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  • The changes to Dead Space, paid off.

  • Dead Space 2 was well received, meaning fans of the original were okay with the slight

  • shift towards action. And it sold better than the first game, with roughly two million sales.

  • But EA still wasn't happy. Frank Gibeau said the publisher would "need to get to audience

  • sizes of around five million to really continue to invest in an IP like Dead Space".

  • So the design shifted even further.

  • If Dead Space 2 started to pull away from the franchise's horror roots, then in Dead

  • Space 3 that legacy is a dot in the rear view mirror of a spaceship that's shooting down

  • mines, smashing through debris, and crash landing into a big load of rocks.

  • If you were under any doubt about how much the franchise has shifted towards being

  • an action-packed shooter, you'll find out soon enough because, after a short prologue,

  • the game kicks off with cinematic set pieces, automatic weapons, shoot outs in office buildings,

  • and Isaac blasting away at human enemies using his new cover system and combat roll.

  • Luckily, once you go to space, things even out

  • a bit and it begins to feel more like a Dead Space game. But, the focus on action manages

  • to permeate the entire experience.

  • Isaac is now the most agile he's ever been - making his original influence, Leon Kennedy,

  • look like an old age pensioner.

  • Plus, by default, the game has switched from a wonky camera angle that makes perfect shots

  • tricky to line up, to the centred reticule seen in other shooters, making head-shots,

  • and later, limb shots, easy to pull off.

  • The game now uses universal ammo, which means that every gun you own can fire bullets from

  • the same, shared ammo pouch. This almost completely nullifies resource management, and ammo counts

  • will never factor in to your decision to use a specific gun.

  • Ammo won't be a problem in general, by the way: supplies are more plentiful than ever

  • in this game and, at times, I was walking around with more than 1000 bullets in my inventory.

  • The universal ammo thing is presumably there to support the game's new crafting system

  • where you can upgrade guns or make weapons from scratch, using bits and bobs found scattered

  • throughout the levels.

  • It's an interesting system, supposed to highlight Isaac's engineering abilities. Problem is:

  • you are capable of making something so versatile and powerful - and, of course, compatible

  • with every bullet you have - that you'll never need another gun in the entire game.

  • Some have said that they played the entirety of Dead Space 1 with an upgraded plasma cutter.

  • Well, I'm the same, only, replace Dead Space 1 with Dead Space 3, and replace plasma cutter

  • with combination assault rifle and rocket launcher with acid-laced bullets and boosted

  • damage, reload, and clip sizes.

  • Unsurprisingly, walking around with an incredibly powerful gun not only reduces any need for

  • weapon switching, and resource management, and shifts most of your decision making away

  • from the tension of the battlefield, and into the quiet, safe solace of a menu screen...

  • But it also just means that the player is so empowered that Dead Space 3 is practically

  • never scary, relying almost entirely on a few jump scares to get any sort of reaction

  • out of you.

  • Like, there are these deadly new enemies called feeders and they react to light and noise

  • so don't shine a torch at them and use kinesis to

  • oh sorry, I couldn't hear you over the sound of me shooting them all to death!

  • Even the regenerating enemy who freaked me out in Dead Space 1 and made me sprint through

  • waves of enemies in Dead Space 2, is just a minor nuisance in his Dead Space 3 version.

  • Versions. There's two of them now and they're still not scary.

  • And while old enemies like the pregnant and the guardian, which is this creepy zombie

  • who has fused with a wall, do show up, they're just something slightly different to mow down.

  • For the most part, the game settles for shooting lots of basic enemies in very simple combat

  • situations.

  • One of the only bits I found unnerving took place inside the belly of some long-dead alien,

  • where hordes of beady eye monsters sprint through a windy maze of dark corridors.

  • That was pretty tense!

  • But you can make anything less scary by bringing a friend along for the ride. Dead Space 3

  • also adds a cooperative mode where Isaac is joined by a bloke called John Carver, and

  • the two team-up to blast away at necromorphs and unitology soldiers alike - with, almost,

  • double the fire power.

  • This mode adds some co-op friendly stuff like now, when one player is solving a puzzle, the other

  • needs to defend their pal from attack. And some of the puzzles have been rejiggered to

  • need two people.

  • It's also supposed to have this thing called asymmetric dementia - because, every game

  • mechanic needs a pithy, marketing friendly name - where the two players will see two

  • different things - but it's hardly in the final product and I didn't notice anything

  • of the sorts when playing through the first six chapters online. Maybe we were too busy

  • laughing at my character's inconsistent appearance in the cutscenes.

  • I think, if nothing else, we can be thankful that the co-op mode has hardly any impact

  • on the singleplayer campaign - other than some oddities like having two of everything

  • in the environment, and Carver randomly popping up in cutscenes before disappearing again.

  • In terms of structure, Dead Space 3 feels closer to the first game than the second.

  • Especially in the back half where you're exploring and backtracking and starting to understand

  • this cohesive research station, which feels more like a real place than anything in Dead

  • Space 2.

  • You can even do objectives out of order, just like the first game. And beyond optional rooms,

  • there are entirely optional missions to take on - involving some of the more interesting

  • bits of story in the series.

  • But the game has pacing issues, just like Dead Space 1. Where the first part is interesting

  • and changeable, as you explore different spaceships, glide through a debris field, and set foot

  • on an icy planet, the second half feels like the entire game takes place in the same three

  • research rooms for about five solid hours, and then the same three temple rooms for another four.

  • This sort of pacing was... serviceable in a survival horror game, where the endless corridors add to the

  • oppressive feel of the game and the backtracking is used for some good scares. But it really

  • grates in an overpowered shooter and, ultimately, Dead Space 2 proves to be a much better template

  • for level design in an action-heavy blast 'em up.

  • Dead Space 3 does find some ways to shake up its pacing, though. You've got a bunch

  • of different and imaginative puzzles like these alien language locks, a bit of Tetris-style

  • cargo manipulation, and a section where you're shifting around alien body bits.

  • And there are plenty of story beats, too. I shouldn't even talk about the stories in

  • these videos. It's just not my bag and, turns out, people are very passionate about Dead Space

  • lore. But, man, this one goes off the rials. There's a love triangle, a thing where Isaac

  • is smooching Ellie like 20 minutes after executing her boyfriend, and then it starts going on

  • about evil moons, leading to this bonkers final boss fight that I don't even know how

  • to explain...

  • Perhaps it was inevitable that Dead Space would become more epic and absurd as it went on.

  • Original Dead Space writer Antony Johnston, who had no involvement with part three, said

  • as much. "Otherwise you’d just have the same game on a different ship each time, and

  • that’s pretty dull."

  • But I'm not convinced because there's this, like, 20 minute long section that shows what

  • Dead Space 3 could have been, if the franchise followed the survival horror path, instead

  • of action.

  • So we've just crash landed a spaceship on an icy planet and we have no objective marker,

  • and no connection to other characters.

  • Your body temperature is constantly dropping, forcing you to move between heat sources to

  • stay alive, and track down buildings where you can raise your temperature back to normal.

  • It's a nice spin on the oxygen management from throughout the series.

  • You're also being stalked by a giant monster, enemies pop out of the snow without notice,

  • and when the blizzard sets in you can't see enemies in front of your nose - you can just

  • hear them.

  • This would have been an amazing setting for a survival horror game, riffing on John Carpenter's The Thing.

  • But, this is Dead Space 3. So when one of those stalkers bursts through the fog you

  • just... Yeah. Soon after that you get a warm suit and it's back to basics. See zombies, shoot zombies.

  • Outside of a few moments like that, Dead Space had truly finished its transition from a balanced

  • horror-and-action game, to a more action-oriented horror experience, to a full-on action game,

  • just, with a horror theme.

  • And it feels like a game that is lugging around the baggage of a completely different

  • genre, because despite all the changes made to ammo and weapon crafting, the game still

  • holds onto things like an inventory system, level pacing, and monster designs, that were

  • obviously made for a much slower, more methodical game.

  • Meaning that, even if you take it on its own merits, just as a silly co-op action game

  • completely divorced from the Dead Space legacy, it's not a particularly great one, and can't

  • hold up to something that was built from the ground up to be about shooting a million enemies

  • with overpowered guns.

  • Which wouldn't be hard to find because, while survival horror games are relatively rare

  • - third person action games are everywhere.

  • It's no secret that the shift in design focus, from horror to action, was less of an intentional

  • creative choice from the team at Visceral - and more of a publisher and marketing-led

  • decision from EA to win the game more mainstream fans.

  • "It's a hard thing to do, to make a horror game have mass appeal. They're two diametrically

  • opposed things," said Ben Wanat, previously of Visceral Games. And so, "it was a deliberate

  • decision in each of those instalments to make it faster, more relevant to a broader audience."

  • That decision also led to the co-op campaign - listen to Eurogamer's interview with Wanat

  • for more on that - and the goofy microtransactions, plus the competitive multiplayer mode in Dead

  • Space 2. All there, to get this series to that fabled five million mark.

  • But... it didn't actually work.

  • "In Dead Space 3 we kinda destroyed what we had because we pushed too far on it",

  • admits Wanat. Dead Space 3 didn't just receive the worst review scores of the series but

  • it was also a big flop - not even selling a million copies at launch, let alone five.

  • And, so, we haven't seen a new Dead Space since.

  • And I feel like we keep seeing this happen. A new game comes along with a bold vision

  • and innovative gameplay.

  • And then, the franchise starts to lose what made it special, making it more simple and

  • action-heavy, for supposed "mass appeal".

  • But there's no guarantee that it will increase sales - the only thing you can be sure of

  • is that it will piss of the most hardcore fans of the original vision.

  • If we're lucky, we'll get a franchise reboot that will take the series back to its roots.

  • Will that happen with Dead Space? Probably not. Most of the key creative minds behind

  • Dead Space have left the company, and as for Visceral Games itself? Well, after a slow

  • trickle of new IPs, EA has since gone back to its old business model with sports games,

  • movie tie-ins, and sequels to its most popular properties - and that's what Visceral Games

  • is doing, having since made a sequel, with the Battlefield spin-off Hardline, and is

  • now working on movie-tie ins, with the Star Wars license.

  • But, hey. Maybe this Dead Space saga will shine a light on something important.

  • That instead of making a game that you hope many people will like - it's sometimes

  • better to create a game that you know a few people will love.

  • Hi. This has been Mark Brown with Game Maker's Toolkit. Thanks for watching! GMTK is powered

  • by Patreon, and these are my top-tier supporters.

  • This three-part episode was a bit different for me. Bit of an experiment. So, do let me know

  • what you thought in the comments below. But for now, it's back to my normal style of analysis.

The changes to Dead Space, paid off.

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死亡空間的設計--第三部分|遊戲製作人的工具包 (The Design of Dead Space - Part 3 | Game Maker's Toolkit)

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    Amy.Lin 發佈於 2021 年 01 月 14 日
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