Feb 27, 2013
Dead Space (2008)
PCG251.rev_dead.grab9


Review by Nathan Ditum

On a city street at the start of Dead Space 3, there’s a poster for a film called Tools Of Terror. It features a man in a tuxedo pulling a James Bond pose, but instead of a pistol he’s holding a wrench. He is, it’s fairly obvious, both an action hero and a blue-collar guy, and despite the fact this film is a spoof – or perhaps because of it – he’s also an accurate symbolic representation of Dead Space hero Isaac Clarke as he appears in this latest game.

"Isaac was a high-functioning spanner in a space suit."
Isaac is an engineer. It’s the thing that made him such an unusual protagonist in the original game – he didn’t talk, he fixed things and had weapons that could conceivably have been used to fix things, if they weren’t busy dismembering the reanimated dead. He was a high-functioning spanner in a space suit, but he returned the John McClane of religious hysteria and viral outbreaks in Dead Space 2.

How could the same shit happen to the same guy twice? And how could he suddenly be so good at it?

The question was raised: is Isaac best as the handyman-in-a-tight-spot or as the stomping shooter frontman? Dead Space 3 fixes on the elegant solution of pushing him in both directions at once. Progression is dependent on a series of hardware fix-ups – this shuttle, that tram system, this alien genocide machine.



But at the same time, Isaac fights wave after wave of monsters while saying things like, “I turned my back on the world because I couldn’t face what had to be done,” – and he’s not talking about an oil change or repairing a carburettor.

"Should it be a     lean horror or an explosive shooter? The game opts to be both."
The debate over Isaac-as-engineer versus Isaac-as-action-hero feeds into Dead Space’s genre identity crisis. Should it be a cold, lean horror, or an explosive shooter? The game opts to be both. This is possible because it consists of big, distinct sections: a breathless high-stakes opener (in the James Bond tradition, appropriately enough), a claustrophobic few hours in a debris field of broken ships orbiting a planet, a lengthy action push on the planet’s icy surface, and a climactic section in an ancient city.

The segments feel episodic, as though they were built by different teams and bolted together to create a varied, lengthy whole. The first major stop is a floating scrapheap, with Isaac exploring a series of derelicts looking for a way to reach the planet below. It’s an expanded echo of the original Dead Space – not just repeating the haunted ship routine, but bringing the quiet, tense and considered approach to a frozen flotilla of craft with Isaac shuttling between them.



Dusty airlocks and the grand, muffled spectacle of Isaac drifting through space are the foreground to the game’s hard sci-fi style, and it fruitfully resurrects the old, effective mix of mundane tasks performed amid calamity. The first moment of dread I’ve experienced since crawling through the guts of the Ishimura – “but I don’t want to find out what’s blocking the tram system” – confirms that this is partly the faithful sequel to Dead Space that people who still resent Isaac for learning to talk or daring to display his human face – have been waiting for.

"The game fruitfully resurrects the old, effective mix of mundane tasks performed amid calamity."
A change of pace on the surface of the planet moves Dead Space 3 into more conventional action territory. The snowstorms and wind-battered outposts are a nod to the influence of The Thing on Dead Space, just as surely as the Ishimura paid tribute to the devastation of the Nostromo in Alien, but the combat here introduces elements of cover-based shooting. There are still encounters with skittering necromorphs in corridors and vent-heavy rooms, but there are also more clearings and open spaces, and action set-pieces in the form of cliff-face rappelling (both up and down), boss encounters (tiresome), and an industrial drill that’s transformed into a giant rusty flesh-whisk (loud).

It feels as though Dead Space 3 has settled on volume and value as part of a big-fisted approach to appealing to everybody. The game feels laudably substantial, although sometimes the pacing suffers. The inclusion of any level that requires players to double back through a now-repopulated section justifies a call of shenanigans; Dead Space 3 does it more than once. And while the inclusion of optional side-missions is definitely a good thing, not just for the added content but also the opportunity for resource gathering, they can feel at odds with the urgency of the larger objective at hand. Near the close, I was offered the chance to explore one such cul-de-sac, and declined in order to continue my in-progress race against a religious fanatic to reach a control panel in time to prevent the extinction of mankind.




Fighting religious fanatics is a staple of Dead Space 3. The intriguing Unitologist sect, which worships the monolith-like Markers, emerges from shadow and conspiracy to offer all-out war. The result is combat against humans for the first time, and an extension of the split that runs down the centre of the game.

"Dead Space 3 manages what the hapless Aliens: Colonial Marines could not - abundant monsters that are also individually deadly."
Combat against the necromorphs is refined and dangerous. It manages what the hapless Aliens: Colonial Marines could not: abundant monsters that are also individually deadly, thanks to Isaac’s accumulated skill set which includes the ability to slow enemies in time, to move and fire small objects with telekinesis, and the need to slice enemies limb by limb in order to despatch them most effectively. It’s a layered, satisfying set of systems.

However it’s also one clearly designed for a game pad – even with options to customise controls, the need to have fingers hovering over four triggers at once makes a mouse and keyboard unwieldy. In contrast, battles against the Unitologist army offer little except variety and gunfire in stereo. They don’t subtract from what might be called the purer Dead Space experience, they just bolt a conventional addition to the side.

The nature of combat is largely determined by the weapons at Isaac’s disposal, which in Dead Space 3 come from the bench. The gun crafting is deep and worthwhile, offering a basic choice of weapon type (plasma, laser cutter, military, explosive) before adding variety (modifiers to these types, the ability to combine any two on larger weapon frames) and stat-tweaking and optimisation.



It rewards experimentation and patience, and is paced sensibly enough that the controversial option to buy raw materials through microtransactions never feels imposing – I always had enough to create weapons that felt suitably powerful, and after one run through the game I had the resources to build pretty much anything.

"The effect of co-op is that some sections are a little strung out and lonely in singleplayer."
It’s possible to make the same cutting, tearing, flaming tools that have been the series’ mainstays, but just as effective now are single-shot weapons with high concentrated damage, and forgiving, spray-and-pray automatic rifles. The basis of Dead Space’s combat is a little undermined; de-limbing enemies is a precise, engineer’s way to kill space zombies. It sits uncomfortably with the game’s own rules that, with damage stats boosted, necromorphs can now be killed with a single sniper shot to the chest.

Also impacting on combat is the addition of co-op. Ironically this makes manifest the split in Isaac’s gaming personality – when present, his co-op partner really is a gruff action soldier type, called Carver, the Tyler Durden to Isaac’s jittery narrator. Co-op is drop-in, drop-out, with cutscenes shifting to reflect Carver’s absence during solo play, the only noticeable effect being that some sections are a little strung out and lonely in singleplayer.

Whether it suits a horror game is a moot point: given Dead Space 3’s efforts to provide both scares and thrills, the impact of co-op is negligible. But it does change the combat, in entirely positive ways. Working together is fun: trapping enemies in stasis for your partner, or rescuing them from pinned execution, and planning what complementary set of weapons to use as a pair. As with the others in the series, Dead Space 3 positively encourages post-completion playthroughs on higher difficulties and with tougher restrictions.



In terms of performance, Dead Space 3 ran without a hitch on an i5 processor-equipped rig with 8GB of RAM and an Nvidia Geforce 560 Ti. Before release, Visceral Games spoke about their aim to create a uniform experience across console and PC, which raised legitimate concerns that the PC version would be a horrendous port. It’s not quite that bad; custom render settings are available from the in-game menu to control various effects like bloom, glow, SSAO, depth of field, and it does look prettier than console versions. I played on 1920 x 1080 with no impact on framerate, which was locked at a steady 30fps – something that can be unlocked with some VSync tweaking.

"It delivers an uncompromised, high-quality horror game."
If this ‘uniform’ approach is slightly disappointing, it’s absolutely in keeping with Dead Space 3’s comprehensive, please-all approach. The game tries hard to be all things to all men (ironic, considering it features a religion with the ultimate objective of making all men into one giant thing). It’s accomplished, it looks wonderful, and delivers an uncompromised, high-quality horror game. It’s just that it’s so big that it delivers a less compelling shooter title as well.

This is perhaps the inevitable reality of creating a searing, stylish new IP – that two sequels down the line, the need to maximise appeal has turned everything great about that game into the still-beating heart of a commercial machine augmented with features, an appealing hero, and explosive moments. Dead Space 3 is still good, and it’s still Dead Space. It’s just lots of other things as well.
TrackMania Nations Forever
Trackmania Stadium


TrackMania 2! I'd entirely forgotten it even existed. That's one of the potential dangers when you hide your games away in their own tiny corner of the internet. Fortunately, as of today, Nadeo's various Mania games are getting some added visibility. TrackMania 2: Canyon, TrackMania 2: Stadium and ShootMania Storm have all been added to Steam in various states of release.

All games are currently playable through various means. It's a little bit complicated, so I'll break it down with the help of my trusty bullet point sidekicks:

TrackMania 2: Canyon is released, so you can buy it with money and then play it. This is all very normal.
TrackMania 2: Stadium is in beta, which you can access if you pre-order the game. It appears to be a more direct sequel to Trackmania Ultimate Forever Star Ultra Special Mega Edition: Revengeance: Origins, or whatever the hell that game was called.
ShootMania Storm is also in beta, which you can access by clicking the "Download Demo" link on the Steam page. It appears to be a game about shooting and dubstep.

Good job, bullet points!

Now, enjoy these highly illuminating trailers.





PC Gamer
The Button Affair


The Button Affair is a 2D sprint platformer from the developers of The Cat that Got the Milk. Basically it's a bit like Canabalt, but with three buttons, making it three times as complicated. Here you must run, jump and roll to avoid all manner of deadly traps between you and the heist of the century. It also oozes style, with lead character Enzo Gabriel's criminal escapades and daring escapes displayed in a muted, minimalist way that heavily invokes the suave ideal of 60s and 70s films.

The game is free, and available for Windows and Mac. The developers are also taking donations on behalf of Special Effect, a charity dedicated to helping gamers with disabilities.



Thanks, IndieGames.
PC Gamer
Dead Space dwi


Here is a statement that an EA executive has made about microtransactions, presumably without winking, smirking or collapsing onto the floor in a fit of hysterics: "Consumers are enjoying and embracing that way of the business."

Before I ride off on a custom-built jetpack fuelled by the internet's indignation, here are the details. The executive in question was Blake Jorgensen, EA's CFO. He was speaking at the Morgan Stanley Technology, Media & Telecom Conference, transcribed by Seeking Alpha, and revealing EA's plan to build microtransactions into all of their games.

"The next and much bigger piece is microtransactions within games," Jorgensen said. "And so to the extent that ... we're building into all of our games the ability to pay for things along the way, either to get to a higher level to buy a new character, to buy a truck, a gun, whatever it might be, and consumers are enjoying and embracing that way of the business."

Microtransactions aren't exactly new territory for EA, what with Mass Effect 3's equipment box gamble and Dead Space 3's easily exploitable single-player scrap dealership. What's more, as a thing said by an executive, there's no guarantee this will have any real affect on the reality of EA's future releases.

Still, whatever happens, I can't imagine this commitment to additional real-money purchases is going to prove massively popular. Although logic would dictate that EA wouldn't be so interested if people weren't consistently buying them.

Thanks, Eurogamer.
PC Gamer
Watch Dogs demo


Ubisoft CEO Yves Guillemot has revealed that the promising open-world hack-'em-up Watch Dogs is being developed using PC as the lead platform. In an interview with Dutch site Inside Gamer, Guillemot explained how, for once, it's the consoles that are on the receiving end of the port process. I'd joke about PS4 owners being forced to deal with incomprehensible QTEs asking them to press LMB, but I'm not bitter.

So what's the benefit of leading with PC over consoles? "We expect fewer problems with porting games to the PS4 than the PS3, which had a completely different infrastructure," Guillemot said. "Previously, we developed games first on the Xbox 360 and then translated them onto the PS3. It took a lot of time and money to port."

If both upcoming next-gen platforms stick to PC-friendly architecture, the result will likely be more stable games for everyone. If the easiest way for developers to achieve multi-platform release is to lead on PC, then we might finally see an end to the long list of porting grievances that have affected so many of out AAA hand-me-downs.

Thanks, VG247.
PC Gamer
HotS Vengeance


They may have defeated the Queen of Blades, but it's not all party hats and aerobatic Viper fly-bys for the Terrans. Newly re-human-ified Sarah Kerrigan is still a little annoyed about that whole being abandoned by Mengsk thing. So much so that Blizzard have devoted an entire trailer to her quest for vengeance.

There's some possible story spoilers here, as the trailer cuts between in-game cinematics and Blizzard's previous, epic CGI spectacle. If you don't care about the plot, and just want to watch Kerrigan extract her terrible revenge, then this should prove an enjoyable two minutes of entertainment.

Starcraft II: Heart of the Swarm is released March 12.
PC Gamer
Deus Ex Human Revolution


Update: Mysterious gaming sleuth superannuation reports a couple whois searches for the Human Defiance domain shows CBS Films as the registrant, a strong suggestion that the title is for the upcoming film adaptation from CBS and Eidos Montreal. Previously, director Scott Derrickson and co-writer C. Robert Cargill said they're targeting a cyberpunk vibe for the film's theme.

Original: Time to activate your speculation augmentation. You did all get that particular upgrade, right? Honestly, giant arm swords are all well and good, but they'll hardly help you to deal with the news that Square Enix have filed a new Deus Ex trademark. The trademark application - submitted February 26 and spotted by NeoGAF - is for Deus Ex: Human Defiance, and has a classification class that heavily focuses on words like "computer", "video", "game" and "software". What could it all mean?

Best case scenario: a follow-up to the excellent Human Revolution. Worst case? Probably an iPad game/movie tie-in for the upcoming cinematic adaptation. Other possibilities? A port of DX:HR, a standalone time-trial of all the boss battles, an HD remake of Deus Ex: Invisible War...

Okay, clearly my speculation drives have failed. What do you think Square Enix have in store? (And more importantly, if Eidos Montreal are set to make a sequel, where the hell is Thief 4?)

Thanks, CVG.
Darksiders™
Darksiders2


The date's been set for the final court-supervised auction of THQ's remaining properties. Those titles not bought in January's fire sale have been divided into lots, with initial bids due in April 1st. Final bids are required by April 15th, then, pending court approval, THQ expects to sell the remaining vestige of its existence by mid-May. *Sniff*

While the tastiest morsels have already been picked away, there's still some meat clinging to the THQ bone. Darksiders, Homeworld and Red Faction are all looking for a new home. In an ideal world, the Homeworld license will be picked up by someone who'll actually use it, and Red Faction will end up somewhere that recognises the brilliance of Guerrilla over the mediocrity of Armageddon.

Here's the full list:

Lot 1: Red Faction
Red Faction
Red Faction Armageddon
Red Faction 2
Red Faction: Guerrilla

Lot 2: Homeworld
Homeworld
Homeworld 2

Lot 3: MX
MX Alive
MX vs ATV Untamed
MX Superfly featuring Ricky Carmichael
MX vs. ATV Alive Tournament
MX Unleashed
MX vs. ATV Unleashed
MX vs ATV Reflex
MX vs. ATV: On The Edge

Lot 4: Darksiders
Darksiders
Darksiders 2

Lot 5: Other Owned Software
All Star Cheer Squad
Elements of Destruction
All Star Cheer Squad 2
Fantastic Pets
All Star Karate
Frontlines: Fuel of War
Baja: Edge of Control
Full Spectrum Warrior 1
Full Spectrum Warrior 2: Ten Hammers
Battle of the Bands
Beat City
Juiced
Juiced 2: Hot Import Nights
Big Beach Sports
Big Beach Sports 2
Lock's Quest: Construction Combat
Big Family Games
Neighborhood Games
Crawler
Pax Imperia
de Blob
de Blob 2
Stuntman: Ignition
Summoner
Summoner 2
Deadly Creatures
Deep Six
Terranium
Destroy All Humans!
Destroy All Humans! 2
Destroy All Humans! Big Willy Unleashed
Destroy All Humans! Path of the Furon
The Outfit
Titan Quest
Titan Quest: Immortal Throne
uDraw
Dood's Big Adventure
World of Zoo
Drawn to Life
Drawn to Life: The Next Chapter

Lot 6: Licensed Software
Costume Quest
Stacking
Scripps Spelling Bee (Scripps)
Daniel X (SueJack)
Sherlock Holmes and the Mystery of Osborne House
Deepak Chopra's Leela (Curious Holdings)
Fancy Nancy: Tea Party Time! (Harper Collins)
Supreme Commander
Supreme Commander Forged Alliance
Jeopardy
Jeopardy 2
The Biggest Loser
Journey to the Center of the Earth
Truth or Lies
Let's Ride Best of Breed
Vampire Legends: Power of Three (dtp)
Marvel Super Hero Squad: Comic Combat
Marvel Super Hero Squad: The Infinity Gauntlet
Marvel Super Hero Squad: The Infinity Gauntlet 2
Wheel of Fortune
Wheel of Fortune 2
World of Zoo
Nancy Drew: The Hidden Staircase
Worms 2
Worms Battle Islands
Worms Open Warfare
Worms: A Space Oddity
Worms: Open Warfare 2 (Team 17)
Nexuiz
Paws & Claws Marine Rescue
Paws & Claws Pampered Pets Resort 3D
PurrPals 2
Rio
You Don't Know Jack (Jellyvision)
Rocket Riot
Screwjumper (Frozen Codebase)

Wow, that's a mixed bag of Other and Licensed properties.

Wishful thinking time! Who would you like to see bidding on the various series?

Thanks, GI.biz
Infestation: The New Beginning
warz_new


Following customer complaints over misleading information on The War Z's Steam page, Valve removed the unfinished multiplayer zombie survival game in December. It's back, and Valve has explained the decision to give the controversial shooter a second chance in a brief announcement:

"Valve and Hammerpoint Interactive collaborated to address community feedback, update the Steam store page, and make the title available for purchase worldwide. In addition, a patch has been released to update existing customers. As such, the special refund offering extended for The War Z Steam customers who previously purchased the title has concluded."

Below is a comparison of the Steam information from when The War Z launched in December and now.

Original Steam store page
 

 
New Steam store page
 


Details that are not yet implemented or not available in the Foundation Release, such as areas as large as "100 to 400 square kilometers," have been omitted. The phrase "single purchase" is also gone. While it's technically true that the game can be played with one purchase, microtransactions extend to individual bullets, making it only technically true, with italics.

Selling bullets was one of many problems we dissected in our review of The War Z. The lack of voice communication, poor sound design, homogeneous landscape, exploits, hacking, and even spawn camping were among the criticisms that resulted in our 30% verdict. On that note, the new Steam store page also displays the game's now-available Metacritic score of 23/100.

A screenshot from The War Z's Steam page

The War Z's Steam forum is filling with the expected mixed reactions. A thread titled "Petition to remove 'The War Z' from Steam" sits next to a thread inviting new players to a private server. Another thread trolls with "Should I buy War Z or Aliens: Colonial Marines?" while others take issue with specifics of The War Z's return to Steam, arguing that the screenshots remain misleading.

The question, as I see it, is: should Valve be responsible for curating Steam, making judgments based on a game's reception, or should it take a laissez-faire approach and let us decide (given accurate information) what to buy on our own? Given the introduction of Greenlight and some of Gabe Newell's recent comments, the latter approach seems to be the direction Valve is traveling.
BioShock Infinite



This week, Tyler, Omri, and roguish host/space cowboy T.J. discuss whether or not Sony's PS4 announcement is relevant to PC gamers. And if it is, how relevant is it, really? Also, Nvidia's GTX Titan card, the return of Blizzcon, Crysis 3, and BioShock Infinite.

Plus listener questions and playlists, on a short but sweet PC Gamer Podcast 345: Does PS4 Even Lift?

Have a question, comment, complaint, or observation? Email an MP3 to pcgamerpodcast@gmail.com.

Subscribe to the podcast RSS feed.

Follow us on Twitter:
@tyler_wilde (Tyler Wilde)
@asatj (T.J. Hafer)
@omripettite (Omri Petitte)
@belsaas (Erik Belsaas, podcast producer)
...