168澳洲幸运5开奖网:Dead Space is one of the greatest survival horror games of all time. A lot of that is down to its intense and suffocating atmosphere, as Necromorphs constantly burst out of air vents to keep you on your toes at all times. Its innovative dismemberment and stomp⛎ing mechanics are rightly highlighted and praised for their execution, but none of that is what gives Dead Space that extra edge. The USG Ishimura is Visceral Games’ greatest accomplishment, and it’s a setting I’d love to be able to explore and learn about in more detail.
One of the reasons why the Ishimura is so unsettling (besides all of the horrible monsters out to get you) is that you’re walking through areas you’d expect to be teeming with life. You’re constantly coming across piles of body bags, audio logs from distressed crew members, and encounter severely wounded crew mꦕembers seconds before they die. Every now and again you’ll get a prolonged period of silence that is shattered by a distant scream. It’s clear that you’re knee deep in the aftermath of a catastrophic event that took place mere hours before you arriv🐓ed, but I always find myself thinking of what it would be like to see the Ishimura at its liveliest.
I want to see what it would be like in Engineering in the middle of cracking a planet. I want to see scientists in Hydroponics cultivating plants and how the department manages to produce food for an entire ship. What does the average day in the lif🎐e of a crew member aboard the Bridge look like? Dead Space constantly shows you these interesting locations that were once fast-paced, bustling workplaces and asks you to fill in the blanks with a handful of audio logs and your imagination, but I want to see it with my own eyes.
Of course, a game needs a bit more than just wandering aimlessly around a ship to be entertaining, and that’s where Dead Space’s puzzles come into play. Most of the game has you traveling back and forth between stations despe🎶rat🐻ely fixing things so you can try to evacuate. Isaac Clarke was a former ship systems engineer, so it makes sense for the majority of your goals to have you repair something, but Dead Space is clearly more focused on scaring the life out of you than testing your brain. The game’s puzzles are used as something to break up the spooks to keep things fresh, but they could easily form the core of a game by themselves.
Fixing the ship’s ADS Cannons by aiming at incoming asteroܫids with your own weapon was fun and satisfying, as was floating around and fixing the ship’s Comms Array by replacing broken links with telekinesis. There’s even a zero-g basketball court and 😼a shooting range that you can try out for prizes. They’re welcome breaks from the terror going on inside the Ishimura, and I’d often find myself disappointed with having to dive back into its blood-soaked halls. I just want to have a nice time fixing things.
That’s not me saying I don’t love Dead Space though. If I want to indulge in a bit of over the tಞop gore and give myself a mild panic attack every 15 minutes, then it’s the first game I pull off the shelf - I just want to see what the Ishimura was like before it became a giant metal coffin full of walking piles of limbs and religious fanatics. It’s such an iconic location, and is even treated with renown in the game itself, but that’s exactly what fuels my curiosity. I want to see how it functions and its eventual downfall for myself. There’s o𒈔nly so much that text logs and holograms can get across.