So Dead Space is basically a party where a lot of good design choices got together. The first thing you'll notice is what I'll call the "Right-Shifted Third Person Camera," which is what it sounds like: a camera that shifts to the right side of your avatar at all times. This gets your guy mostly out of the way of the camera, which is sort of a toss-up between a normal third-person camera. It mostly works, but there really are a few times when I wished I knew what was going on to my left.
Mainly what the camera does is make room for the plot-justified HUD, which is a series of holograms that pop up to your avatar's right, presumably generated by his technometal jumpsuit. It's very useful for the player, although the angle at which it pops up is of dubious usefulness to the suit's wearer. I suspect everyone in the future has some kind of repetitive stress injury from constantly craning their head to the right in order to see their suit's pop-up window.
Dead Space is a beautiful implementation of HUD-clearing-away, or whatever you'd call it: all the holograms make sense as conveniences for the suit's user (Isaac), and items of constant concern are displayed as various meters on the user's back. The life bar is a glowing flexi-rod that sits over the spine, and your oxygen meter appears as a little countdown on your back. If we assume that the same information is displayed on the inside of Isaac's glowy maskplate, then it makes sense to display this information somewhere the user can't see it - if you don't think so, wait for the section of the game (brief, I assure you) where you're protecting a woman from monsters. You'll be happy that her health is displayed on her spine.
The level design is very good, very tight. At first its purpose is to usher you from scripted spook to scripted spook, which it does well, but when Dead Space opens up a bit and becomes more game than movie, it also works admirably as a series of battlegrounds that allow each encounter to play out in a way that's at least somewhat fresh. And the navigation system, which gives you glowy lines to follow, upon request... GAME INDUSTRY TAKE NOTE: Until you find a way to make aimless wandering fun, please always make sure I know where to go next. Thank you.
Obviously Dead Space isn't the first game to give the player good navigational tools. But I so often found myself thankful for them that they deserved a mention.
Combat's beautiful too. A symphony of mutilation, is what I'd say if I were a slightly creepier person. Actually, I think I
am a slightly creepier person now that I have played and enjoyed using the Ripper on enemies.
Let me explain: in Dead Space, the dominant strategy is spelled out for you: CUT OFF THEIR LIMBS is written in blood in the first battleground, and it remains the rule throughout the game. The tools you're given let you aim for flailing limbs and hack them off at a distance, which gives a frantic sense of strategy to encounters and provides you with a lot more options than boring ol' "shoot for the head." We're all really good at shooting for the head now, game industry. Take a page from Dead Space and give us something else to do.
Anyway, the Ripper is a weapon that levitates a spinning saw blade about six feet from you, functioning as a sort of medium-range chainsaw. Whether you're chopping off legs or giving that circular saw a tour of your enemies' gut, it's a grotesquely satisfying weapon. The other weapons are a bit subtler, if the term "subtle" can really be said to stick to the experience of punching through a tentacle with a line of hot plasma. The various types of enemies give combat a sense of priority, and the wide-beamed default weapon lets you strike a comfortable balance between firing frantically and lining up shots. When your weapon is essentially a foot-long blade, you have to aim carefully - but not so carefully that you become monster food in the meantime. It gives combat a perfect sense of pacing.
Speaking of pacing, Dead Space's overall story and objective progression is likewise great. From the minute you get on the ship, you have your objectives, handed cheerfully to you by the other members of your team. And it always feels like you're accomplishing something. There are setbacks, but for the most part you are steadily progressing from "no hope of escape" to "some hope of escape." You can't send a distress signal, so you fix that part of the ship. Then you send the signal but you can't get a response, so you fix
that part of the ship. A lazy game would give you one objective and a villain that keeps you from reaching it over and over until everything seems pointless. In Dead Space, you're in constant danger and overwhelmed by enemies, but you have the feeling you're getting on top of the situation in one way that counts.
And as for the rest of it? The store works really well, the weapon upgrade system is pretty good (I've never liked having to permanently devote resources to upgrades, because it's hard to know what's going to be the most useful weapon later on, but the store system gives you a decent way to correct mistakes: upgraded weapons sell for huge coin, which you can use to buy more of the "nodes" you use to upgrade weapons. So you can sell your upgraded weapons and try again, at a loss). The story's good, if not mindblowing, and the atmosphere is dark and forbidding without being crushing and miserable.
I do have one beef with the story: Isaac comes to the space station partly because he's looking for his wife. She might be alive, says everyone. We'll find her.
But I took one look around that place, and I didn't believe for a second that she was still alive. The odds were just really badly against it. That's not a spoiler, by the way. I'm not telling you whether she is alive or isn't. I'm just saying I never felt like she would be. That sort of ambiguity is difficult to create; maybe if they'd given me some reason to believe it? Like, I don't know, she's part of a science team that operates in a heavily secured area of the ship, equipped to survive on its own indefinitely. Then maybe I'd give her a fifty-fifty on managing to seal herself in there safely.
But maybe that's how I was supposed to feel. Resigned to the probability of her death, but seeking her out because, on the tiny sliver of a chance that she's alive, I have to save her.
Okay, I like this game even more now.
Anyway, it's a great game overall, certainly among the best survival horror has to offer, maybe even
the best, all things considered. Like Silent Hill 2 if you made the story a little bit worse and the combat about infinity times better.