Dead Space - review

in gaming •  6 years ago  (edited)

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Nothing revealing, but still

Starting with the most important thing - the factory.
Our USG Kellion ship receives an S.O.S. signal from the USG Ishimura mining ship and upon arrival it turns out that the ship has been captured by an unknown race of alien life forms. Our rescue team separates and from this moment on we are condemned only to ourselves, occasionally talking with the rest of the codec built into our armor. Quite standard, but this is given in excellent form, about what in a moment .

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We play as Isaac. Camera located behind his back works properly, I did not notice that it would block even during clashes with a lot of enemies. Standard control, although at the beginning you can feel the effect of the "floating" character, just a minimal movement of the mouse to make the hero react. On the plus side you have to count the lack of any indicators on the screen. The life and power bar we have on the back of our armor, and the capacity counter magazine for each weapon. An excellent idea, enhancing the climate. Such things as our equipment, or the map or other things we need are displayed in the form of a 3D projection before our character.
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With a jigsaw and a medical laser.

Weapons in the game are quite combined from the category of futuristic mining tools. We fight with modified versions of medical laser, jigsaws or nailers - each weapon and armour can be upgraded by increasing the statistics such as reloading speed, shooting power or the size of the life belt in the case of armour. To fight we use the so-called power node . We have Stasis, means the slowing down of time and simple telekinesis. Stasis does not stop but only slows down time, it is enough for our opponent to chop into pieces before it reaches us. Thanks to telekinesis we can in the situation of lack of ammunition shoot with objects such as fire extinguisher, chair, a piece of glass or torn off hand of the creature - all that to get up in the game.

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Element of fucking awesomeness

It's terrible in here. The game would be an ordinary shooter if not for claustrophobic corridors (as in the first Residents), atmospheric music intensifying the sensations coming from the screens, sounds of the surroundings - all the sounds of the roar roar of the creature in the distance, some crackling and others cause that we never know if something is not lurking behind us. In the game frightens in fact the whole shell, and not the creatures called here necromorfs.
Although what we see on the screen also matters - omnipresent twilight, traces of blood and fighting literally everywhere, the crumbling corpses (or parts of them) of the crew.

What else?

We should also mention the patent with gravity. We will have to fight in rooms with low gravity or on the surface of the ship - there are different rules here. We can jump on the walls, fly in the air, which gives new opportunities both in the sphere of combat and search for the hidden goodness everywhere.
Collecting - standard first aid kits, ammunition but also schematics of new weapons, armour and money. We have a shop with a built-in warehouse, a workbench for reworking weapons and hanging cameras to save saves from time to time. *New Game + after a one-time pass, we additionally get bonus armor and money.

Minuses

I'm sure there are some, but there's nothing to look for by force. I personally like the game and highly recommend it to anyone who likes such a harsh climate.

On my channel Dtube is available a series of 26 episodes making up the whole transition of the game.

Thank you for reading
Greetings @voxmortis

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*using Deepl translator

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This post was shared in the Curation Collective Discord community for curators, and upvoted and resteemed by the @c-squared community account after manual review.
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sometimes i play games but i do not enjoy playing them as well as reading the posts about them.
i read some of what you have written here and yes i enjoyed what i have read as i develop my english language day after day\

resteemed and upvoted - good luck

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