Dead Space (Mobile)
Systems: iOS & Android
Release Date: January 25, 2011 & December 2011
Publisher: Electronic Arts
Developer: IronMonkey Studios
Chapters 1 & 2
Chapters 3 & 4
Chapters 5 & 6
Chapters 7 & 8
CHAPTER 9: TRADING UP
Similar to Tiedemann's call with Vandal to help remind the player of their overall goal, Vandal creates another journal entry to document their actions, their goal, and how history might view them in revealing the actions of the Church of Unitology. It is a nice touch that works in-game (since people in the Dead Space universe like to leave audio logs just lying around) that doesn't insult the player with the way they are being reminded of what they are doing, because grinding up and severing waves of Necromorphs through after hallway upon hallway of a space/moon station, why you are doing what you are doing can get a little murky.
And here we get Vandal's third death when I tried to be conservative in my usage of Ripper blades and take on a Pregnant and Swarmers with just a Plasma Cutter. That is a bad approach and should be avoided at all costs. The Line Gun with a healthy dose of kinesis on the other head is great for taking off a Pregnant's legs followed by subsequent stomps until they drop a four-pack of Ripper blades.
In the battle against the Brute, you will have to excuse my poor playing skills, just standing there while letting it run right into me. Then running into its slowed arm as I unsuccessfully try to make my way around to its backside. I get that the game is urging you to use the Core Extractor what with Tyler talking about its secondary function as you enter the room with the Brute, and the three Core Extractor ammo drops around the room, but again, I wanted to stockpile that ammo for later; also because I tend to stockpile rare consumables until the very last minute.
And then comes the tram section of the stage, being in my opinion, the hardest area in the entire game, taking me a grand total of nine attempts to finally pass. It was just a difficult combination of enemies in the order that they appear in, made all the more troublesome by the asset tearing going on creating a major visual distraction.
I genuinely don't know how/why the game exited from the tram stage back to the main menu, maybe there was a failsafe that after you die a certain number of times, the game takes you back so you can take a break. It was at this point that I started thinking about the tram stages in general. Their look and construction seem similar to the trams used by Issac in the first Dead Space, but here, Vandal rides on top like they are in some kind of double-decker bus situation. I then started to wish that there was an option to skip these tram stages by opting to stay inside the tram. Maybe have the option to fight Necromorphs on the tram as a chance to gain more credits or Power Nodes, or just skip the tram fights and arrive safely at your destination.
What is interesting about this chapter is that it is primarily all about traversal. You do pick up the Core Extractor, and you do get some items from Tyler (somehow that is never explained where he is and how he is managing to follow you physically unless he is literally one floor above you), there were no significant hallucinations or effects from the Marker, and you do fight a Brute, but there is nothing here that felt absolutely necessary to progress the story. You could just as easily have exited the tram, found the Core Extractor, then got on another tram and started Chapter 10.
CHAPTER 10: REVERSAL
Something else that was interesting was that the gondola ride back took 3 minutes 26 seconds, which I had originally thought was from me needing to kill all of the scripted Necromorphs before the gondola could dock, but there was that one last Pregnant roaming around before the lockdown was lifted.
And then we get the final tram sequence.
Starting this sequence off against two Pregnants, you just know that the devs are intentionally being difficult since just one swarm of Swarmers can take down Vandal, but now you potentially have to deal with two. And then on attempt #2, having to deal with the Crawler while a host of Swarmers jumping around me as my health was dipping lower, I knew that that run was just about over.
In between Attempts #2 and #3, I moved the minimized screen recording widget from the upper right to just below the center on the right side of the screen so that I could easily access the menu button to switch weapons more easily, and so that it didn't get in the way of my right thumb which was used to move the camera around. What I had not anticipated was that it would then get in the way of the "Tap" button when the Lurker latches onto you and you have to tap it until its tentacles wave back allowing you to slice them and then punt the demon asshole into oblivion.
Attempt #3 was just a comedy of errors, with the timed mine completely missing the Pregnants, then only hitting one with the next mine, and then having the Corer animation be interrupted by Swarmers and then getting smacked by the other Pregnant. That was a bad run, along with a similar outcome on attempt #4.
Finally, we made it through on attempt #5, although I still made plenty of mistakes. Like using the Corer on a single Exploder several times. Missing entirely with the Ripper on Swarmers and your standard buffed Necromorph. Then taking a whopping 20 seconds to dispatch a single Crawler because of the aforementioned moving of the widget over the "Tap" button on the right side of the screen. Although, in my own defense, with all of the asset-tearing going on by the end of the stage, it was really difficult to see where anything was on the screen. I am actually really surprised that I survived that final wave of surprise Swarmers as my health was already really low and after only a second, dropped down to critical.
This series of chapters ended up being a mixed bag in more than one way. First, the difficulty of the tram sections in both chapters was nearly paralyzing in both cases, taking a combined total of 14 attempts. Granted some of that was through a combination of asset tearing and bad placement of the widget, but also my poor playing at times. For the amount of content in these chapters, they probably could have been combined into one making for a better and more concise experience, but then you would run into the problem of needing to rework the phrase from the first letter of each chapter. Yeah, they did that here too, which I think is great, and was a little disappointed that it didn't happen with any of the other games.
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