend, I think you will find the true form it was meant to take from the beginning. At first, you remember my video covering Dead Space 2 where I said it was one of the most fun I've had in years and remember a few minutes ago when I mentioned how frustrated I was with part 3 for not feeling any of that, well, Ladies, gentlemen, I give you.
For you, the solution to that problem is having two weapons aimed at the same necromorph really improves the experience here and it seems clear that this was how the game's difficulty was balanced in the main game. I had trouble with enemies coming in my face and I just didn't have the firepower to deal with them in a satisfactory way and as you can imagine another player explains this perfectly and on a quick note the sheer chaos of bullets flying from all directions and explosions going off everywhere while me and my partner had to keep our heads spinning thanks to the increase in enemy numbers and damage output during such a hectic and frankly unbelievable time.
It's truly an experience that I would recommend all of you join in if you can, as I said before during my time in multiplayer, I kept getting these brief glimpses of the frenetic, action-packed fun that came from taking down necromorphs in part 2. The speed and intensity of the fights were reaching peak levels of fun, and on top of that, the difficulty felt much higher, I guess. Appropriate in this multiplayer session I died several times but it never felt like a cheap death to me, even on the hard difficulty I always felt like it was my fault when they ended up eliminated and that's exactly what I was looking for in single player, after experiencing what it seems like be the intended method of play here, I can totally understand why people were so upset with DS3 when it released this multiplayer approach, while it's a hell of a lot of fun, it clearly deviates greatly from the isolated feel of previous entries.
I can see that this multiplayer is exactly what people wanted for their single-player experience all along and honestly it would have been very easy to achieve, but it seems to me that no one at Visceral or EA even considered the possibility of it. Would anyone like to play this game without a partner, it took me a long time to realize because I was having a lot of fun with multiplayer and a moderate amount of fun with single player, but all the hate I was feeling towards this game. It wasn't because it failed at what it was trying to do, but rather because it managed to do nothing that fans of the series wanted, which and I know I need to stop making this point, but it seems strange to me how much overlap there is. between the people who are upset that EA made such radical, uncharacteristic changes to Dead Space's established gameplay and the people who feel that Resident Evil 4's almost mirror-like approach was the best thing that ever happened to video games.
Hypocrisy. Your name is Reforestan. Now don't understand me. wrong, a game developer has every right to change what they see fit in their own creation, but the underlying reasons for that change should always be in the service of providing a better and more complete experience to players and it seems clear that this change specific was done more to capitalize on the pretty amazing success of Resident Evil 5 and its well-received multiplayer gameplay rather than something they thought would actually work in a Dead Space title as someone who has recently gone down the Dead Space rabbit hole . I feel a little sad that it might have been left visceral on your devices, but I can imagine that a long-time fan of the series might have felt at least the slightest betrayal at this move and guess what I'm trying to say. .
I can definitely sympathize, so if you're looking for an incredibly fun gaming experience I'd say multiplayer is the way to go here, but if you can't bring yourself to play what feels like soulless cash-grabbing Mountain Dew. and part of the game sponsored by Doritos, well, I think I can see where you're coming from, so I know I use this term maybe a little more than I should, but the presentation of Dead Space 3 is very much a step forward and Two Steps Back. kind of situation that is very strange since every Dead Space game has captivated me in one way or another, but the third part is the first game in the series where I noticed small details that made it look much worse than the previous titles , fortunately once.
Again we have a big emphasis on moody lighting and dynamic shadow casting which I think still look great, but there are some other things going on here that well, not for example in my last videonumbered part of the series, I complained about the change from the more realistic facial designs and animations of the first part to more cartoonish and stylized faces in the second part, but the third continues that regression to an almost comical degree. I'm really asking you guys because I don't know what the hell I'm looking at here. For one thing, Isaac seems to be slowly transforming into some sort of beaten-up insect hybrid before our very eyes, and that's not to mention the humanoid ape standing next to him.
I honestly don't understand what made them think about putting in less art and effort. seeing faces from a story based video game was a good idea, I mean look at Ellie over here, remember she looked pretty good in the second part, well throw it out of your head because she seems to have a lot less points of articulation in his face right now. time and for those of you who don't understand the lingo, just watch her as she speaks, you can see her lips wrapping around a central point as she moves them. Fortunately, this doesn't happen to Isaac, but I mean, come on, Ellie is. a main character who shares a considerable amount of screen time with Clark, these types of rookie mistakes should not occur in the production of a triple-A title with this much funding, much less one handled by a developer who has not only proven to have eye for art, but I already have high quality resources to work with.
How did they undo all the good work they did to make Ellie's animations emotionally compelling? I honestly don't understand what happened here across the board. I found the cutscenes to be incredibly difficult to watch because everyone's face appears to be partially paralyzed and keep in mind that this is the foundation they were building from. Look at all the details on the eyebrows and lips, as I said before these faces may look a little more cartoonish compared to what I enjoyed from the first game, but I don't think you can argue that they were poorly done, they really do look great, but comparatively speaking, at least as far as 3 goes, these are works of art and believe me, I know I can actually be very harsh on items like this.
Obsessing over small details is kind of my modus operandi, but honestly, let me know in the comments if I'm crazy or there's a big discrepancy between the faces in part two and part three. Honestly, I'm interested in hearing what you guys think now while I can. I'm not going to spend this entire video talking about facial modeling and animations, although you know damn well I want to, so let's move on to something else. I think visceral may have been mishandled in Dead Space 3. I kept seeing these amazing room designs and big boxes, but something was off for a while, I couldn't really put my finger on what was wrong, but there seemed to be something that was stopping me from admiring these stunning Interesting views and interior areas long after I went back and looked at my dead space images. 1 and 2, I think I've figured it out.
Dead Space 3 relies heavily on a very high contrast look - no matter where you are in the game, you'll notice an unnatural difference between the brightest brights and the darkest darks. like they slapped some kind of cheap HDR filter over the game and I have to admit there are a lot of games that use this kind of look and make it work for them but for some reason it's just not doing anything for me here and in my opinion, it was done quite cheaply and possibly by someone who doesn't understand what they were doing there. There also seems to be this emphasis on wrapping more complicated textures around the geometry of the environments, but these textures with all their little details look lower resolution than those found in Dead Space 1 or 2.
This makes Dead Space 3 look a lot like busier and less visually appealing than similar scenes in previous games and to show that I tried to find shots of two of that type of mirror. one out of three when it comes to color brightness and composition and I think you'll agree that three here on the right may look very good, but they seem to have a much muddier and dirtier look than two, the more The simplistic design in The Second Part leads to this extreme level of clarity while playing three for long periods of time. I actually got tired visually, something I can admit could be a problem with my eyes, but I think this also led to much cheaper hits in terms of gameplay.
In regards to this, what I mean by this is that I was much less able to track moving targets efficiently on some of the busier backgrounds and floor textures, it was as if the clutter of rapidly moving pixels on the screen was camouflaged against the pixel mess that the environment created, these missteps could be very easy to forgive in most scenarios because, truth be told, they are not flaws in themselves, each game will have a different approach in how it models and displays its assets, but if you play these games back to back like I do, you would expect to see things get better as time goes on, but that's not the case in many ways here, but that being said, I don't want you to Take this as me saying this game.
It looks bad because in 99.9 of the scenarios I think it looks really good, it just doesn't look as good as the previous game and for a development house that knows what they are doing in the area of ​​making the video games look really cool, you'd think there would be a big improvement here. and that's not the case now, since I started this section talking a lot about Dead Space 3, it's only fair that I talk about the ways it impressed me and, to be sure, there's plenty of that to talk about in the opening area. It reminded me of certain parts of the expansion in part 2, but it seemed even more compelling.
I've always enjoyed more urban environments for video games because not only is it the environment I'm most familiar with, but it can also be quite a complicated aspect. It pulls this off convincingly and luckily ds3 does just that, sadly this only represents a very small portion of the game, but there's some other good news too: the more open, snow-covered environments are really great to look at, not just in the outdoor areas but also in frozen interiors. I also look great after running in knee-deep snow while taking hits from frozen necromorphs literally rising from the ground beneath me, crouching in a small frozen bunker or barracks gave me very strong vibrations and I have no problem in admit that it is a property.
I'd be nice with more people ripping apart that, the open and seemingly endless space area at the beginning looks absolutely stunning, there's debris and shelters floating everywhere and while I know most of them are 2D assets placed in the background, it has a very, very nice look. The high expectations I have for Dead Space titles and the really cool real-time lighting are no secret and I'm happy to say that DS3 gives me no complaints in that category in my latest video. Remember that I complained that, while it still looked great, the lighting in part 2 abandoned the hard edges of the light sources in favor of a more realistic, diffused but less attractive approach, and three seem to have joined these two ideas, which is really amazing, the light rays still have a lot of strength.
Well-defined boundaries, I suppose for lack of a better word to help them stand out from the surroundings, but between those boundaries there is still a very soft, almost volumetric quality to the lighting, plus it seems like there are much more dynamic light sources this time around. around and that's something I won't get any complaints about. I will say that the particles that get caught in the light no longer look as sharp and defined as before, but they still look great, so I can't really get up in arms about that. The menus and UI follow the same design trends from the previous games and to be honest I can't tell if they aren't exactly the same assets, something that doesn't worry me at all because honestly they nailed them perfectly. aspects in the first game, so seeing this level of consistency and design is very refreshing, as an odd little side note, it looks like the main menu was made to run at 30 frames per second, so when you beat it in On a platform like, for example, on PC, all animations are also sped up, which is fun to see now.
I know people have had issues with the costumes and three have lost a lot of the visual identity they had in the original games and there's no denying that, but they still look nice. It's great for me, that being said I would have preferred the look of the first game more when it comes to the helmets which look more like a welding mask than something that would be used in combat but since we can't rely on justification from Isaac is an engineer who shows up for a day of work, I think we can all let it go.
I will say that the more military look of some of these helmets and the separate eye holes that emit light definitely reminded me of Final Fantasy, the spirits inside, but I can't really say if that's positive or negative. I guess it's up to you to decide that the necromorphs have had a pretty massive change to their design, and to be honest, I like almost every enemy you'll encounter in this game. they'll look much more recognizable as human or at least more human-shaped compared to previous games and while you could certainly argue that this goes against the philosophy behind their existence, I don't know, I like it, I don't know exactly why.
In a traditional sense the corpses newly turned into the ishimura become formless packages of flesh, but the corpses left in tao volantis for hundreds of years retained their more human proportions and characteristics, but in some ways they remind me of zombies and hey , what do you want? I'm a simple man with simple taste, but on top of that, these things now have easily recognizable eyes and mouths, which makes it a little easier to remember that they used to be human, for me at least that added to this feeling of dread. that he likes dead space so much. of permeating all of its titles, the last area of ​​the game has this alien architecture and technology that was really effective and the little flourishes showing that humans were here at one point studying it just highlight a lot of the story elements really well.
As with previous Dead Space titles, performance was solid for me on PC, with no dips below the 100 frames per second limit, I set it to an achievement that might not mean much for a title that's almost 10 years old. , but at the time these titles were incredibly well optimized and I can personally attest that I ran the first and second Dead Space games when they launched on a gtx 1070 and AMD Phenom x4 and from what I've heard, I would have been able to do the same with three. Very impressive looking, I think with all the controversy surrounding the recent release of Cyberpunk 2077, we can all appreciate a well-optimized PC gaming experience, but we can't base everything on PC gaming performance, so let's move on to my part favorite to make these. videos and compare the ports starting with the 360 ​​version.
I was actually very impressed with the last two dead spaces. The performance of the 360 ​​ports could drop substantially without warning, but with the third part it was not so bad, of course, there were some moments when the frame rate sank noticeably, but this did not happen during gunfights or in moments in which I needed to react quickly to things, it actually seemed like having some of the overlays quiet on the screen was a big contender for frame rate loss, which is really strange, but overall I'd say this was a great step forward from what I'm used to in the series graphically.
I have no complaints, in fact there are some areas that look a little softer than what I saw on PC. Now this is thanks to a lower operating resolution which, for those of you new to 360 and ps3 gaming, renders your images at 720p internally and allocates resources to scale that image to 1080p instead of using a lot more resources to render it at more than double. pixels, this little trick solved a lot of visual problems I had with the PC port, such as its cluttered look and the high contrast effect that looked bad with low resolution textures, and the same helped with these lower resolution pre-rendered scenes that are reproduced. to give the illusion of traveling from one place to another here on the skip release on PC these pre-renders playing in front of the windshield stand out like a sore thumb, but here on console I highly doubt anyone has noticed Notice that they were not rendering in real time.
I know I already talked about the relatively solid frame rate, but I should probably also mention that this game is aiming for 30 frames per second, and while I can really appreciate that they hit that goal most of the time, it's very difficult to play an action game. I play at that speed, but I think that might be thetextbook definition of a first world problem when it comes to gameplay. Once again I have to mention that I am simply terrible at using controllers for any kind of high precision shooting in games, so I got my ass kicked throughout this entire run, even with the difficulty reduced to normal.
Fortunately, this game seems to know about this problem and I was full of healing items the entire time despite not making them even once, so I guess if you're like me. and you can't play shooting games without a mouse and keyboard, you won't have to worry about this game kicking your butt all the time and since I can't find anything particularly strange or noteworthy with this port, why not pass to the ps3? launch, have you seen this? Right off the bat I noticed that the image on ps3 is considerably softer than on 360. I mean, it doesn't ruin the look of the game or anything, but I imagine there were at least a few people who had to do it.
Turn up the sharpness on your TV while playing this. Performance-wise, I didn't notice any drop in frame rate that wasn't present in the 360 ​​version, which is really nice to see. This version of the game seems to have a slight difference in brightness even with both versions set to default values ​​in the options, this slightly darker image made the game look a little better to my eyes but the same can be done on any version through the options menu, so we're not going to count this as a win for the ps3, specifically what i will count as a win is the fact that the ps3 controls were much more natural to me, my fingers, for some reason they seemed to move instinctively through a ps3 controller with no real delay or micro second of hesitation, whereas my 360 experience had me constantly forgetting which trigger was primary and which was secondary.
Now, to be fair, this could be because I had already played the game on console and was just getting used to it. keybinds, but the ps3 would definitely be the way I would prefer to play this game if I had to play it on the console and before I close this little section, let's review each competitor side by side as you can see the wins on 360. in terms of sharpness to a considerable degree, but to be completely honest, I would still recommend the ps3 version just for its better controls, but again, that's just a personal thing.
Okay, I know I already said this, but I think it's worth repeating if you just got to the end of this section, you might think that all the negative comments mean that this game looks bad in my opinion, but that's really not the case. There were many parts in this game where I had to stop in my tracks and just admire the scenery, the lighting was also excellent most of the time and I really enjoyed how visually chaotic the action scenes were. That said, in search of those great-looking scenes, we're left with graphical assets that don't even hold up. a game that was released two years ago with the same engine and using roughly the same equipment.
What went wrong with the game faces, I don't think I'll ever know, but I can tell you one thing for sure if this was done in service. to make the faces look more realistic, well, I think we can confidently assign a loss, that is, of course, unless I'm missing some very deep story that says everyone in the future will suffer from fetal alcohol syndrome severe, so in closing Dead Space 3, a great It seems like a game that somehow and this is incredibly strange looks better and worse than its predecessor at the same time, honestly, I think I could have shortened this section just to that sentence and save everyone a lot of time.
I'm the bookmark killer, remember well guys. I have a bit of a tough job here, on the one hand many of you were right this game was a damn disappointment but that being said I don't think I'd call it a bad game despite how hard I fought for this not to be the better. case ds3 feels like a dead space game most of the time, sure it feels weird and uncomfortable to be ducking in and out of cover when I'm used to dismembering necromorphs, but the core of a dead space experience is still there If I had to guess, I would say that the claims that this game is so terrible probably come from two different places.
Firstly, we have people who are very angry that clear attempts were made to pressure players into purchasing crafting materials or weapons to help with how. Weak offensive options early in the game are compared to how quickly and hard enemies can hit and to be completely honest I see exactly where these guys are coming from, it's a disgusting practice and while we can't confirm exactly that EA was behind that push, there is a giant. There is a mountain of evidence pointing in that direction and most of it is the EA logo on the box, in this sense I can 100% understand people's frustration here, but I don't necessarily think it ruins the game, it certainly takes away from it. fun to people otherwise, but halfway through the game I was kicking ass and having a blast, so it's definitely possible to have a satisfying experience here, but I will warn you that you'll have to spend a few hours in the game to get there and yeah.
That's nowhere near ideal, but I play RPGs all the time that don't hit their stride until hour 12. So it's entirely possible that I'm a bad judge on this specific problem. The next issue that I think people probably had to struggle with was the betrayal of seeing. a series that they loved being homogenized and turned into this formless mass that somehow resembled every popular game that existed in its time and time again. I can't blame anyone for feeling that way, especially after being the guy who still complains about games not tanking anymore. The controls, obviously, my ability to remain objective in the face of nostalgia isn't inflexible, but again I'm in a very fortunate position where that doesn't matter to me as much as it does to others.
Recently I was able to play most of these games. for this

retrospective

, so I can't exactly say that I formed too much of an emotional connection with Dead Space if this were a series I had more interest in, I bet your sweet ass I'd be right there with you, but that's not the case. Honestly, I enjoyed it, this game may have half-baked, barely functional cover-based shooting and you may have to fight people who actually carry guns, but on the plus side, you won't see these mechanics very often, Most of your gameplay will still consist of cutting the living dead into pieces, the added crafting system might be a superficial attempt to emulate a popular trend, but to be honest, once again, I enjoyed it.
This may sound crazy, but all the weapon customization reminded me of how much fun I had optimizing my arsenal and parasite. and if you specifically don't like the idea of ​​crafting, the good news is that I found most of the upgrades and high-end weapon parts just by playing the game normally and collecting loot, so if you don't like that stuff or hoarding resources , I may still have a similar experience for someone who does it. Both sides throwing deserved criticism at DS3 are technically right or at least I can see where they're coming from, but from my personal perspective, Dead Space 3 is a really fun game.
To be fair, I think the story is what drove me through the experience most of the time, but the gameplay was fun for me and despite the huge list of complaints here in this video, I can't fault it too much. , at least mechanically speaking. You love the style of play that the series has developed. I can totally understand not getting into this just on principle. I may not agree with you on this specific case, but it is a feeling that I am very familiar with that being. I said that if you like the other DS titles and have been wondering about this one after staying away because of all the negative reviews like mine, I think you'd be surprised if I had to compare it to the other games in the franchise, certainly not No.
It has the slow, creeping horror of the first game and only towards the end starts to approach the visceral and engaging combat of the second part, but it's an action-packed experience similar to the It's Time scenario games, I think it holds its own, honestly, so this is going to be a disaster guys, I may have enjoyed Dead Space 3 a lot more than I planned, but as I write this I can't say for sure that you will. There are a lot of problems present here that have never been problems in previous games and I think that says a lot about how much unknown ground these guys were covering thanks to a little creative input from EA, you know, that company that made a career out of meddling. with successful studios until their games started to suck and then shutting down those studios because their alterations made the games viscerally suck were clearly in their element when designing the first two games and part 3 is perfect evidence that they did a better job creating the game that they wanted. make and not some sort of carbon copy of the entire mid-2000s gaming market, it may be a stretch at this point, but this game serves as a testament to how bad creative work can turn out when creative decisions They are left in the hands of executives.
Who wouldn't know a good idea if I ripped off their arms and legs with a plasma cutter? So maybe check this one out if you've been staying away for a while or if you find the visuals in this video a little appealing. For your specific tastes, it may be the worst game in the series, but that definitely doesn't mean it's a bad game, and in a bittersweet way, this tepid conclusion marks the end of my little play through a series that I simply ignored because complete. so far and I will proudly say that I am very happy that you guys pushed me so hard to dive into the Dead Space franchise.
I've had some truly amazing times with this series and found a level of fun I've never seen before. This was a great moment. For me and beyond that, I was completely blown away by how easy it was for me to fall into this world and its characters. The fleshed out nature of the entire story that you'll find throughout these DS press releases made this one of the best. The most real feeling and the best described fictional universes I have ever encountered. Normally how it works is that the game will give me superficial information and my imagination will fill in the blanks and build the rest from there, but I think this might be the first time I didn't have to do that, everything from how it operates from the government to what people wear and the products they consume, it was presented in one way or another and I really enjoyed that in closing Dead Space it was innovative and refreshingly unique.
Set in a timeline that most might describe as featureless, it dared to follow its own unique playstyle at a time when copying the guys next to you was the norm and the crazy part was that it worked, they found. A true success by sticking to their own ideas and it speaks volumes that they only failed when they ventured outside of that visceral comfort zone deserves a lot of credit for what they achieved and if you ask me, the gaming landscape could use more companies like them, So how about we hear it from a group of guys? who had the guts to make a horror game when it wasn't supposed to be a third-person shooter, when every other release had to be first-person and focus on an organically satisfying experience while the rest of the industry was busy trying to figure out how to combine call of duty with uncharted and while we're on the topic of gratitude and even more thanks to you for showing so much support up to this point and pushing me to keep challenging myself, I can confidently say that my content is what it is. because you guys have kept me going and most importantly, you've kept me honest.
I really hope you ended up enjoying this detailed analysis of a franchise that I might have otherwise missed and until I figure out what the hell I'm going to do. Next, thank you all so much for watching the Dead Space retrospective, that was a bit of a stretch, eh, well, we're finally at the end and I'm pretty excited about what's in store. I have a few projects I'm working on and I think you guys will really enjoy them, but if you want to support future series retrospectives like this, I'd appreciate a quick trip to my Patreon page, even if a dollar a month seems like too paltry an amount. to contribute.
For little creators like me, it can really mean a lot if that's something you can't do, although I know I appreciate you anyway, after all, only the most dedicated to getting here are the ones who tell me you really enjoy it. what do I do here. And that means a lot and I think that's enough gratitude from me, but theI'll see everyone next time, so stay safe until then.

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