Dead Space 3 Single Player Xbox 360 Review
Isaac Clarke’s story continues for the last time this console generation and this time he’s bringing a friend.
Another major change from the previous series is the physical attacks are no longer effective unless augmented by a force attachment on your gun which creates a chainsaw attack similar to the one used in the Dead Space Ipad game. Yes you can still melee with your weapon and stomp but the damage has been grossly reduced.
What replaces it is a robust system which can allow you to mix and match nearly every weapon in the game. Want to combine the line gun with a grenade launcher or a gun that fires stasis bullets and a javelin chaingun. You can also augment your weapons in various ways to increase damage, ammo or add various other effects including health regeneration. Dead Space 3 does away with the currency system of previous games and forces you to think like an engineer. You don’t simply buy weapons, you craft them using blueprints, salvage and various other components that you collect from the world and the system works brilliantly.
Your suit however isn’t put through the same system. Instead the upgrade system for your suit has been streamlined into a more linear progression format where each component has various levels which can be increased with various components. The suits themselves don’t offer any extra protection or armour or inventory slots as in previous games. In fact you have the maximum number of inventory slots in the beginning. Additionally, the suits in Dead Space 3 look horrible. They look like muticolored polyester doing away with the metallic aesthetic of previous games and the change isn’t pretty. Thankfully, if you have a Mass Effect 3 save game this unlocks the N7 armour which is essentially the final suit from Dead Space 3 with the N7 colours a much better and more pleasing design.
Speaking of design there is also a weird disconnect between this Dead Space and previous ones in regards to various user interfaces, buttons, switches and general models for doors, windows and various other area specific items. There are elements in the previous games which functioned on years old technology. The government facilities you visit in this game are two hundred years old, yet the technology used here seems much older with a vastly different design sensibility. It makes sense from a story perspective but it’s just a jarring change if you’ve been with the series since the beginning.