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Posted 8/26/08 8:58 am ET by Stephen Totilo in Totilo Game Diary, dead space
A "Dead Space" disc showed up at my desk yesterday, without warning and with a half-finished press release that still contained information about "The Simpsons Game." I'm used to getting games early. But a late October horror game arriving in my hands in late August? That surprised even me.
Too bad my Xbox 360 review console won't read this "Dead Space" disc very well. It shut the game off last night, claiming a dirty disc error, only about an hour into my time with the game.
"Dead Space" is EA's horror game for the fall and a standard-bearer for the revitalized new-idea-loving version of the giant games publisher. I first covered "Dead Space" as the topic of some unusual baked goods. I've interviewed the game's lead creator. And I've played the game at a couple of press events.
I would have been able to share so much more about the game now, if not for that disc error (one not suffered by my early build of "Rock Band 2," meaning it's likely the disc's problem and not the system). Oh, and I also probably can't share more because the disc is marked for "Internal Use."
I do think I can say, however, what kind of gamers should keep an eye on "Dead Space":
"Resident Evil 4" fans - Every time I've played "Dead Space," the combination of widescreen third-person action and effective scares have reminded me of the beloved Capcom game. If they've indeed dialed back the music a bit, "Dead Space" could be as creepy as "RE4."
"BioShock" fans - Every time I've played "Dead Space," I've appreciated how the game's spaceship, the "planet-cracker" mining vessel the Ishimura, feels like a distinct and lived-in location, not unlike the feel I had of the very distinct location of Rapture in last year's "BioShock." I'm not sure, though, if Ishimura is the sole setting for "Dead Space," as Rapture was for 95% of 2K's game.
"Metroid Prime" fans - Every time I've played "Dead Space," I've been struck by the creativity and detail of the game's science fiction environment. The art direction reminds me of "Prime," in that it feels less like a differently wall-papered version of games I've played before and more like the depiction of a place some future society might someday build. Plus, the EA game's depiction of maps and menu screens as holograms the hover in front of the game's lead character (even while he's walking) may be the most futuristic enhancement to user interface since "Prime" introduced the visor display to first person games.
I'll try to clean my disc and see what else I can learn -- for internal use.
Also, to readers of yesterday's diary, I did not get a chance to play "Blastworks" as I had hoped. I'm afraid to turn on my Wii and discover when I last played it.
Next: The great portable gaming drought of August continues, possibly to be abated today with a couple of preview builds I was sent for games I never thought I'd even try. Going to try them now!
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