Dead Space 3 Review

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Treaos Serrare

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Aug 19, 2009
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S.C.A.F Heavy Frame, Marauder Repeater Tip on Military engine with supplementary Mark-V Conical shotgun with all 8 chips filled with + to damage as well as Mark-V Damage Support and Mark-V Acid Bath best gun you can make and after getting access to the +3 chips you are a god of death

My Secondary was Basically the above except the Marauder was my under slung an the primary fire was a missile launcher
the Two Add-On's I had were Explosion+ and Safety Guard.

I hated those goddamn Feeder Necros so creepy and swarm you like holy hell
 

SnakeoilSage

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I feel this is a pretty good Aliens to the original Dead Space's Alien, with George Romero's Dawn of the Dead thrown into the middle with DS2. Nervous panic inevitably has to replace dread and tension because the necromorphs aren't shy about swarming you anymore, and like DS1, the horror aspect comes more from seeing what has become of the people who lived in the now blood-stained and abandoned corridors you traverse. This is nothing new, it's a technique common to video games stretching back to Resident Evil and System Shock, but Dead Space 3 does it really well. Dead Space 1 is my favorite video game, but DS3 has to be my favorite of the series so far.
 

immortalfrieza

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May 12, 2011
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Asuka Soryu said:
Blood Brain Barrier said:
Not scary? What's become of the world? Horrible otherworldly beasts flying at you trying to kill you, and it's not scary. Huh.

Maybe what really needs to be said is that most (>90%) of our games are scary games involving killing, monsters and zombies and that we've become desensitized to it all.
I don't think it's that.

Fear needs build, it needs atmosphere and it needs to be handled right.

A monster in real life like this would frighten a lot of people, no matter the surrounding. Except, the problem is these are games, and are brains can tell fiction from reality, so when we have no build up, our mind easily spots these as fake and doesn't give in to being scared as it would've if it was seeing them in the right mood, the atmosphere, your mind itself being taken in and playing tricks on you.

It's why the monsters from that one really popular survival horror game look funny when seen out of context, but when you first seem them in the game with the build up, it can scare the hell out of you.
Exactly, it's not so much what's trying to scare the player but how well that scaring is done. In the third person FPS like the Dead Space games the player should be not only cautious, but downright paranoid about being attacked at any given moment, and finding out they are right a good percentage of the time, but most importantly said scaring tactics can't be repeated much, if at all. When I first played DS1 the BLAH! attacks by necros were so formulatic that I was predicting them with a pretty high degree of accuracy about a couple hours in, and they weren't much better in DS2 or 3 either. By DS3 I was predicting necromorph attacks almost to a T, and the combat tactics have hardly changed at all from game to game (stay away from the vents, shoot for the limbs, etc). Though the horror is there in DS3, it's the same old tricks that the previous games in the series have always used, there's very little that's actually new. By DS3 I was in it for the character interactions, logs, and storyline much more than for the horror aspects or the combat. I was pretty disappointed that Issac's insanity was pretty much gone in DS3, the hallucinations were pretty much the only unpredicable and consistently scary thing in DS1&2.