Index of entries tagged with "game design":

Game Review: Dead Space


Game Rating
Overall: 5.25 Rating Bar
Gameplay: 4 Rating Bar
Story: 5 Rating Bar
Production: 7 Rating Bar
Slant: 5 Rating Bar

Dead Space is a game with a lot of promise and occasional flashes of brilliance held back by the cliches of the survival horror genre and some very frustrating gameplay decisions.

The formula is tried and true: contact has been lost with the USG Ishimura, a huge, Red Dwarf-style mining ship which is currently engaged in a planet-cracking mission wherein it blasts a huge chunk of a mineral-rich planet's crust into orbit and then feasts on the tasty, tasty ore inside.  Apparently having never seen any sci-fi or horror movies before, the mining company sends a tiny repair ship with a crew of five to assist the Ishimura with its "communications malfunction" (yeah, right).  One wonders why a ship with a crew of thousands, a ship so large it requires its own internal tram system to get around, needs help from a scow the size of a large Winnebago that can cruise into one of its docking bays without even tickling.  Seriously, if the Ishimura were a woman, she would totally be saying "Are you in yet?"  If I were designing a miles-long city in space, the first thing I would do is make sure it had several Winnebagos' worth of spare parts, and a repair crew of at least five people.