Joystiq hands-on: Dead Space
EA is changing. I want to believe that. First, selling off lucrative but terribly stale license to the competition. Then, a new president who's chanting the mantra of innovation. And then, acquiring renowned developers who (get this!) willingly and enthusiastically partner with the corporate monolith that used to be EA.
Bioware president Ray Muzyka thinks EA's changed (he talked his new employer up in his presentation at the EA Spring Break event last Monday); EA's own (formerly unhappy) employees think it's changed. With a lineup of new properties ranging from innovative and well received (like Skate) to ambitious but less successful (think Army of Two) – as well as the extraordinarily successful EA Partners program that sees the publisher's name on everything from Valve's Orange Box to MTV Games' Rock Band – most signs point to change. But EA has yet to match the critical success of rivals like Take-Two, whose BioShock and Grand Theft Auto games have reached a level of praise practically unknown to EA.
So when a new survival horror property was announced on the cover of October's Game Informer – proudly proclaiming its development by "a renegade team at Electronic Arts" – our curiosity was piqued. A new IP, a new genre, an impressive (and external) graphics engine? A series of developer diaries, comic books, interviews, and press materials continued to stoke the fires of innovation, encouraging everyone to think of the game as something new for EA: a game where story and atmosphere aren't trimmings wrapped around a stale license but fundamental components of the experience. EA was essentially building a "Shock" game (System Shock, BioShock), only they named it Dead Space and I finally got a chance to play it last week.
Gallery: Dead Space (5-17-08)
EA was finally ready to share the game with press at its Spring Break event, but only behind closed doors and with an appointment. Without an appointment (I swear I never got that email!) it was a long wait for an open slot, but I finally got in. The entrance to the Dead Space ... space was front and center when you arrived at the club, a small room built out of dark curtains housing little more than the game's producers, a television, and a half-dozen chairs. Oh, and it was dark.
Lucky for me, they were looking for someone to actually play the game as they guided the lot of us through it. I instinctively raised my hand, forgetting that I used that very same hand to both write and hold gamepads, so most of my notes were hurriedly scribbled down after my chance at bat. Most notable was producer Chuck Beaver's real-time commentary: While some of it coaxed me into the right rooms and mocked my inability to actually shoot enemies (hey, the invert y-axis capability hadn't been enabled yet!), Beaver spent the majority of his time explaining where we were and what we were doing. Not unlike BioShock, Dead Space is more about delivery than game mechanics and, to that end, EA is positioning the Ishimura as their Rapture.
The Ishimura is the setting of Dead Space: a giant mining ship that's recently cut off all communication to Earth. Isaac, our protagonist, is an engineer sent to investigate the ship's communications abilities. Only thing is, it's not a communications issue, it's a freaky-ass space monster issue (easily confused, we know). That framework – everyman engineer on a mining ship – influences myriad aspects of the game's design. Isaac's armed with repurposed tools (think space nail guns) and the Ishimura was a vessel built to sustain life in deep space.
Our demo guided us through several unique areas of the ship that displayed a refreshing range of environments when, in reality, the ship is really just one single environment. Sure, our limited demo was carefully selected, but if you're worried about a bland corridor crawler, our brief experience would indicate your fears are misplaced. Peering out the side of the ship, a massive hole torn in its hull, we could see an enormous crater on the nearby planet – the mining site of interest and, ostensibly, the source of the ship's recent ... infestation Beaver tells us. While in that uncompressed space, the audio is frighteningly silent; you don't "hear" it, you "feel" it. A body floats quietly by (I'm coached to shoot it and watch the physics system react); drops of fluid (hydraulic fluid? blood?) fly about in droplets, just like your high school physics instructor told you it would. Someone cracks a "no one can hear you scream" joke.
Back inside the ship, we encounter a massive room and have our first introduction to the game's zero-G gameplay. Leaping from one surface to another, the process is disorienting at first, but I quickly find my sea legs, and engage a series of power bricks. This is a training example of one of the game's environmental puzzles, I'm told. Further into the ship's medical bay, we witness a grisly scene, showing the mental breakdown of one of the crew. Past that, we meet our first enemy. They're not the most unique space baddies we've ever seen (HR Giger's Aliens these are not), but they're certainly effective. Grotesque mutations of the ship's former crew, they're a pointy, aggressive lot with glowing eyes and flailing tentacles. Bring on the action.
Gunplay was certainly solid (and surprisingly difficult ... or maybe that was the inversion setting still messing with me), but my first thought wasn't the traditionally slow pace of "survival horror." Beaver later told us that the action-tastic Resident Evil 4 was a major influence in terms of gameplay (he name-dropped BioShock and Mass Effect for story, big surprise), explaining the game's more action-fueled approach to combat. After witnessing the ship's captain converted into one of them, only to have him come lunging through a glass wall while the alien infester scrambled up the wall (what? It doesn't die?) we were done with our hands-on ... but not before Beaver shared one more treat: a miniboss character from later in the game. He let Isaac die, only to have the enormous creature tear him in half in a prolonged death animation. The producers giggled to themselves. "So it's rated E then? " someone quipped.
Like I said, I want to believe that EA has changed, and I want to think that Dead Space will be the success they've been looking for. Not in terms of sales, mind you (Madden does just fine, I'm told) but in terms of critical or even "artistic" success. That "renegade team" moniker they've used to describe the game's origins may have been a "renegade" idea at EA, but ask any creative person if this idea sounds "renegade": a passionate team that pitched their own idea to top brass, instead of working on the assembly line for another title. It's far too early to tell if Dead Space is going to be "that game" but its renegade team certainly appears to be on the right path. And that path just so happens to be carved straight through a derelict spacecraft infested with a killer alien parasite, all wrapped up in a religious mystery.
Lucky for me, they were looking for someone to actually play the game as they guided the lot of us through it. I instinctively raised my hand, forgetting that I used that very same hand to both write and hold gamepads, so most of my notes were hurriedly scribbled down after my chance at bat. Most notable was producer Chuck Beaver's real-time commentary: While some of it coaxed me into the right rooms and mocked my inability to actually shoot enemies (hey, the invert y-axis capability hadn't been enabled yet!), Beaver spent the majority of his time explaining where we were and what we were doing. Not unlike BioShock, Dead Space is more about delivery than game mechanics and, to that end, EA is positioning the Ishimura as their Rapture.
The Ishimura is the setting of Dead Space: a giant mining ship that's recently cut off all communication to Earth. Isaac, our protagonist, is an engineer sent to investigate the ship's communications abilities. Only thing is, it's not a communications issue, it's a freaky-ass space monster issue (easily confused, we know). That framework – everyman engineer on a mining ship – influences myriad aspects of the game's design. Isaac's armed with repurposed tools (think space nail guns) and the Ishimura was a vessel built to sustain life in deep space.
Our demo guided us through several unique areas of the ship that displayed a refreshing range of environments when, in reality, the ship is really just one single environment. Sure, our limited demo was carefully selected, but if you're worried about a bland corridor crawler, our brief experience would indicate your fears are misplaced. Peering out the side of the ship, a massive hole torn in its hull, we could see an enormous crater on the nearby planet – the mining site of interest and, ostensibly, the source of the ship's recent ... infestation Beaver tells us. While in that uncompressed space, the audio is frighteningly silent; you don't "hear" it, you "feel" it. A body floats quietly by (I'm coached to shoot it and watch the physics system react); drops of fluid (hydraulic fluid? blood?) fly about in droplets, just like your high school physics instructor told you it would. Someone cracks a "no one can hear you scream" joke.
Back inside the ship, we encounter a massive room and have our first introduction to the game's zero-G gameplay. Leaping from one surface to another, the process is disorienting at first, but I quickly find my sea legs, and engage a series of power bricks. This is a training example of one of the game's environmental puzzles, I'm told. Further into the ship's medical bay, we witness a grisly scene, showing the mental breakdown of one of the crew. Past that, we meet our first enemy. They're not the most unique space baddies we've ever seen (HR Giger's Aliens these are not), but they're certainly effective. Grotesque mutations of the ship's former crew, they're a pointy, aggressive lot with glowing eyes and flailing tentacles. Bring on the action.
Gallery: Dead Space
Gunplay was certainly solid (and surprisingly difficult ... or maybe that was the inversion setting still messing with me), but my first thought wasn't the traditionally slow pace of "survival horror." Beaver later told us that the action-tastic Resident Evil 4 was a major influence in terms of gameplay (he name-dropped BioShock and Mass Effect for story, big surprise), explaining the game's more action-fueled approach to combat. After witnessing the ship's captain converted into one of them, only to have him come lunging through a glass wall while the alien infester scrambled up the wall (what? It doesn't die?) we were done with our hands-on ... but not before Beaver shared one more treat: a miniboss character from later in the game. He let Isaac die, only to have the enormous creature tear him in half in a prolonged death animation. The producers giggled to themselves. "So it's rated E then? " someone quipped.
Like I said, I want to believe that EA has changed, and I want to think that Dead Space will be the success they've been looking for. Not in terms of sales, mind you (Madden does just fine, I'm told) but in terms of critical or even "artistic" success. That "renegade team" moniker they've used to describe the game's origins may have been a "renegade" idea at EA, but ask any creative person if this idea sounds "renegade": a passionate team that pitched their own idea to top brass, instead of working on the assembly line for another title. It's far too early to tell if Dead Space is going to be "that game" but its renegade team certainly appears to be on the right path. And that path just so happens to be carved straight through a derelict spacecraft infested with a killer alien parasite, all wrapped up in a religious mystery.













Reader Comments (Page 1 of 2)
Gronk @ May 17th 2008 6:50PM
"A derelict spacecraft infested with a killer alien parasite."
Sounds like an EA development studio. Wait for someone to have a creative idea (Bioshock, Team Fortress 2), then crap out your own (Dead Space, Facebreaker, Battlefield Heroes).
Demaar @ May 17th 2008 7:16PM
Everything has been done before. It's all about interpretation of ideas and implementation.
Haggard @ May 17th 2008 8:00PM
Bioshock is System Shock in a new setting, and Team Fortress 2 - well, it's Team Fortress 1 with a tasty layer of Valve sheen.
Don't get me wrong, I love both games dearly; but they're not very original (except setting and art direction)..
LaughingTarget @ May 17th 2008 8:28PM
Be careful when you ask for originality:
http://www.bussimulatorgame.com/
You may just get it.
Bleu @ May 18th 2008 12:17AM
FUCK DEAD SPACE AND FUCK EA!
chaos3346 @ May 18th 2008 6:50PM
LaughingTarget
LaughingTarget
May 17th 2008
8:28PM
"Be careful when you ask for originality:
http://www.bussimulatorgame.com/
You may just get it."
ACTUALLY, Penn and Teller's unreleased Smoke and Mirrors game had a "minigame" called Desert Bus, in which you drove a bus across the desert between Tucson and LA. So, screw "originality," this one's derivative too!!!
Carl Abrams @ May 17th 2008 6:51PM
Must ... hate ... EA
Darn, this actually looks good. Sort of a Doom thing, and with the lighting effects to get you into the game.
Now, if Isaac suddenly throughs a football to kill an attacker, the games over. But otherwise - it looks itense and nice for a evening spent - in the dark.
Godmil @ May 17th 2008 7:05PM
Is it just me or does the trailer remind you of Doom 3?
Evan @ May 17th 2008 10:40PM
You're not the only one.
whymog @ May 17th 2008 7:06PM
I'd never heard of Dead Space until now, but consider my interest piqued.
Chris, you've gotta write more articles! Don't get me wrong: I like the other Joystiq writers too, but it's rare to see an article written with such a strong, attention-grabbing lead.
Also, I'm pretty sure the cool thing to do these days is to hate Activision instead of EA.
Cian @ May 17th 2008 7:13PM
Right you are. About hating on Activision as opposed to EA.
killploki @ May 17th 2008 7:06PM
looks pretty good. i dont know why people want to hate ea so bad.
Phi Nguyen @ May 17th 2008 7:06PM
Kinda generic story, eh? I wonder how they're going to make it less generic.
Mike-453 @ May 17th 2008 7:19PM
Generic?
I'd think for something to be generic it would require a rather large list of other recent games that are similar. Care to compile such a list of recent horror games of a lone engineer on a derelict ship fighting for survival against such horrific creatures?
LaughingTarget @ May 17th 2008 7:44PM
System Shock and System Shock 2. But then again, those games kicked serious ass and if this is anything remotely the same in the feel and atmosphere, I'll be all over it like flies on...food left outside on the windowsill.
t_m @ May 18th 2008 8:55AM
Half-life.
Oh wait, that was a derelict research base.
Benny @ May 17th 2008 7:32PM
This looks very good.
Benny @ May 17th 2008 7:34PM
In other news, my wallet hates me.
Lord Bowser @ May 18th 2008 6:16AM
...so these are the types of games you like, Benny.
Oh my. Oh my, indeed.
jorojoserojas @ May 18th 2008 11:23AM
Hey, I like these games too.
Benny @ May 18th 2008 1:15PM
This is one of many games I am looking forward to. Does Mr. High-And-Fucking-Mighty have a problem with that?
Yuccadude @ May 17th 2008 7:33PM
I hate it when people don't understand that to some people, up is not up, but rather it is down. I'm glad someone else out there feels my pain when up is up.
Gehodra @ May 18th 2008 12:39AM
Yeah, and left needs to be right, for third person games. What's weird is that half the time left is right, but up isn't down.
kingalekz @ May 17th 2008 7:43PM
I'm a big fan of survival horror games and derivatives.
I was kind of excited when it was announced.
But now, when I have seen the trailer that was released on PSN, I'm somehow less excited. It seemed kind of boring in the trailer.
...don't know why...
Darth Abe @ May 17th 2008 7:45PM
"God moves in mysterious ways..."
This certainly doesn't sound like it's from the old EA. I'm not going to say I'll buy this game now but I'm certainly going to give it my attention, even though survival horror isn't usually my thing. It helps that I think the main character looks Really Cool.
Haggard @ May 17th 2008 8:01PM
How about Prey? He's a mechanic rather than an engineer, but it still ticks the spaceship and alien monster boxes.
Haggard @ May 17th 2008 8:02PM
Gah, that was supposed to be a reply to the "generic? what games have an engineer on a spaceship fighting alien monsters?" guy.
Mike-453 @ May 18th 2008 6:26AM
OOO I liked Prey too. Hardly a game of suspense though and just plays as an old-school run n gun.
Shagittarius @ May 17th 2008 8:28PM
Your an EAdiot babe! Its a wonder that you still know how to breath.
This game looks all kind of awesome though.
cowfish @ May 17th 2008 9:14PM
I saw this a couple of weeks back at a press conference that was on the coat-tails of the Sci-fi London film festival (http://sci-fi-london.com) - I was one of the helpers at the fest and was a runner for the EA kids while they were showing off the game.
It looks rather good - on a 100+ seater cinema screen it was scarily good - however I'm not sure on the gameplay (I didn't get to have go though). Each bit looked quite nice, but the gunplay looked annoyingly fiddly and some of the monster encounters seemed a bit QTE-like, with no real chance of anticipating the action til you'd been shredded. The zero-g and vacuum sections seem to be nicely implemented with semi decent physics and sound.
However, there is definitely a serious effort in developing the game, and while I haven't managed to grab the comic yet, the creative team of Anthony Johnston and Ben Templesmith is very promising.
Geoff900 @ May 17th 2008 9:25PM
Doom 3, in space...oh wait it is in space...
I'm sorry but it looks waaaaay to much like Doom 3, infact, i'm looking more forward to Aliens: Colonial Marines, it's looking much more of a focused effort and much more scary, dam those head leacher things...
Ian @ May 17th 2008 10:42PM
Event Horizon.
ronald.raygun @ May 18th 2008 12:47AM
exactly what i was thinking, if its anything like event horizon scary wise i'll be happy
ogvor @ Jun 8th 2008 12:46AM
Absolutley. I just watched this today and I was thinking the whole time "why isn't their a game like this yet" and then I remembered" oh right, that's what Dead Space is going to be".
KeenCommander @ May 17th 2008 10:52PM
Just because they're ripping of better quality games doesn't make it innovative and doesn't change the fact that it's still another derivative game. That's not to say I'm not looking forward to this - I am - but from the very beginning I was sure this would be EA's attempt at imitating BioShock not some grand new experiment.
Yourself @ May 17th 2008 10:53PM
It's like Doom 3, but apparently you play as Voldo.
Yourself @ May 17th 2008 10:55PM
Joystiq: seriously, do you need to interject ads when I'm trying to post comments? It's not only annoying, but the ad frequently doesn't even show up so I can't click the "skip ad" button.
LaughingTarget @ May 18th 2008 7:19AM
It's called Firefox, get it.
el serpiente @ May 18th 2008 1:12PM
It's called not inserting annoying ads. Get it?
Benny @ May 18th 2008 1:19PM
I was just about to comment about how much I hate the ad, so I hit reply and was greeted by a hummingbird. Fuck you, Joystiq.
Benny @ May 18th 2008 1:20PM
... and you even get the ad when voting comments up or down. What a joke!
LaughingTarget @ May 18th 2008 1:27PM
That's why I said Firefox. You shouldn't be using Internet Explorer to begin with.
Benny @ May 18th 2008 2:57PM
I do actually use Firefox, but something's up with my Adblock at the moment. Must look into it.
Arnob @ May 18th 2008 5:44PM
yea, i use adblock/firefox and I'm still getting those damn popups...if anything the adblock is making it worse because I can't click 'x' on the stupid thing
LaughingTarget @ May 19th 2008 1:43PM
Did you use a universal allow? That would be the only explanation.
elmersglue @ May 17th 2008 11:56PM
the voice overs sound really good..im impressed.
NukeAssault @ May 18th 2008 12:19AM
Game is look pretty good. I may have to check it out when its released.
"EA is changing. I want to believe that."
LoL someone make a Motivational poster. It would be epic.
LaughingTarget @ May 18th 2008 7:26AM
Enjoy:
http://img527.imageshack.us/img527/3237/changejg4.jpg
Will @ May 18th 2008 1:40AM
Chris, you are REALLY good at what you do.
Jay @ May 18th 2008 4:37AM
Usually I hat all things Chris related. This is the first time I agree with Chris on any game related subject.
I have been waiting for System shock 3 and this game is as close as i am going to get. I know people say Bioshock,but it did not live up to System Shock series.Customization that was missing from Bioshock.
The zero gravity sections, the mining tools, the stasis fields, the telekinesis,,even the plot of the game all remind me of System Shock 2. EA does have the System Shock license.If SHODAN shows up in this game I think I would die. I cannot wait until October.