Showing posts with label Dead Space. Show all posts
Showing posts with label Dead Space. Show all posts

Tuesday, August 25, 2009

Game Informer works for Gamestop, not for you

I keep telling myself to quit criticizing Game Informer. There's not one person alive who's confused about this magazine's mission. For me to sit here beating the dead horse probably says more about me than it does about the publication.

Except, well, this is the most widely published video game magazine in the country, and the only one that still gets scoops with regularity. GI is going to be a part of the conversation as long as things stay the way they are. And as long as that's the case, it will continue to be necessary to point out the numerous ways in which this magazine fails to serve its readers.

Case in point, in the September 2009 issue: an unsigned "feature," which is really more of an op-ed, about the influence of Metacritic scores on game development. This is fertile ground for debate. I've said before that I think Metacritic is generally a useful tool, because it does a good job of providing a snapshot of the critical landscape. It's still incumbent upon gamers to dig deeper, of course, and in many cases I think a game that creates less of a critical consensus is likely to be more interesting than one that is universally beloved or condemned. But that's my opinion as a player.

GI's feature, titled "Critical Mass," is a look at it from the developers' perspective. It extensively quotes Glen Schofield, the executive producer of Dead Space, who is open about his company's relationship with Metacritic. As Schofield tells it, one outlying negative review was the difference between his game receiving an aggregate score of 90, and its eventual score of 89. (Oddly, the accompanying screenshot of Dead Space's Metacritic page shows it as an 88 -- turns out that the PS3 version got an 88, while the Xbox 360 version earned an 89.) We don't get any details about what the brass said, but Schofield says that the psychological difference between an 89 and a 90 makes getting the lower score "a big ass deal."

Schofield seems to have been referring to the 6.5 assigned to Dead Space by Official Xbox Magazine, under the byline of one Meghan Watt. According to the visceral comments on the review (pardon the pun), it seems Watt was not a freelancer but an intern. How this invalidates her review, nobody can quite say. Apparently, one intern can single-handedly ravage the fortunes of a well-funded software developer. That this is seen as an indictment of her work, and not Metacritic's, is beyond reason.

To be clear, I'm not condemning Schofield for being upset about the way the system works. He has every incentive to try to inflate his game's Metacritic score. But besides giving him space to dismiss Watt's work, this article is frustratingly light on how the scores impact business decisions. "Some believe there is a tight relationship between [Metacritic scores and sales]," says the copy, "but that isn't always the case."

Er, some data might have been nice there. What are some games that sold well despite poor scores? What are some games that scored highly and tanked at retail? They don't say. But it's critically important in determining the real-world impact of the Metacritic score. Either there's a causative relationship or there isn't. If there isn't, as the article implies, then all Game Informer has done is smear a competitor by proxy, while providing no actual insight into the gears of the Metacritic machine.

For his complaints, Schofield also acknowledges how satisfying it is to receive accolades. "You've been working two years or whatever on the game, and you want someone to tell you that you did a good job." I can understand this. It's why we're all in this business. We want good video games to be rewarded. Frankly, the fact that one aberrant review can sink a score from the 90s into the 80s ought to give that much more weight to the games that do score in the 90s. The point is to separate the wheat from the chaff. It's a good thing that not every game is scoring that highly.

That's not how Game Informer sees it.

Having conducted an interview with their buddy Schofield, and mindful of the need to ensure editorial access to future Visceral Games projects, they close with this tut-tutting:
With the importance of aggregate scoring a constant for the foreseeable future, perhaps all that can be done is for companies to get smarter about reading the Metacritic tea leaves, and media outlets to publish quality reviews so that the hard work of developers like Schofield is not in vain.

I had to read that twice to make sure I didn't hallucinate it. It threw everything that had come before it into new light. The thought of not feeding the beast, and discarding scores altogether, has apparently not crossed anybody's mind. A challenge to myopic executives is clearly out of the question, so the mild rebuke about "reading the Metacritic tea leaves" is immediately followed up with a condemnation of writers who don't see the world the way Game Informer does, and who obviously haven't spent enough time going out for drinks with developers.

"Quality reviews" is such a loaded term in this context, especially since it is so transparently directed at OXM's review. It was not, apparently, up to Game Informer's standards. But why? Because it was (mildly) negative? Nothing is factually incorrect, and all of Watt's points are fully supported by the gameplay. I happened to like the game more than she did. Still, she's absolutely right that the mission objectives are garden variety fetch quests, in which your character blindly obeys the orders given by characters over a radio. Dead Space can rightly be praised for its execution, and criticized for a lack of imagination. Balancing these two is what critics do, and they won't always agree on where the fulcrum is. That's what makes different critical voices valuable.

And so the question is: How are we defining a quality review? Is Game Informer advocating independent-minded criticism? Obviously not. This is a magazine whose ownership is in the retail business. They would prefer that critics march in lockstep, assigning top scores to the games most likely to draw customers into their stores. (Coincidentally, in this same issue, GI reviewers assign two separate 9.5 scores to Batman: Arkham Asylum, more than a week before most other places are allowed to post their reviews.* There's still time to pre-order your copy!)

Readers and gamers -- and, yes, developers and publishers -- are all going to be better off with honest and tough reviews. Nobody is well served when we elevate every decent game to instant-classic status. Putting too much stock in Metacritic scores is a surefire way to keep game development looking backward, and not forward. Games need room to experiment, and even to fail, if they are to progress. Gamers need to look harder for quirky, idiosyncratic games that may not please everybody. And reviewers need to be the ones who make all of this happen. If we decide that our job is to praise every game just because somebody worked hard on it, then we may as well give up now.

*Full disclosure here: I want this game to be a 9.5 so bad.

Monday, December 22, 2008

The Year in Review: Honorable Mentions

Today through Christmas Eve, we'll be recapping the year that was. Today: 2008 honorable mentions.

If you hear me complain that 2008 was a blah year for games, it's not to suggest that we lacked quality software. Quite the contrary. Rarely did we have to go more than a month or so without finding something decent to play. But so often, that's all these games were: decent, especially compared to last year's standouts. This year, nothing I played was as purely fun as Crackdown. Nothing moved me as did The Darkness. Nothing blew my mind like Portal (well, maybe Braid). And nothing synthesized everything I like about games into one superb package, as did BioShock.

Then again, it's not anybody's job to make exactly the game I want to play, and I'm happy any time I play something I like, even if I don't love it. And this year, there were a lot of those. In chronological order:

Burnout Paradise: Wasn't perfect, but nobody does high-octane racing with spectacular crashes like the folks at Criterion.

Army of Two: Again, not perfect, but I played through the whole thing and it kept my interest. I thought the topical references were ballsy, the interplay between the leads was hilarious, and the Aggro system actually worked.

Ikaruga: Glad I finally got to play this cult classic, even if I ran away from it in terror once the review was finished.

LostWinds: Cute, with a winning aesthetic and a fun, innovative control scheme. I just wish I had known going in that it was only episode 1.

Ninja Gaiden II: I was far too unskilled to get the most out of this game, but even playing it as a button masher made for a gory good time.

Space Invaders Extreme
: Raise your hand if you saw this coming.

PixelJunk Eden: Thanks to the Serious Games Journalist Network of Pretension for turning me onto this one. It was just a nice, relaxing game that you could lose yourself in without realizing how taxing it actually was.

Dead Space: A triumph of execution, with excellent graphics, sound, and play control. I spent a lot of time harping on the negatives with this game, but it was a polished shooter that was well worth playing.

Silent Hill: Homecoming: Atmospheric and creepy. I thought this was the better horror experience, compared to Dead Space.

Gears of War 2: I wrote, scheduled, and published this post without remembering to include Gears of War 2, even though it was better than most of the other honorable mentions. Partly, that's because the top 10 list was touch and go for a while there, but I think it also goes to show how GoW2 made less of an impact than its predecessor. Horde mode is awesome, though.

Prince of Persia: It's as if the folks at Ubisoft Montreal made a list of everything that's annoying about platformers, and one-by-one excised each item from their game. The result feels a little bit like an extended QTE at times, but the newest Prince of Persia is beautiful to look at and a pleasure to experience.

Tomorrow: The worst games of 2008.

Friday, November 07, 2008

Friday afternoon tidbits

Oof, what a busy week. Good thing I wrote a couple of posts ahead of time, or you would have had nothing! At least the links have made it through unscathed.

As good as Far Cry 2 is, in my travels it seems like most people are too deep into Fallout 3 to care much about anything else. If you've overlooked this fascinating and absorbing title, at least check out a couple links and consider playing it later.

-First, Chris Remo at GameSetWatch wrote about Far Cry 2's slow burn, the process by which the game's sluggish pace initially seems offputting before casting an unbreakable spell. Also at GSW, an interview with Jean-Francois Levesque, the man who programmed the game's dynamic and unpredictable fire effects, which add a lot to the gameplay.

-PixelVixen707 examines the ways in which Far Cry 2 is the latest game to offer you gutwrenching choices -- or not, as the case may be. There is something to be said for the fact that your character is given an awful lot of unsavory things to do in this game, and while you could always choose not to accept the mission, you would then have nothing else to do. Games are great because they give the player control over how their events unfold, but sometimes I appreciate when they force me to do things I may not want to do. I'm playing a role. Think about how boring would books or movies would be if every character was just like you.

-Last but not least on the Far Cry 2 tip, Ben Abraham calls the game "Clint Hocking's masterpiece." Ben did a great job discussing theme and not plot details, so don't hesitate to read it for fear of spoilers. For all that the game's grim and humorless tone works, a part of me wonders if the designers let themselves off the hook by leaving out the real consequences of your actions on innocent people. Then again, the whole point of the story is losing your own moral bearings, so maybe it doesn't matter. Someone ought to write a post about that.

-L.B . Jeffries wrote a wonderful look at The Darkness, one of last year's best games. On that post, I commented:
Great analysis. I loved this game when I played it, and in the—what is it—16 months since then, it’s stuck with me. I think about it often. Really glad to see it’s had legs, and didn’t vanish down the usual hype->hate vortex.

Even with a game like Far Cry, which I’m truly enjoying, I always get stuck at things like a buddy system, wherein I’m supposed to like my character’s friends just because the game tells me I should. The Darkness is singular in that it really made me care. I cared about Jenny. I hated Paulie and Shrote. I loved the fact that the main conflict wasn’t an overblown end-of-the-world scenario, but just a vendetta between two angry men.
Seriously, this game is $19.99 at Amazon (Xbox 360, PlayStation 3), and will take up probably 10-12 hours of your time. Well worth it.

-I'm a little giddy to have contributed to Bill Harris's "Friday Links" on Dubious Quality. Sadly, it's just a link that I sent him about a "War of the Worlds" hoax in Ecuador, and not a link to this blog. Someday...

-Not like he needs the traffic from me, but this week's Zero Punctuation review of Dead Space is noteworthy. Yahtzee douses the flames of fanboy passions with a brutal -- and, it must be said, deadly accurate -- review. The content of our reviews was much the same, but his tone just seems ballsier.

-Speaking of Dead Space, have you heard a single person mention it since Fable 2, Fallout 3, Far Cry 2, or LittleBigPlanet came out? And here I thought it was "an achievement that rivals greats like Half-Life 2 and BioShock."

That's right, I linked to my own blog in the Friday afternoon tidbits. What.

Thursday, October 30, 2008

Quiz: The Year in Swooning

Match each of these games with the breathless excerpt from its review.

1. Grand Theft Auto IV
2. Metal Gear Solid 4: Guns of the Patriots
3. Dead Space
4. Far Cry 2
5. LittleBigPlanet
6. Fable 2
7. Fallout 3
8. Resistance 2

A. "Is it possible to give a game an 11? If so, this would be the game that would merit that score."

B. "I now know how film critics felt after screening "The Godfather." ...doesn't just raise the bar for the storied franchise; it completely changes the landscape of gaming."

C. "It is not hyperbole... an achievement that rivals greats like Half-Life 2 and BioShock. Its nuanced and labyrinthine plot, fully-realized characters and devastating attention to minute graphical details are beyond reproach."

D. "...a staggering, genre-defining achievement - marrying an utterly immersive world, memorable characters, incredible production values, some of the most inspired ... mechanics ever devised and so much heart ... Stands so far ahead of the majority of the games ... that it would be a crime against gaming not to laud this title as anything other than a masterpiece."

E. "...a landmark title that fundamentally changes the genre. Better than the original in every way, it is an amazingly rich adventure packed with anything and everything from exploration to fierce gun battles to harrowing car chases. It's incredibly polished, enormous in scope, and one of the best games of 2008."

F. "While the single-player experience is a great tale with an epic scope, it is equaled, and perhaps surpassed, by the multiplayer modes, which are perhaps some of the best I've ever played, and I'm particularly picky about my multiplayer."

G. "...one of the most important games to be released this decade. A tall order with the hype machine running overtime for the game but the way it reinvents how video games are played is sure to have lasting effects indefinitely."

H. "One of the greatest RPG’s ever made, a must own game for fans of the genre and anyone who wants to experience something truly unique."

Answers:

1. B (Game Informer)
2. A (IGN)
3. C (GameSpy)
4. E (GameShark)
5. G (Kombo)
6. H (WonderwallWeb)
7. D (Xbox World 360)
8. F (IGN)

Wednesday, October 29, 2008

Confabulous

Above: Leigh Alexander, right, defends Princess Debut to a skeptical Mitch Krpata and Michael Abbott, left and center.

I had the pleasure of joining Leigh Alexander as a guest on the latest episode of the Brainy Gamer podcast, as part of Michael Abbott's new "Gamers Confab" roundtable discussions. We covered quite a few topics, including what we're playing now (Rock Band 2 ftw), the difficulty of keeping up with all the fall releases, the desirability of keeping up with all the fall releases, and the state of the survival horror genre. That last subject takes up about the second half of the conversation. We talked about Dead Space and Silent Hill specifically, with room to talk about classics of the genre, and what the hell makes a game scary, anyway.

I thought we had some pretty interesting things to say, while covering a lot of ground. Mostly it was nice to have the discussion with live people, as these are topics I never discuss with anybody in real life. Sometimes it's nice to just sit down and shoot the shit about these subjects, without all the editing and hard work of a good blog post. You sort of get the impression, listening to the podcast, that we all felt that way.

Have a listen, won't you?

Monday, October 27, 2008

Collecting scalps

Friday, October 17, 2008 -- 3:47 P.M.

ETpwnhome: d00d i got far cry 2

doobyscoo420: what!! it doesnt even come out 4 like another week

ETpwnhome: haha i no they totally broke street date at my best buy

doobyscoo420: i gotta go check mine

ETpwnhome: good luck man im gonna go SHOOT THE FUCK OUTA AFRICA

doobyscoo420: k have fun

doobyscoo420: guess ill just play dead space or some shit :(

Friday, October 17, 2008 -- 11:10 P.M.

ETpwnhome: OMG U HAVE 2 PLAY THIS GAME

ETpwnhome: OMG OMG OMG

doobyscoo420: they didnt have it at my best buy :(

ETpwnhome: IT SO AWESOME

doobyscoo420: and i tried gamespot and even target

doobyscoo420: :(

ETpwnhome: GAME OF TEH YEAR

ETpwnhome: GAEM OF EVAR

doobyscoo420: well i got to the last boss of dead space and its pretty cool

ETpwnhome: dude.

ETpwnhome: srsly?

doobyscoo420: it has big tentaculs and stuff

ETpwnhome: who cares about dead sapce lol

doobyscoo420: did u ever get past that asteroid shooting part

ETpwnhome: my guy has MALARAIA

ETpwnhome: fuck u

Tuesday, October 21, 2008 -- 7:37 P.M.

doobyscoo420: DUDE I GOT FAR CRY

doobyscoo420: i havent even started it yet but im so siked

ETpwnhome: lol good luck with that pos

doobyscoo420: we should play mulitplayer

doobyscoo420: wiat what

ETpwnhome: its so dumb

ETpwnhome: like it doesnt make sense. theres all these dudes who keep making u do dumb stuff for no reason, and like u drive around 4 an hour and dont do anything

doobyscoo420: what about the malaria

ETpwnhome: its GAY

doobyscoo420: so do u want to play multiplayer or no???

ETpwnhome: haha no dude i got littlebigplanet an im about 2 play the FUCK out of it

doobyscoo420: what i thought that got delayed 2 next week!!

ETpwnhome: lol ya i got mine from gamestop cuz i no the manager n they have tons of copies in the back

doobyscoo420: oh shit i gotta check my gamesotp

doobyscoo420: guess ill just play far cry or some shit :(

Wednesday, October 22, 2008

Space is the place

Above: A commonly seen Dead Space screenshot.

My review of Dead Space is up now at thephoenix.com. As usual, space restraints kept me from mentioning a couple of things I would have liked to. Briefly:

-The audio really is spectacular, but upon reading some other reviews, it seems that I missed out by not having surround sound, or any kind of home theater setup at all. It's a real shame. If you haven't played it yet, I'd recommend headphones. Or maybe you have a sweet 5.1 surround setup -- in which case, go to hell.

-Another terrific aspect of the interface is the ability to locate the direction of your current objective. All you do is click the right trigger and Isaac will generate a blue, laser-like line along the ground toward his destination. Simple, intuitive, and useful -- and occasionally dizzying in the zero-G rooms.

-Dead Space gives you the ability to upgrade your suit, weapons, and abilities by exchanging power nodes at sporadically placed workbenches. Every time I cashed in a power node, I immediately felt sharp pangs of buyer's remorse. On the first playthrough, there only seem to be enough nodes to power up a couple of things all the way. I maxed out my suit's stats -- which increased my hit points and my air supply -- but otherwise I only minimally upgraded each weapon. Maybe not the wrong choice, since I made it through without much trouble, but now I wonder what it would have been like to have some awesome firearms. (You do get 10 free power nodes and the option to start a plus game upon completion, though, and I have to admit it's a little tempting.)

-Can we talk about the ending yet? What's the statute of limitations on that? Felt like a real kick in the balls to me, but I don't want to say anything in case people are still working their way through it.

(By the way, is "Dismembers only" the most clever headline of the year? I say yes.)

Tuesday, October 21, 2008

Mama, I'm coming home

Above: Hellooooo, nurse!

Reviewing games can be harder than I think people realize, but it's still not that hard most of the time. Although it takes work to play through a game and then write a decent story about it, at least it's usually easy to figure out exactly how you feel about a game. Once in awhile, though, along comes one of those split-personality games, one that has much to recommend it, and much to recommend against it. The biggest difficulty in reviewing a game like that is figuring out what kind of reader you should be targeting.

I say this because I'm currently playing through Silent Hill: Homecoming, a game with a tepid Metacritic score, but also at least one passionate defender whom I respect. I can't help but compare it to the last game I played, Dead Space, which I liked but did not love (review to be posted soonish.) Both are nominally survival horror games, but in many ways they couldn't be more different.

Dead Space is a polished gem of an action game, made at the highest level of competence. But it's also, in the final analysis, "just" a shooter. Its scares are exclusively of the loud, icky variety. Silent Hill has that, too, but it has a more subtle and insidious approach to horror. For all that critics have rightly lauded Dead Space's sound design, it's Silent Hill's audio that has gotten under my skin: the crackle of my radio when monsters approach, the snuffling of hungry beasts somewhere in the fog. The fundamental difference between the game is one of subtext: Dead Space is all surface, and Silent Hill is all about the primal fears that lurk underneath.

And yet -- Silent Hill is also, in some ways, not a very well made game. It hews to the rules of the genre: save points are few and far between, resources are scarce, and the controls are almost useless in key moments. Excusing the combat because it's supposed to be bad sounds like a lame argument even before you've finished making it -- but one of the reasons I didn't find Dead Space as scary as I hoped was because the combat was too good! Silent Hill's problems are even more mundane than that: I lost about 20 minutes of progress when my character got stuck between a bookshelf and a filing cabinet, and I had to reset.

The other day, I was reading through some of my old reviews, and was a little chagrined to realize how inconsistent my criticisms have been across games. Sometimes sloppy details cut the legs out from under a game with a gripping story, or sometimes they seem irrelevant because I've gotten so involved in the narrative. Sometimes all the polish in the world can't make a game interesting. There doesn't seem to be a consistent metric, except that I like what I like.

This may not be as bad as it sounds. One of the only truths about video games I've ever come up with is this: A good game succeeds in spite of its flaws, while a bad game fails in spite of its virtues. You may choose to judge a game by how well it plays to its strengths, or how egregiously it showcases its weaknesses. Sometimes that's an easy call. Sometimes it isn't. The hard part is knowing that, whichever you choose, half of your readers will probably disagree with your priorities.

I think I know which way I'm going to go here.

Friday, October 17, 2008

Friday afternoon tidbits

My birthday is this weekend! Let's hope it's a good one. I had a plan to see Max Payne, eat barbecue, and drink craft beer, but after seeing the reviews maybe I'll skip the movie and double up on the brew dogs. We'll see. In the meantime, here are some non-birthday-related links to start your weekend.

-The tsunami of praise for Dead Space reminds me of Leigh Alexander's "Four-Month Bell Curve" hypothesis, which will seem ever more relevant as we head into the holiday release season. It's a good game! But I get the impression on message boards, and even in some reviews, that people are talking themselves into something on this one. But it's easy to think that when you feel like you're in the minority.

-Speaking of Dead Space, Stephen Totilo got stuck at the same asteroid-blasting sequence that I did. It's really hard. The controls are great when you're on foot, as you are for 99% of the game. I don't know what happens once you strap into that laser cannon. I felt like I could never put the sights where I wanted them. All told, it probably took me 10-12 tries to beat that part. Even the boss battles never took more than two. It's strange when a game executes its core gameplay so well, and then grafts on something that feels so out of place.

-Tom Armitage at Infovore had a good post on the relationship of player, camera, and character, vis-à-vis Alone in the Dark. Sounds like the developers had the right idea, if not quite the chops to pull it off. Then again, Tom's post reminded me of the impassioned defense of the game from Gamecritics.com's Daniel Weissenberger. This could be one of those misunderstood works of genius we're always saying we want. One day, when I have all the time in the world to play whatever I want, I might give AitD a spin.

-I'm not going to get on my high horse about the LittleBigPlanet delay. It's a pretty astonishing story, though. The funny thing is that the letter making Sony aware of the religiously offensive content suggests a smarter solution than delaying the game: removing the song with a downloadable update.

-A blog can be a cruel mistress. It's hard enough to keep one updated at all, never mind regularly posting quality content. Andrew Sullivan, one of the first real, full-time bloggers, has published a piece in the Atlantic called "Why I Blog," which is well worth reading, especially if you are a blogger yourself. Blogs will never replace books, essays, and long-form articles. But they don't have to. They are their own form of expression, with their own virtues and their own drawbacks.

-A high school student in Kentucky faces felony charges after writing a story in which zombies overrun his school. No matter how many news stories like this I read, I'm flabbergasted every time. (h/t Pat Duggan)

-It occurred to me that I'm only about two months away from having to put together a top-10 list for the year. As it stands, I can think of maybe 5 games that would belong on there. Before the year is out, I'm going to need to make the time to catch up on some things I missed, including Castle Crashers, Yakuza 2, and Wipeout HD. What else do you suggest? (For a list of everything I've played and reviewed this year, see all posts tagged with "reviews.")

Tuesday, October 14, 2008

Who am I, Dead Space edition

Above: A wittily-captioned screenshot

Yesterday, we talked about the relationship between the player, his character, and the game camera, and how that relationship needs to stay consistent throughout a game in order to maintain the illusion of reality. If the player is assuming the role of a character -- not just directing his movements, but inhabiting his body -- then the game shouldn't do anything to take away the player's agency, without a good reason. This is a mistake many first-person games make.

Dead Space, a third-person shooter, has the opposite problem. The hero, Isaac, is a silent hero in the Gordon Freeman mold. Other characters speak to him constantly, but he never replies. His face is covered at all times by an impersonal mask. He may as well be a robot. Yet by showing Isaac from a third-person perspective, the developers have removed the logic from this style of protagonist. As the player, I am watching him from a distance -- a slight distance, but a perceptible one. It doesn't make sense that he doesn't respond to the things other people say. I think to myself, I can't possibly be the only person who thinks this guy is weird.

Further, the storyline attempts to give Isaac motivation in the form of a personal relationship with a crew member on the Ishimura, the ship he's been sent to rescue. It's not clear if she's a lover or an ex-lover, but the prologue shows Isaac pining for her, and as events on the Ishimura become ever more dire, he begins to hallucinate her presence. But because the player is unable to form that third-person relationship with Isaac -- because Isaac is not given his own dialogue and personality that we can share -- this attempt at providing subtext doesn't quite work.

Dead Space also does something original that does work, and that I'd like to see emulated in other games. When it comes to characterization, the game gets lost a little bit between first- and third-person. But Dead Space's interpretation of the physical space of the Ishimura, and of the relationship between the character and his surroundings, is consistently played out in smart ways.

To start with, there's no HUD. Isaac's health is represented by a light meter running up his spine. Each weapon displays its own ammo count. But that's been done before. What's unique to Dead Space is that when Isaac pulls up a map, his inventory screen, or his mission objectives, these elements are actually projected holographically in the game space. We're not looking at them so much as we're looking at Isaac looking at them. They don't live in their own meta-space, apart from game events.

It may not be obvious that this is what's happening at first. Isaac picks up audio and video logs that display in front of him. You might notice that their relative position to him doesn't change with the camera. What's surprising is when you swing the camera around and notice that you're looking at a reverse image of a video message, or your inventory screen. At one point, you see another character watching a video communication that hovers just in front of him, and you realize how committed the game is to rooting everything in its virtual reality.

With a survival-horror game like Dead Space, the setting is every bit as important as the action. The Ishimura still doesn't feel like a character all its own to me, the way Rapture or the Von Braun did. But the developers have set down a useful marker for others to follow.