The answering machine goes off. It's Ellie, trying to get a hold of Isaac Clarke. He doesn't answer. He's standing in a disheveled apartment located on a lunar colony, but it's not your typical bachelor pad type mess. It's dark, it's grimy, it's gross—it looks as if this is a cave, a personal hell which he has retreated to perhaps. As you muse over this, sergeant John Carver—the character your co-op buddies will play—bursts into your apartment, demanding to know if in fact you are the famous Isaac Clarke.
Carver and his acquaintance Robert Norton need your help in Dead Space 3. Guess what, the predicament involves a damsel in distress (Ellie, from the previous games) and it involves Markers—which is to say, it probably involves the horrific, reanimated corpses of the dead (otherwise known as necromorphs.) Great!
Isaac wants nothing to do with Markers after the events of the first two games, but this involves Ellie, so he begrudgingly agrees to help. Naturally things have to get even crazier at this point, so this is where the overzealous Unitologists—the people who have formed a religion around the Markers—come in.
Guns blazing, the Unitologists set out to look for you. The Unitologists are out to kill you, wouldn't you know it.
This is how the game sets up one of the initial levels in Dead Space 3, which I experienced earlier this month. It's also where I discovered rolling and taking cover. Like most well-implemented rolling mechanics, it's a joy to move across levels entirely through rolling, but I can't say I ever used cover again outside this initial chapter in the ~3 hours that I played Dead Space 3.
My first time going through, I didn't feel there was much that was notable Chapter 1 beyond the lunar colony having a similar look and feel to that of Mass Effect's cities. You'll also come face to face with the man that I assume is the leader of the Unitologists, a silver-tongued charismatic fellow that tells you all about his sinister plot with the Markers. He intends this information to be the last thing you experience before death.
He doesn't manage to actually kill you, of course; you narrowly get away.
But this continues the larger narrative in Dead Space, which addresses the role of the Markers and necromorphs in society—and, admittedly, was much of the reason that I kept going forward in the preview. Ellie? Eh, I didn't really care. But she's there, if that interests you!
I was new to Dead Space, you see—there wasn't much about the previous games that captured my interest. I'd initially avoided Dead Space because I'm not much for scary or tense games. When it was clear that I was going to preview Dead Space 3 I tried looking up the science of the jump scare—which I heard Dead Space was full of—to try to soften the blow. If fear stems from the unknown, then knowledge helps, right?
Haha, yeah okay, like Wikipedia pages were about to lessen the terror of WELL TIMED LOUD SOUNDS and NECROMORPH BURSTING INTO THE FRAME UNEXPECTEDLY.
Making things 'worse,' Dead Space 3 likes to put you in tight spaces without too much room to maneuver. Even if you see the necromorphs ahead of time, it's likely you'll often find yourself nervously backpedaling while trying to reload, necromorph viciously trying to swipe at you. Hopefully you don't get backed into a corner! This is where rolling comes in handy.
Personally, I found myself frustrated at the difficulty on normal, especially later in the preview when juggling one of the game's 'puzzles' (if you would even call them that) with necromorph waves. I died more than I felt I should have.
But with a buddy? Things felt much smoother, much more fun—though admittedly I felt jealous that Carver had the cooler black and red suit. Grr. Ah well, it's probably appropriate. It seems that you and Carver will have a complicated relationship thanks to how harsh Carver is. When you apologize for something, he angrily tells you to try harder next time for instance.
Anyway, there is a bit less tension when you know a friend will have your back with a pesky necromorph, and it wasn't uncommon to double-team enemies. One person suspends the necromorph, and the other rips it apart sort of deal. Co-op presents a wonderful opportunity for more nuanced tactics, and Dead Space 3 isn't any less engaging when you cut some of the anxiety out. The game remains just as chunky and visceral as it has in the past.
It was through co-op that I also learned how much Dead Space 3 rewards exploration. My buddy liked to go off and meticulously search through the levels for artifacts. Sometimes, this will mean taking a closer look at a seemingly empty room that's right along the way. Sometimes, it'll mean going deep into space while navigating outside of a ship. Sometimes, it'll mean shooting down something in the background that doesn't seem as if it holds anything—like maybe a deer head. I was impressed.
Not all the things you'll find are artifacts. Some of it will be materials for crafting. New to Dead Space 3 are moddable weapons, allowing you to have tools with more than one function. You have the ability to modify a weapon's upper tool, lower tool, frame, tip and attachments, allowing for variances in damage, reload, clip size, shooting speed, as well as bullet effect (exploding rounds, for instance.)
Isaac is an engineer, right? He's smart and uses his intellect to solve problems, yes? Crafting is justifiable by the story, then. While I didn't find too much to tinker with, my co-op buddy seemed to find all sorts of materials and his weapon looked intimidating, beastly and effective.
Also included are side-missions and optional objectives. Toward the end of my preview, for instance, I had a choice between two locations depending on which mission I wanted to take up. Unfortunately the demo ended right there, but it's obvious that Dead Space 3 is incorporating modern design elements that all games have to have nowadays like Choice and Customization and Social Play.
I swear that I find it difficult to tell if these things actually improve an experience rather than giving us stuff to cross off a universal games checklist. However, I can concretely say that Dead Space 3 felt much better with a friend than it did playing alone, though I was sad to see little of Carver's supposed compelling storyline. Alas!
Dead Space 3 releases on February 5th in North America, and February 8th in Europe.
The Dead Space sci-fi horror games have nothing to do with the Mass Effect sci-fi shooter/adventure games, other than that they're published by the same giant corporation, EA. But now they're ever-so-slightly crossing over.
EA is letting people who have a Mass Effect 3 save file unlock special Mass Effect N7 armor in next month's Dead Space 3. We're checking with EA about whether the unlock works across platforms, if, say, you played ME3 on PC and will play DS3 on PS3.
UPDATE: An EA rep confirms that this is platform-specific. You'd have to be playing Dead Space 3 on the same console (Xbox 360 or PS3) as you played Mass Effect 3.
Mass Effect armor is also unlockable in Final Fantasy XIII-2. Everybody's wearing it!
Dead Space 3 - Mass Effect N7 Armor [YouTube]
All that first-person climbing and running and rolling is awesome in Mirror's Edge, but Mirror's Edge is a video game. Seeing grown men do much the same thing on a skyscraper in Russia is as amazing as it is gut-wrenching.
This is the first episode of Show Yourself, a series "about street underground culture, travels, adventures and really dangerous extreme sports!" The exclamation mark is theirs, but in this case, it's completely warranted.
The opening seconds give you an idea of what's in store (and are probably the best footage in the clip), and while there's a bit too much interview, it's worth it for the footage of these lunatics working their way up a building (and then ice-covered crane) they're not supposed to be climbing.
In addition to the video, there are some incredible photos here.
UPDATE - Oh God, here's more, same basic idea (camera attached to the head of someone dangerously high off the ground), only better footage, since there's more "FPS" action.
Show Yourself (Episode 1) - How to illegally climb up on the highest construction crane in Europe [Show Yourself, via Laughing Squid]
Face it: we're never going to get a game where Thor, Optimus Prime, Boba Fett and Commander Shepard team up to save all of reality. But deviantart user lonefirewarrior has given us the next best thing.
Using Garry's Mod, Photoshop and a whole lot of patience, deviantart user lonefirewarrior has created Vindication, a multi-franchise mash-up series of artworks where the heroes of a whole lot of video games team up, get depressed and smoke cigarettes. Oh, they apparently gamble and fall in love, too. Here's how he describes it:
A music inspired Garry's Mod series involving a monumental war set in a sci fi universe in which the depicted characters and their respective universes have always existed as one.
Stuff like this is why Deviantart exists, right? Check out the whole gallery here.
(via Reddit)
There's been some unsavoury talk of statues today. Let's clear the air, then, with a look at a statue that does gross the right way.
This piece, of Dead Space's creepy wall-hugging lurkers, sadly isn't available for purchase. It's a custom job, by British artist Sean Schofield, and if you think it's just a wee statue to sit on your desk, nope. It's 1:1 scale. Meaning it measures just under three feet tall.
Impressive, if also slightly terrifying.
Dead Space Lurker [DeviantArt, via Toycutter]
A controller gets put down. A disc gets shelved next to dozens of others just like it. But, sometimes, the game lingers. It creeps into your sleep and live on in the backs of your eyelids, demanding ever more from you.
Here's an example: the one night that the crazy nocturnal zombies from Alan Wake showed up in my head. I was me in my dream, and not the overwrought author that's starred in two games.
I hadn't played an Alan Wake game in more than eight months. But a nightmare I had about a month ago threw me into a world straight out of Remedy's psychological horror thriller. I wasn't wielding a flashlight and automatic weapons like the writer hero of the two games. I was in trouble, prey for powerful enemies without any special video game abilities.
I don't know why some games stick around my subconscious more than others. Long after I've left them behind, they pop up when I least expect. I'm not talking about the warm fuzzies I get when remembering favorites like Phantasy Star on the Sega Master System, Shadow of the Colossus or Gravity Rush. Rather, these are straight-up ambushes from the chemicals in my brain, sneak attacks that I can't predict.
Back to that Alan Wake dream. I was on the run, inside my own clumsy body after looking back at the shadow-engulfed people that were chasing me—I can remember in horrifying detail the way that a slimy darkness snaked up their legs and over their bodies. I remember feeling utterly fucking helpless. And somewhere in the churn of my thoughts, I also remember some more conscious part of my brain thinking: "Didn't I beat this game already? And the other one after it? Why am I in here?!"
Worst was how it ended. The Dark Presence—an evil force that possesses people in the Alan Wake titles—crawling up my feet, locking first my ankles, then my knees into place. I couldn't "see" what happened next but I could "feel" it. I lost the battle against the Dark Presence. That never happens in video games, which is probably why I woke up so agitated.
This dream made me wonder about how and why certain games worm their way into my head. It makes sense that Alan Wake would stay lodged in the recesses of my brain, since so much of Remedy's game concerns what happens below conscious thought. But Bastion was more of a surprise. The first few times I fell off the world in Supergiant's acclaimed action RPG, it reminded me of the acute physical sensation of when I'd fall in my dreams: a sense of increasing momentum paradoxically paired with full-body paralysis. But the Bastion-based dream was worse than just falling. This nightmare was filled with Lunkheads, the frog-like creatures that were my most hated enemy from the game. I suspect the real reason Bastion showed up is because the game's final choice is the kind of moment where you have to think about who you want to be in both real and fictional worlds. But dreams are never that clear cut, are they? I didn't have to figure out what I'd do after a cataclysmic tragedy in my Bastion dream; I was only left haunted by giant, disgustingly real versions of some of its antagonists. Lucky me, I guess?
What's more surprising are the games that haven't lingered on the edges of my unconscious brain. I loved Papo & Yo and fully expected to have daydreams or sleeping visitations from the PS3 game. But Monster and Quico haven't shown up after I fall asleep at all. Journey's another game, impressionistic as it is, that I figured would be in my dreams. But I haven't had any kind of adventures in the Wanderers' robe since I finished thatgamecompany's masterpiece. Likewise for Silent Hill 3, a game I swore would stay with me forever after scaring the crap out of me years ago, but it never ever showed up in my most meandering thoughts or dreams.
It's tough to figure out any sort of rhyme or reason as to why some games make appearances in my subconscious and others don't. The amount of time spent playing a game doesn't seem to factor into it. Titles that I've spent hours and hours with, like the Mass Effect series, never come to bed with me. The muscle memory that's a physical part of playing games probably isn't any sort of conduit to the part of my brain that brews up dreams. But the feeling of being in a gameworld—recreated in your mind with all its terror, beauty and familiar cues, yet without a button to press or the power to control an outcome—can be a terrifying one. As much as I love games, I'm glad it doesn't happen more often.
Maciej Kuciara is one of the most talented concept artist on the planet. And you're about to see just why.
He's worked for a number of high-profile companies and clients over the years, including stints at Crytek (Crysis series), CD Projekt (Cyberpunk), Blur (Halo 4's launch trailer) and Naughty Dog (The Last of Us, for which he's been featured here previously).
These days, he's been doing a lot of movie work, for projects like the Wachowski's Jupiter Ascending and Marvel's upcoming Guardians of the Galaxy.
You can see more of Maciej's art at his personal site and CGHub page.
Dev Team Edition? You don't often hear collector's items called as such, but when you take a look at what this bundle—by Visceral and Treehouse Brand Store—has to offer, you might see why.
It's full of Dead Space goodies. We're talking the standard art books and posters and neat statues...
But what's more fun about this particular $100 set ($160 with the game) is that, much like the series itself, it's encoded with mystery. What does that entail exactly? Is it about Isaac? About the Necromorphs and the Markers? The Church of Unitology? What? What? Tell me already!
Who knows. Here's what we do know:
- Dead Space 3 Limited Edition: Includes the "First Contact" and "Witness the Truth" bundles.
- Tin Collector's Case: Measuring nearly 14"x9," this case is covered with mysteries and trivia from all three Dead Space games, debossed with full color art based on the designs from Ben Wanat (Creative Director for Dead Space 3) and Dino Ignacio (UI Designer for Dead Space 3).
- Serrano's Journal: Dr. Earl Serrano's journal full of clues and haunting artwork of his findings on Tau Volantis has come to life with exclusive content by Chuck Beaver (Story Producer on Dead Space 3).
- Art Book: A 4.75"x6.5" hardbound book containing 96 stunning full color pages, plus exclusive material from the Dead Space art department headed by Alex Muscat (Art Director for Dead Space 3).
- Flip Book "Data Pad:" A 10"x7" book with a metal cover that contains 9 image sets made with clear PET cover sheets over heavy-weight cardstock. The flip book was designed by Dino Ignacio to be a functional prop version of the Dead Space User Interface in the game.
- Marker Statue: A 8" hand-sculpted, custom-molded polyresin statue that's coated in metallic paints to replicate the maddening glyphs of the Black Marker.
- Med-Pack: The med-pack in the game has been recreated as a 14 oz. PET water bottle, perfect for carrying your beverage of choice.
- Poster Pack: A set of three 5"x10" single-sided posters replicating the nostalgic posters found throughout Dead Space 3 that depict an older age of space travel.
- Postcard Set: A set of six 3.75"x6" Peng themed postcards, double-sided with art on the front and Dead Space-branded postcard information on the back.
The med pack water bottle could be a bit more metallic to look more Dead Space-themed and less flimsy, but, hey, that Marker doesn't look half bad. (Literally...the top half is nicer than the base.)
Take a look at the full-size version:
Kolby Jukes, formerly of BioWare, is now a Senior Character Artist at 343 Studios, where he got to build the 3D models of Halo 4's villain, Didact, in excruciating detail.
While at BioWare he worked on Mass Effect 2 & 3, building the game models for some of the series' biggest characters, and before that, he's worked for clients like id Software, EA, Dark Horse, Gearbox and Warner Bros.
Most of the stuff you'll see is for Halo 4 and Mass Effect, but fans of comic series Invincible will see something extra, and awesome, below.
You can see more of Kolby's stuff at his personal site and blog.
Continuing their series of Project Cosplay videos, Firefall developers Red 5 present this short film documenting the process by which "professional" cosplayer Crystal Graziano (note: sponsored by Red 5) transformed herself from regular human into Commander Shepard.
It's a really interesting video; you normally only see cosplay at the very end of the process, but learning what goes into building an outfit, how the materials are chosen and cast, etc, is great.
Project Cosplay - Commander Shepard [YouTube]