(Deadspace! you can also read Jaconian's 2013 review of Deadspace )
I’m having a hard time writing a game exp about Deadspace. And I think I know what the reason is, and it’s a complaint I have a lot with games: It was too long. I was having a great time for the first 3/4 of the game, I had the impression I was getting close to the end, and then it was another 3 hours before it actually ended. The game became a little bit of a chore at the end.
I’m having a hard time writing a game exp about Deadspace. And I think I know what the reason is, and it’s a complaint I have a lot with games: It was too long. I was having a great time for the first 3/4 of the game, I had the impression I was getting close to the end, and then it was another 3 hours before it actually ended. The game became a little bit of a chore at the end.
This is really frustrating because I really liked
Deadspace! It had excellent design, I
really enjoyed running around a giant
industrial spaceship. It was
evocative of all of my favorite space/horror films. It was terrifying! The sounds kept me on edge or scared me half to death. I actually played the game on ‘super easy’
mode at times because the sound was often turned down (Jane couldn't stand the sound of it).
I actually enjoyed a lot of the non-combat missions, I think
in part because they slotted well into the great sci-fi imagery. Starting up engines and the like. Fitting space contraptions into other space
contraptions. Glowing lights. Good times.
***Okay, time for some spoilers. Spoilers, spoilers spoilers, you got
that? Big time spoilers. ***
The final task I thought was really cool too. Physically moving the artifact to return it
to its home. Unfortunately, this is also
where some burnout happened. Once I had
like the third wave of baddies to fight against, slowing the process down,
making it into a chore. It because just
another cycle of what the game had shown me dozens of time already: Non-combat task broken into steps by waves of
enemies. In the middle of the game, I
had no problem with this. But by the end
I just wanted to finish the damned thing, and these enemies were only annoying
and not fun.
I think this was especially annoying because I really loved
the twist: the idea that ‘make us whole again’ was a real plea, and not a
sinister mind game. I thought it was a
fantastic twist, but it was really disrupted by enemy attacks. I had hoped maybe they would just let the
final push of the artifact be allowed to just breathe, and be a real scene with
some real catharsis. The moments
surrounding the final stage were the best in the game, I thought. I even felt pretty bad killing the final
boss.
I didn’t really need the final twist of ‘you’re actually crazy
isaac’ – it kinda fell flat. It seemed pretty clear that doctor-lady was only vaguely real at
best. In addition, Isaac was such a
total non-character, that I thought he might be an android for like half the
game. It seemed like he lived to follow
orders and didn’t have anything to add to any of the conversation. The same is true of doctor-lady who, we are
told, loves Isaac. There was the message
at the beginning, but it made virtually no impact on me. And her appearance in the actual game was
only occasional, it seemed like she was supposed to be important, but I would
just forget about her.
I know it seems like I’m trashing this game, but I do think
it’s a great game! I think the reason I’m
so critical is in large part because I loved it. I want it to be perfect. I
loved the graphics, world design, creature design, I love the combat, I love
the non-combat. All of those things made
for a fantastic play experience. I loved
the story design, but not necessarily how it played out. The characters were just okay. And I wish the game were about ¾ the total
length. I’d even accept half.
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