Showing posts with label Dead Space 3. Show all posts
Showing posts with label Dead Space 3. Show all posts

Monday, January 2, 2017

My Top 10 Most Disappointing Video Game Sequels


Hello dear readers and welcome back to the game room, where I reminisce about the disappointments of the past so you don't have to (sorry Nostalgia Critic, please don't sue me). Remember that feeling of holding a video game in your hands that you never played before? Whether it was a birthday or holiday gift or you were just renting it for the weekend, there was something special about having a new game to play after playing all of your other games to death. And if you think that feeling was great, imagine it being multiplied by ten if your new game was a sequel to another game that you loved and you had been waiting a long time for. I remember always feeling a rush of excitement when I found out that a game I had previously enjoyed was getting a sequel, especially when I saw screenshots and promotions for it in magazines and on the internet. Sometimes you'd have to wait months, even years before you'd get a chance to play that highly anticipated sequel. And unfortunately, sometimes all of that hype and excitement could be dashed like a freight train barreling off a cliff the second you popped the game in.


Sometimes sequels do live up to their predecessors, some even passing them in overall quality, notable examples being Banjo-Tooie, Resident Evil 2, and Super Mario Bros. 3. However, other times you'd be left scratching your head as to how the developers could possibly screw up so badly when they already had a winning formula in the palm of their hands. I've had plenty of these moments myself, and I'm here to share them in my top 10 personal experiences with disappointing sequels. Now mind you this is a subjective list and some will probably disagree with my choices. That's fine, and in fact I encourage you to disagree all you want. My choices are really based on my own personal context and the expectations I had when I purchased the game in question, which I'll elaborate further on in each one. So that being said, let's dive into some disappointment and check it out.

10) Dead Space 3 (Microsoft Xbox 36)


A while back I did a full review of the entire Dead Space trilogy, which you can read here if you're interested. In it I discussed in detail why I was so disappointed with Dead Space 3, but I'll give a concise summary here for those who don't feel like reading that whole thing. Dead Space 3 was a major departure from the previous games in that it did away with the claustrophobic feeling of being trapped in a space ship with horrific monsters that the first two games had. Instead of creeping around tight corridors in dark, maze-like space ships, DS3 mostly has you traversing large, wide open areas in broad daylight on a snowy planet. That effectively neutered the horror aspect that was conveyed in the others and really detracted from the overall experience. In addition, the story and characters got blander, the weapon/suit upgrade system that was so fun and satisfying from the originals was thrown out the window, and the gameplay just felt like a chore by the end. Clearly, the law of diminishing returns had taken its toll by this one. I have it at number 10 because although it was certainly a letdown compared to the first two, it wasn't all that bad of a game. It was just mediocre compared to them, especially when Dead Space 2 had proven that it was certainly possible to make an improved sequel to an already great game.

9) Halo 2 (Microsoft Xbox)


Halo: Combat Evolved was on this mysterious console called the Microsoft Xbox which I didn't know much about until it was thrust into my face in the early 2000s and it suddenly became the most exciting first person shooter I'd played since Goldeneye 007. The cool story, the endless hours of entertainment blasting the crap out of aliens, and the highly addicting multiplayer deathmatches with friends put the Xbox on the map and launched one of the most successful franchises of the new millennium. It took nearly 3 years, but by the time the sequel was set to launch, I was ready. I had an Xbox of my own by then and I was ready to take on the Covenant once more. Now, before I say anything else I should clarify something here- Halo 2's MULTIPLAYER was a blast. Sure it suffered from some ridiculous flaws which I also spoke about in a previous entry, but for the most part I didn't have any qualms with playing that. No, the big problem I had with Halo 2 came from its single player campaign. For starters, there was content from the original trailers that was noticeably cut out, which watered down the level of excitement right off the bat. Also, I was pretty shocked to find out that you only actually play as the Master Chief, the main character of the series, for a little less than half of the game. In his place you take control of the Arbiter, an elite with his own storyline and individual levels. The gameplay mechanics are exactly the same, but the bait-and-switch of going from the badass Master Chief to a character that was an enemy in the previous game just didn't feel right. It'd be like in Super Mario Bros. 2, if all of a sudden you unexpectedly stopped playing as Mario and took control of a Goomba. And you know what else felt weird? The fact that elites were no longer snarling and growling at you in an alien language, but instead speaking perfectly fine English with a bit of a posh accent. And you know what else else felt weird? Ditching the classic assault rifle weapon in favor of a submachine gun that sounded like popcorn being cooked when you fired it. And you know what downright sucked big time? The fact that the Master Chief's portion of the game just ends on a massive cliffhanger when you expected there to be an explosive climactic finale. It all just rubbed me the wrong way in a sequel to a game as thrilling as the original Halo.

8) Silent Hill 4 (Sony Playstation 2)



The original Silent Hill trilogy that spanned the Playstation 1 & 2 represented some of the finest horror games in the history of all video games. Their distinct brand of psychological horror was unmatched in it's time, and I would definitely consider all three some of the scariest games I've ever played. This can especially be said of 2 & 3, which took the terror to new heights on the PS2 with fantastic graphics and some of the most disturbing imagery in a game that I can even think of. After SH3, I wondered how they could possibly top it when I heard that SH4 was on the horizon. Well as it turns out, they couldn't top it...or even reach the same level, for that matter. SH4 is once again disconnected from the previous three games, aside from a very minor connection to a character that was mentioned in a text in SH2. It's not a bad game, but the biggest problem I had with it was that I wasn't scared by it at all. SH2 and 3 scared the ever loving shit out of me, but that's what drew me toward them- what can I say, I'm just a horror junkie. But SH4 dumbs down the disturbing factor and seems like it's just trying too hard to be edgy and scary but very much failing to do so. The best example I can think of is the hospital portion of the game. In the previous games, hospitals were the absolute worst; I dreaded every time the game directed me toward one, as they were easily the scariest parts of all three previous games. However, the hospital in SH4 is just...dumb. There's a few wheelchairs rolling up and down hallways on their own (ooooooo, spooky!), the whole building is well-lit (a far cry from the originals which were completely consumed in darkness), and the demonic nurse enemies burp at you when you hit them with a weapon. No, I'm not kidding. The game was just lacking in that distinct psychologically distressing feel that made the first games so enticingly terrifying, which felt like a big letdown to me.

7) Mega Man X4 (Sony Playstation)


I never had a Super Nintendo as a young kid, but I can tell you for certain that after I acquired one when I was a bit older, the Mega Man X trilogy quickly became some of my favorite games for the system. It's in your face, non-stop platforming action with fantastic graphics, some of the best music on the SNES, and dozens of hidden features that keep you playing for hours on end. After releasing the series' first three games on the SNES, Capcom shifted the series to the Sony Playstation, which seemed like their best bet since it was probably the premier console available at the time. However, things just didn't translate all that well to the new console, in my opinion. The graphics aren't that impressive, the music is lackluster, the enemies are boring, and the fun just felt like it was cut in half. On top of that, add in the influence of Capcom's notoriously bad localization department from the 90s and you've got yourself some horrific voice acting that rivals even the original Resident Evil in cheesiness. In all, it just doesn't do it for me the way the original trilogy did. That didn't stop them though, as they continued to make mediocre sequels all the way up to X8 before putting the kibosh on the series. Some aren't quite that bad, like X5 & X6, but X4 is the point at which things just started getting too far away from the originals for me to enjoy thoroughly.

6) Resident Evil: Outbreak (Sony Playstation 2)



I think the thing that upset me the most about Resident Evil: Outbreak was that it even existed to begin with. When it was released in 2003, the main series had been on a bit of a hiatus for several years. The last game that was part of the main canon of the series was Code: Veronica, which came out in 1999. After that, we got two spinoff games (Survivor and Gaiden), followed by a remake of the original, a prequel (0), and another spinoff (Dead Aim). By now I was dying to see the series get back on track and move the story forward once again, especially since we were now on a new generation of 128-bit consoles and graphical and technical capabilities were at an all-time high. However, what we got next wasn't the next in line for the Resident Evil series. It was hardly even a spinoff either. Resident Evil: Outbreak was nothing more than a gimmick. It was just a big advertisement for the Playstation Network, which was brand new at the time, that brought online playability to the PS2 for the very first time. But if you didn't have the PS2 network adaptor and a subscription to the Playstation Network, Outbreak's novelty as a game pretty much dries up right from the get-go. The scenarios are tedious and confusing, the zombies infinitely respawn while the game gives you about 10 bullets to deal with them, the characters are all annoying and uninteresting, and chiefly, as I mentioned before, it doesn't move the story forward at all. Chronologically it takes place right before the events of Resident Evil 2, so by now we all knew how the story ends. The only semi-interesting thing about Outbreak is that two scenarios have you revisit locations from Resident Evil 2 and 3, which were pretty cool to see in updated graphics. Beyond that though, Outbreak just felt like an incredibly cheap cash-in on the market of online gaming which was just beginning to catch on to the mainstream. I gave it a weekend rental when it came out because I couldn't resist playing a new Resident Evil title, but as I mentioned, the appeal of it as a single-player game evaporates almost instantly. I imagine it would've been pretty cool to play online back in the day, but beyond that there really wasn't much else to it.

5) Bug Too! (Sega Saturn)

Bug! is one of those games that has just become one of my obscure favorites over the years. It's a fun, quirky platformer with a ton of personality and certain nostalgic appeal to me. While I never owned a Sega Saturn myself back in the day, I spent many an afternoon at a friend's house playing this game on his Saturn in the late 90s. However, what we didn't spend a whole lot of time playing was its very lackluster sequel, Bug Too!. Whereas the first game had a fairly simple and straightforward platforming scheme (see this review if you want a better idea of it- I know, I'm referencing a lot of old reviews I did here), the second seemed like it tried to be a little more than what it really was, that being a 2D platformer with some "sort of" 3D elements. It has much more of the "open areas," and by that I mean areas where you aren't fixed to a 2D path and can move around..uh..sort of freely, at least in four directions instead of just two. It's a little hard to explain without playing for yourself, but suffice it to say that it just didn't feel like the original, and not in a good way. There's two new characters to play as, but they don't offer anything drastically different from Bug. Also, the voice acting is pretty bad. Like, notorious 90s video game bad. In all, it basically killed what could've been a really great original franchise for the Saturn, which was desperately lacking one due to the absence of a certain blue hedgehog (spoiler alert, more on that later).

4) Banjo-Kazooie: Nuts & Bolts (Microsoft Xbox 360)

What more do you have to say about Banjo-Kazooie? It's one of the most beloved Nintendo 64 games that helped push the console to new heights and also produced a sequel that's arguably much better than the original. Where could you go wrong from there? Well, for starters you can sell your parent company to Microsoft in 2002, then turn it into a racing-based game 6 years later with horrific controls. Such is the story of BK:N&B. But let's back up a moment here. At the end of Banjo-Tooie back on the N64, Gruntilda the witch proclaims that she'll be back for her revenge in Banjo-Threeie. I remember seeing that and immediately getting excited at the prospect of another game in the series coming to the N64. I was pretty young and naive and I assumed that automatically meant there was going to be a third one coming soon, but nothing ever came of it. A couple of Banjo-related games were quietly released on the Gameboy Advance (that I didn't even know about at the time), but it wasn't until 2008 that we finally got a fully fledged console release of a Banjo-Kazooie sequel on the Xbox 360. However...it didn't feel like a sequel, mainly because the gameplay scheme was so radically different than the originals. Also, it wasn't on a Nintendo console, which in itself didn't feel right either. The new game primarily focused on building custom vehicles and using them to compete in a variety of different challenges, from racing to pushing opponent vehicles out of a circle like sumo wrestling. I certainly give them points for originality, and also for keeping the tongue-in-cheek writing style of the first two games intact. However, the main weakness of this game comes in two forms: the general fact that it was such a huge departure from the previous games, and the God-awful slippery controls that made me want to eject the disc and smash it repeatedly with a hammer. I should note that the game is far from impossible- despite the handicap, I did manage to grind my way to 100% completion of the game. However, it was more than an arduous task, entirely because of the controls. No matter how I constructed my vehicles, it always felt as though I was driving an 18-wheeler on a frozen lake and using a golf club to turn the steering wheel. One slight tap of the stick will just send your vehicle careening off into oblivion while the CPU-controlled characters laugh at you. The whole thing just left me missing how much fun I had playing the originals and wondering why they couldn't just recreate that style again.

3) Bomberman Hero (Nintendo 64)


When you think of the Nintendo 64, you probably think of games like Super Mario 64, Goldeneye 007, Super Smash Bros., and The Legend Of Zelda: Ocarina Of Time. However, how many still stop to consider Bomberman 64 in the top tier of N64 games? I would certainly place it there. It's mix of fun 3D puzzle solving and frantically addicting multiplayer games made for the perfect game to play alone or with friends. In a similar vein to Banjo-Kazooie, I anxiously waited for a sequel that would be just as thrilling as the game I enjoyed so much before. And also in a similar vein, what I got felt like something completely different. Now, I should say that change in video games is good, since doing the same thing over and over again does get stale- however, it should be implemented with respect to its predecessors. As in, keeping what made the previous games great and improving upon it substantially. However, there is a fine line between changing a game "just enough" and changing it "too much," and Bomberman Hero unfortunately crossed that line for me. It felt like a watered down experience that just wasn't nearly as fun as the original. Oh, and Bomberman can jump now. Might seem like that's actually an improvement, but it just felt weird to me after playing the previous game where you're pretty much glued to the ground. But perhaps the biggest travesty of Bomberman Hero is that it didn't have a multiplayer game. The Nintendo 64 was practically built for multiplayer; it had 4 controller ports and nearly all of its best games had some kind of multiplayer function. As I mentioned, the multiplayer games were a hugely significant reason as to why I enjoyed Bomberman 64 so much, and having that taken away with the sequel was really a disappointment. Not only that, but certain aspects of multiplayer also fed into the single-player campaign of Bomberman 64 with the hidden "custom parts" that could be found in it. Custom parts allowed you to personalize your multiplayer character, which was a ton of fun as a kid trying to make your character stand out with your friends. It also added this certain aspect of mystique by giving you a reason to explore the game further and search for all of the hidden areas where the custom parts lied in wait. Again, another fun aspect that was thrown out the window with Bomberman Hero.

2) Sonic 3D Blast (Sega Genesis)


It was Christmas, 1996. Sonic The Hedgehog was at the peak of his popularity, and the Sega Genesis and Sonic were my automatic go-to in the way of video games. After the masterpiece that was Sonic 3 & Knuckles (that's two games in one, for the uninitiated), I was ready for Sonic's next big hit to arrive on the Genesis. Little did I know, this game was about to signal the beginning of an ugly downhill slope for Sonic the Hedgehog on a whole. Unbeknownst to 8-year-old me at that time, Sega had already been on the downturn- both the Sega CD and 32X were in the trash and the Genesis was about to be phased out as part of the transition to their newest console, the Saturn. However, in order to squeeze one last drop of profits out of their prime franchise, Sega quickly crapped out one last Sonic game that landed on the Genesis in November of '96. I unwrapped my Christmas present and jumped for joy when I saw another Sonic game in my grubby little hands. However, the joy ended faster than Sonic himself when I saw what I got in the game. Sonic 3D Blast is a gimmick, if you can even call it that. It's neither 3D or a blast. It gives the illusion of 3D, but it's the video game equivalent of drawing two squares on top of each other and then connecting them with lines and calling it 3-dimensional. The controls are slippery, the gameplay is tedious and there's no sense of story or progression or basically anything that made the previous game so amazing. Remember the save feature of the previous game? That's gone. Remember the bonus stages from the previous game where you have to collect blue spheres and there was an actual a challenge to it? The bonus stages in this game are so laughably easy that you can literally close your eyes and beat them. Remember the climactic finale of the previous game? This game is so boring that you'll be asleep by the final battle. It's a playable game, but it's a completely unworthy successor to the epic that was Sonic 3 & Knuckles. I knew it on Christmas morning in 1996 and I still know it today. And perhaps what's even more insulting about this game is the fact that Sega never even came out with a triple-A Sonic sequel on the Saturn- no, Sonic's "magnum opus" on the Saturn was simply a graphically upgraded port of this game. That's right, Sonic's ultimate 64-bit adventure was a retreaded version of a game that wasn't even what its title suggested. The Sonic franchise has since never even come close to the success it achieved in the mid-90s, and this game was merely the first in a long string of disappointments that are still ongoing to this day. Maybe "Sonic Mania" will change that, but only time will tell.


1) Devil May Cry 2 ( Sony Playstation 2)


Devil May Cry is just one of those games that makes me think that the Sony Playstation 2 was an incredible console. It's one part Resident Evil, one part Onimusha, one part heavy metal music and a whole lot of kick ass action. As one of the first games I had for the PS2, I totally loved it. The non-stop satisfaction of slashing the crap out of enemies with your swords, the intense action sequences of boss battles, the hidden secrets and upgrade systems, the in-your-face metal blasting the entire time, the gripping storyline- everything about the gameplay just totally enthralled me. DMC ends with a thrilling boss battle to the death with a huge demon named Mundus, and upon his defeat, he swears to return and have his vengeance against Dante, the protagonist of the game. Dante then walks off into the sunset with Trish, a half-demon woman whom he saved earlier in the game, and in the end the duo team up to keep the forces at evil at bay. Yet again, this was a case of the original game perfectly setting up a sequel and the sequel falling flat on it's face- but DMC2 took this to a whole other level. For starters, it has NOTHING TO DO WITH THE FIRST GAME. Yeah, all that stuff about Mundus and Trish? Gone. In their places were completely different people- generic bad guy #2 and a woman named Lucia. I was totally stunned as to how they could just completely ignore what happened in the first game but still call it "Devil May Cry 2." The first game had the perfect set up for a sequel- how could they just throw that in the trash and start over? It was the video game equivalent of missing a putt in golf when you're 2 feet away from the hole. Perhaps I could forgive all of that if the gameplay made up for it- but no, it doesn't at all. It's so God-damned boring and bland that it makes you wonder if the developers ever even saw footage of the original. Enemies have very little variety, the move combinations have almost no flow to them, the upgrade system is a shadow of its former self, and once again, with more feeling this time, what the hell happened to Trish and Mundus!? They were written out existence like women in a James Bond sequel. I hated Devil May Cry 2 so much when I played it that there was no way it could be anything less than number 1 on my list, simply because it failed so hard as a sequel for a fantastic game. Sequels can definitely be done right with the correct set of ingredients; it's a fact that's been proven time and again over the history of video games. Why DMC2 fell so far off the beaten path from the original is just something that always leaves me shaking my head.

So that's my list, hopefully you've gained some amusement from my many previous disappointments. Thanks for reading.

Wednesday, January 13, 2016

Dead Space Trilogy Review



*Warning- this will contain massive spoilers for the Dead Space trilogy...so if you haven't played through any of these games yet...what are you reading this for? Get out there and check them out!*

Hello dear readers and welcome back to the game corner once again. I apologize that it’s been quite a while since the last time I updated- the pursuit of my Master’s degree often takes precedence to the more fun things I’d rather be doing with my life. At any rate, during my short holiday break these past few weeks, I decided to sit down and play three games I had previously played at different time points over the course of the past 6 or 7 years: the Dead Space trilogy. To my recollection, these three games are the most recent games I’ve played and actually enjoyed, given that I usually stick to retro games.

These games are awesome, 'nuff said.

So what is it about these games that makes them so damn awesome? Playing through all three of them again in succession has given me plenty of time to think about why that might be, and I think the answer has less to do with the actual game and more to do with the smaller elements that the game was built from. But first, let’s discuss the premise of the series. 

It’s a pretty simple set up to start off with; in the distant future, a deep space mining ship called the Ishimura, which is designed to break apart planets and harvest the leftover metal ore, has dropped out of communications and a small crew is sent in to reestablish contact and fix any problems the ship may be having. Among them is a hapless engineer named Isaac Clarke whose only job is to make a few repairs to the massive spaceship, though he does have a bit of extra incentive- his wife Nicole is among the crew of the Ishimura. However, upon boarding the seemingly derelict ship, the crew is attacked by horrific monsters that can slice a human to pieces faster than Jason Vorhees in a summer camp full of teenagers. Isaac is separated from the other surviving members of the crew and must fight his way through the onslaught of monstrosities to reunite with them, find out if his wife is still alive, and escape the nightmarish ship.

Along the way, Isaac acquires several engineering tools to use as weapons to fight back against the creatures, and luckily for him, their weakness lie in severing their limbs and then stomping the ever loving shit out of them. The monsters, termed “necromorphs,” can attack in a number of ways- slashing, climbing on walls, firing projectiles, and even blowing themselves up to damage you. 

Isaac is no Master Chief- just an ordinary guy caught in a bad situation. Thankfully, he's got a number of engineering tools at his disposal to deal with the problem.

As you’d expect, the monsters become stronger and harder to kill as you progress through the game, so you’ll have to rely on obtaining items called power nodes in order to upgrade your weapons, which you’ll either find in small quantities scattered around the ship or available (at a very high price) in numerous stores where you can also purchase new weapons, ammo, power suits, and health items. You can also use nodes to upgrade your suit’s air capacity, stasis and telekinesis abilities (used to slow down and shoot objects at monsters, respectively), and hit points. 

Through the 12 chapters of the game you’ll have to complete a variety of objectives such as repairing the ship’s vital functions, protecting it from a wave of asteroids, sending out an S.O.S. beacon, and destroying huge necromorph infestations. You’ll also have to navigate zero-gravity environments, dodge malfunctioning machinery, and even trek through the vacuum of space as you progress.

As you approach the end of the game, it is discovered that the necromorph outbreak seems to be stemming from a strange alien artifact that was discovered during the planetary mining operation and brought aboard the ship. The object has been deemed the “marker” by a group of fanatical religious zealots called scientol- er, I mean, unitologists, who intend to bring forth their version of judgment day by unleashing the necromorph scourge upon humanity. Isaac comes close to returning the marker to the planet it was found on, only to be betrayed by Kendra, a member of the crew he came aboard the Ishimura with who he’d also been working together with over the course of the entire game. Kendra intends to bring the marker back to Earth for the government; however, Isaac at last finds his wife, who helps him take back the marker and return it to the planet once again. 

In the last act, the biggest twist of all occurs when it is revealed that Nicole has actually been dead the entire time and Isaac has been hallucinating every encounter he has had with her since boarding the ship. As the planet starts to come apart beneath him, the marker summons the biggest, nastiest, ugliest necromorph of all, which squashes the traitorous Kendra like a pancake and traps Isaac in its grasp. Once you slay the beast, you escape the planet safely and all loose ends are tied up…right? No sir- just like all the great horror movies, a cliffhanger occurs before the credits roll when a bloody vision of Nicole jumps out from behind Isaac inside of the ship he has escaped in.

Nicole was dead the whole time? *M. Night Shyamalan voice* What a twist!

In all, I love this game. It actually seems like it was tailored to fit my personal list of science fiction/horror favorites. Looking at everything together, the game on a whole seems like what you would get if you threw Resident Evil, Doom, and the movies The Thing, Event Horizon, and Alien into a blender, which just so happen to be some of my favorite video games and movies ever. There’s enough challenge to keep you satisfied, enough backstory to keep you interested, and definitely enough horror to keep you on your toes while playing late at night with the lights off.

Next came Dead Space 2, which was certainly a worthy sequel of its predecessor. In the years following the events of the first game, Isaac has been captured by a secret government organization and brought to Jupiter’s moon Titan, where he is forced to constantly relive the visions in his head in order to build a new marker. The markers are seen as sources of unlimited energy, and the organization strives to harness that energy by having those exposed to the power of the markers reconstruct new ones based on certain neural codes that become embedded in their brains. A bit of a confusing plot, yes, but it doesn’t detract from the overall game.

As you’d expect, another necromorph outbreak puts a damper on everything, and Isaac must once again fight his way through waves of monstrosities in order to escape the city on the moon and destroy a marker once again. The same gang of necromorphs is back, as well as some new ones thrown into the mix. The same goes for weaponry and power suits. Isaac himself is also given a bit more characterization, actually speaking and interacting with other characters, unlike in the first game when he was a simple silent protagonist. 

You’ll find yourself wandering the abandoned city on Titan, going in and out of train terminals, a Unitology church, and even an elementary school where you’ll have to fight off some necromorphed children. Also, in the latter stages of the game, you’ll even have to board the Ishimura once again! In addition, the zero-gravity mechanics have been revamped, allowing you to freely float through space as opposed to having to jump to predestinated spots like in the first game.

The zero-G mechanics were just one of the many improvements made in the 2nd game.

The terrifying atmosphere of the first game is back with a vengeance as you are stalked (literally, in some instances) by bloodthirsty necromorphs.  Isaac is also constantly tormented by bloody visions of Nicole, who repeatedly reminds him that he let her die and his sanity may be slowly slipping away under the power of the marker. In the end, Isaac comes to terms with his wife’s death and storms the government complex, where he destroys another marker and once again puts an end to the necromorph outbreak.

It’s pretty hard for me to choose whether I like the first or second game better, as I enjoyed them both so much in different ways. I’d probably go with the first one for nostalgia’s sake, but 2 just does everything a great sequel should do and more. However, Dead Space 3 took the series in a much different direction, which leaves it as the black sheep of the trilogy and does not quite live up to the shining example its predecessors set.

This time, Isaac joins of team of military insurgents and scientists who have discovered the home planet of the original markers, where hundreds of years earlier a team of archaeologists discovered it and unwittingly released an outbreak of their own. Together with his team, Isaac crash lands on the snowy planet and embarks on a mission to end the scourge once and for all.

As opposed to the first two games where you’ll have to fight through the confined and claustrophobic corridors of ships and space stations, you’ll mostly be running around in the wide open landscapes of the alien planet you land on..which…doesn’t translate well for the type of game we grew to expect from the first two. You’ll periodically have to venture through buildings, especially during the various optional missions presented throughout the game, but a good chunk of the game is spent running around outside- definitely more than I'd like to, at least.

You're gonna be looking at a lot of this in the 3rd game.

Another major complaint I have is what they did with the weapons/rig upgrade system. As I mentioned previously, the first two games have you very gradually upgrading your setup by collecting power nodes as the games progressed. Each weapon had its own individual set of ammunition and required a substantial amount of effort to acquire enough nodes in order to upgrade them completely. The third game, however, threw this system completely out the window in favor of a new one in which all the weapons in the game are constructed from various raw materials (for example, scrap metal) that you’ll find all over the place. These replace the concept of credits, the currency you find and spend at stores in the first two games.

This time around you can only hold two weapons at a time, as opposed to the four you could carry previously which is a pretty big downer right off the bat. Also, every weapon consumes the same ammo, and depending on how much raw materials you’ve collected, you can construct different add-ons for each weapon to take out enemies in different ways and deal extra bits of damage to them. You can also find upgrade circuits, of which a maximum of 4 can be added to constructed weapons in order to increase damage, clip size, reload speed, etc. You have the option to construct weapons entirely on your own or do so based on pre-set blueprints you’ll find along the way. 

In theory, this system seems pretty cool- being able to construct a multitude of weapons to deal with necromorphs in different ways, exploit different weaknesses, use in different areas- the applications had a lot of potential. However, the entire thing was not implemented very well, in my opinion. For starters, I only found myself really needing to construct two weapons over the course of the entire game, which handily did away with enemies with little effort. After I was set and maxed out with the two of them, my inventory became tremendously packed with an excess of raw materials and upgrade circuits I had absolutely nothing to do with. In the first two games, maxing out a weapon felt like a real accomplishment after grinding away in order to get your grubby hands on one little power node; by contrast, the third game just made it feel way too easy and cheap. True, it does take a little while to accumulate enough raw materials, but not nearly as long as collecting many power nodes.

Also, the universal ammo didn’t really sit well with me either. Extra ammo and health can easily be constructed at any time and with little effort, even on the higher difficulty settings. Compare that to the first two games, where on the harder levels, both are extremely scarce and you’ll be struggling the entire way just to keep one weapon fully loaded and your health full- it really felt like a tough challenge.

There are a few new enemies, but it's mostly the same entourage we've gotten used to, and by the third game, it's gotten a little bit old. The second game had a lot of the same enemies as the first, but it made improvements with newer enemies- the third can't quite say as much. You'll also periodically have to fight other humans- yeah, humans! Some crazed unitologists follow you to the planet and occasionally pop out to fight you, which is just pretty lame if you ask me. I mean, if I wanted to shoot at other people, I'd go play one of the 9 million Call Of Duty games that get crapped out every year.

Lastly, another big thing that bugged me about 3 was the story. It’s just so convoluted and uninteresting. True, the previous two got confusing at certain points, but they were captivating and really drew you in, whereas the third one just feels more like a chore of getting through. And they really got drama-happy in the 3rd one- Isaac is now stuck love triangle between a woman he met in the 2nd game and some bland, uninteresting military guy whose name I honestly can’t even remember, and the rest of the characters are just as forgettable.

These characters...are...not interesting.

And just one last little nit-picky detail...all the standard versions of the game are called "Limited Edition," and a regular edition doesn't seem to exist at all. Not really a big deal, but for someone like me who likes to very specifically categorize the games they own, just a minor annoyance. Yeah, I know I have a problem.

In all, 3 still manages to be a good game and worth a playthrough…it’s just very sub-par compared to the excellent example the first two set. The series has been on hiatus for several years now, but I'm holding out hope that it will make a comeback one day. I just hope they don't needlessly reboot it like so many different games have been as of recent years. On an unrelated note, I just hate that word "reboot" so much.

Anyway, so that does it for my review of the Dead Space trilogy, hope y’all enjoyed. And if you haven’t played any of these games, get out there and pick ‘em up- they’ll be well worth your time.