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  • No, seriously. For some reason, I just don't get this.

    To those who are going to say that I've probably not played DS1 and DS2. Actually, I did. And I've enjoyed both. And I played the games in the right order, DS3 was not my first game in the franchise.

    Now, getting to the point. I see that everyone seems to hate a number of things in DS3: faster, FPS-style pacing of the game with tons of enemies, less 'scare' moments, arcade-FPS-style centered aiming, dumb lovestory, Isaac turning into an "fps-badass"-style character. Did I miss anything?

    Well...

    First thing's first, I see switching to FPS-style gameplay with more enemies and less scaring moments in the game as natural evolution of the franchise, at least with the same protagonist. Firstly, Isaac — and we — have already faced necromorphs twice. This makes them (and the game overall) less scaring, as we know what to do: go for the limbs, don't get yourself cornered, etc.. Isaac going badass? That's natural too. I mean, he survived two outbreaks. He has to get some experience in taking necromorphs out. Or would you rather enjoy him being a whining pussy, constantly weeping: "Oh no, not this, not again..."? Plus, the game takes place on a (technically) necromorph planet, completely overrun with a necromorph outbreak. Necromorphs attacking you in small groups would seem somewhat illogical in such conditions, don't you think?

    Next. Everyone seems to hate FPS-style aiming. Ugh, yeah... guys... have you, like, noticed..? The aiming option in the game's settings? There is an option for classic off-centre realistic aim.

    FPS aiming is for those who want less hardcore-style gameplay. It's not added at the cost of removing old aiming option. Why hate it then..? Because it makes game easy? Then, let's hate normal and easy difficulty settings! Let's have only one option: hardcore mode. Would you like the game being that way?

    There are two points though I understand and recall. Firstly, game's just too generous on giving you ammo and medkits and resources. Secondly, the whole lovestory thing, or, at least, for me, the drama parts and Ellie going to "damsel-in-distress"-style personality is pretty dumb and... really has to go. Really.

    Yes. That somewhat spoils DS3. Spoils, but not ruins in my opinion.

    %has a feeling of shitstorm headed his way%

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    • Well, classic Dead Space is about jump scares. The direction they took in Dead Space 3 made the game less scary in parts, but some stages freaked even me out. For example, the path to geology. Most older gamers need a scary game and Dead Space 3 disappointed them. I, however, think it is a great game. And I agree with the whole Ellie direction. She can fend for herself, as shown in Dead Space 2.

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    • They could have been a bit more conservative with the ammo, but I have also noticed that with some of the weapons it's hard to keep the amount of ammo from steadily albeit slowly decreasing over the course of the game, despite the fact that there's ammo all over the place. I guess this is something that's easier to notice on subsequent playthroughs.

      They did make the medkits more necessary than in previous games. At least I took damage more often than in the previous games. I don't agree with the amount of resources being excessive, at least not on the first playthrough.

      I completely agree with that whole "turning Ellie into a damsel in distress" thing. She kicked ass in DS2, why the hell isn't she even armed in DS3? I'm sure she, Santos and Buckell would all have known how to aim a gun and pull a trigger. She's essentially just a talking cleavage now. She's a pilot, why the hell does she keep doing jobs that should be done by the only engineer in the bunch and why did that engineer end up piloting the Crozier? That's just bad writing. I don't mind the lovestory, it's just a plot device.

      But about that first Dead Space. I've only played it on the PC and that version has absolutely horrible controls and the character responds like he's up to his neck in tar, especially compared to DS2 and DS3. Anyway, my point is that much of the horror element of that first game was, from my perspective, caused by the difficulty controlling the character. The jump scares haven't changed. There are just more of them now.

      I didn't even know there was FPS-style aiming. Either that, or I just misunderstood what you meant, Enkar.

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    • Well, you see, in Dead Space 1 and DS2 your aim is tied to your weapon's physic model. It makes aiming a bit harder, as ofter gun's aim is off centre. It is clearly visible using a Ripper or a Line Gun. But in DS3, by default, your aim is centered like in FPS game. Some people, AFAIK, did not like it, and some went all butthurt about it.

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    • Also, that Anonymous was me. Forgot to log in. Sorry.

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    • About the jump scares, a lot of them seem recycled. I mean, the introduction to each Necromorph is not as interesting as the prequels, although the Hunter was properly introduced (a fact that I liked). And where did the smart comments from Dead Space 2 go? There aren't as many and, when they eventually come up, they are let-downs. Phrases such as "Stick around, I'm full of bad ideas" created some type of humorous background, where as Dead Space 3 lacks such a theme.

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    • I agree with this, Dead space 3 hasn't changed much from the last two, everyone is just used to the Necromorphs now, the jumpscares are certainly still there.

      The creepy environment was also there for the first half of the game, after that it was just an endless storm, but that wasn't much of a downer for me.

      If you want dead space 3 to be just like the last two, then play on classic mode.

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    • Classic mode had 1 thing wrong. Universal ammo. I prefered where you had to manage your ammo when there were different types for different weapons.

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    • Finally, people who are not immature and whiny about Dead Space 3. I agree with everyones thoughts here. A lot of people really do not understand that we are all used to the Necromorph outbreaks. Anyone who buys Dead Space 3 just to see what it would be like would definately be scared.

      For instance, I was asked on the bus last week if Dead Space 3 is any good from an old friend as he got it with the Humble Bundle and I said 'Go for it, you will like it' as I knew that he wouldn't be so centered on how the scares were.

      Dead Space 3 is not terrible, it is a very good game. Yes, the love triangle was odd but I still found it interesting but that was really the only thing.

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    • I just wish you still have to conserve ammo, Like Plasma core weapons needing Plasm,a energy, THough Force gun and Concate beam weapons needing Force energy and Concat energy respectivally. The UA Only looks good with the Military engine

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    • Does anyone here actually realise the only thing that 90% of us really hate is the flawed storyline and logic behind their decisions? Not to mention that the aliens and their machine was just thrown in to try and finish the franchise, then they come back around with Awakened? Which was ANNOUNCED BEFORE THE GAME WAS RELEASED. Not many people are that pissed off about the no-more-jump-scares or too much ammo. It's the story that's shit.

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    • Maiden Ty One
      Maiden Ty One removed this reply because:
      I posted it without being signed in by mistake, would like to repost it with my user name on it.
      21:49, September 4, 2013
      This reply has been removed
    • I didn't "hate" Dead Space 3 - been playing it non-stop the last few weeks, so I couldn't exactly hate it :P - but it's definitely my least favourite in the series, and I'll explain some reasons why:

      Ok, there's the obligatory "it's gone all action!" complaint. I actually don't think it's gone "all action", it's certianly the most action oriented Dead Space game, but nowhere near "all action". If Dead Space 1 was 99% horror, Dead Space 2 was 90% horror, I'd say Dead Space 3 is 75% horror - that's still more than enough for it to be considered a "horror" game in my book, and it's not a HUGE concern for me. Honestly I think a lot of the reason people found it less scary is simply because they've gotten so used to Dead Space from playing 1 and 2.

      Now, the thing is, my reasons for being....not 100% satisfied, are a little different from most people's. Basically, I'm one of these sad saps who actually values story in videogames - my main reason for liking Dead Space is the story, the game mechanics are simply a bonus. If Dead Space had poor game mechanics, but was the exact same story, i'd still play it. I've read the books (Martyr was great, Catalyst...meh), and one of the things I think sets Dead Space apart from most other franchises - and I'm including movies and books, here - IS its story, and it's style of telling it. Dead Space 1 and 2 have something about them that I aren't seeing in any other videogames or movies, and I don't know how to explain it, but it's just so "raw". It doesn't try to dazzle, or if it does, it's subtle about it. Dead Space, to me, is this incredibly dark Sci Fi horror that has monsters in space, but actually, the real scary stuff at its core is all the stuff about "god". The idea that the intelligence behind the Markers actually created us, and we are nothing more than fuel/food for these devices to carry out some grand purpose (Convergence), and that we don't actually know what that intelligence is. That for me is what's creepy about Dead Space, the overall concept, not knowing what the intelligence behind the Markers and all the horrors they bring is, and the core fear being that it might actually BE god.

      Ok, Dead Space 3 abandons a lot of that "raw" style 1 and 2 had. 1 and 2 had an energy, a sense of dread that ran throughout from start to finish, that intsensified as it went on. In Dead Space 1 it's simply the fear of what's going on and the desire to get the hell out of it, in Dead Space 2 they expand on it with Isaac (you) slowly going insane throughout the course of it. Dead Space 3 doesn't have any of this energy, in fact there are long periods of Dead Space 3 where it not only appears unscary/disturbing, but actually feels light-hearted.

      For me the issue of it being less scary isn't really about the game mechanics, or the game play being less "horror" and more action focused - it's that the TONE of the game itself is so less disturbing than the first two. To clarify, Dead Space 1 and 2 are most similar to the movies Alien and The Thing (original 80's version, not crappy 2011 prequel/remake). Dead Space 3 is closer to something like the Alien vs Predator movies (ew).

      Dead Space 1 and 2 felt very "serious", a bit of humour here and there, but for a horror game set in a Sci Fi future, it felt very dark, serious and grounded in reality. Dead Space 3 feels a little bit "cartoony" to me, in comparison.

      A good example of this is in the music; I don't like the music in Dead Space 3 at all. They've really messed up there, as far as I'm concerned. That's not to say that the music is BAD - it's not, it's very good - it's just not Dead Space, and is completely wrong for a Dead Space game. The music for 1 was so original, so weird and "alien" sounding, it's one of the things that sets it apart from other games and movies. Dead Space 2 was mostly the same, but introduced some cello melodies here and there which actually worked quite well. Dead Space 3 has a full blown, over the top, epic orchestra score that is pretty standard among videogames. It's got none of the originality that the first two had, and more importantly, it's not dark or disturbing for the most part. In fact, there's this music that plays whenever you're floating in space in the first half that is just so WRONG, it's like a light-hearted little jingle that sounds like it should be in a J J Abrahms film...Do you remember the outside-atomsphere segments of Dead Space 1? Remember how scary and creepy it was? That is completely lost in Dead Space 3, and a big reason is because of the music. It's just wrong.

      Also, the music whenever you're in that tram going from one optional mission to the other...what the hell is that? That's not dark or creepy at all, it's like something from Star Trek. It's just wrong.

      Then there's the fact that in Dead Space 3, you do actually find out what the intelligence behind the Markers is - and the thing about that is, whatever they revealed was not going to be good enough; once you reveal what something like that is, it instantly loses its impact. That said, the Moon stuff is certainly....original. I'm not sure it quite lives up to the mystery of Dead Space 1 and 2, but it's certainly unusual. I'm in two minds about that. I'm having a hard time reconciling the idea that "god" is actually a bunch of Moon creatures in space...but then again, it's more original than simply "giant alien".

      Then, there's Ellie. Ellie was badass in Dead Space 2. She was badass, without being overly masculine, whilst not being sexualised at all, either, which was refreshing for a videogame. In Dead Space 2, she saves Isaac just as many times as he saves her - there's an equal partnership between them. In Dead Space 3...she's kind of wet. Not totally, but she's not quite as cool and capable as she is in 2. She seems more dependent on Isaac, and spends a lot of the game staring longingly at him, teary eyed, in a "Oh, save me, Isaac" kind of way. Maybe that's a bit of an exaggeration, but you know what I mean. She's also wearing an outfit just a bit too fetching for the kind of mission she was meant to be on. There's a lot of talk that they've increased her breast size for Dead Space 3 - after replaying a bit of Dead Space 2, I don't think they've actually increased their size, but they've emphasized them more with what she wears. I mean, come on guys, it's no wonder people non-gamers don't take games seriously when devs keep pulling this kind of shit. It's 2013, we're not all pubescent, horny teenage boys playing these things, you know? Dead Space 1 and 2 kind of stood out as videogames that didn't sexualise its female charactes at all, in fact its depiction of its characters was 50/50, gender neutral, which was another reason it stood out among other videogames (as well as a lot of movies, actually). And while in the last few years more and more games have taken a more mature attitude towards their female characters, Dead Space 3 seems to have gone backwards....It's not a huge deal, Dead Space 3's Ellie is nowhere near the girls from Dead or Alive, but...Ellie was not as cool as she should have been in 3.

      Next; Carver. Who the hell was this guy? His character is boring as hell - only in the Awakening DLC does he actually show some personality - he's literally just a meathead shoe-horned in for a second player to take control of. Would it really have been so hard for them to make a more interesting character for Co-Op? When they announced that Dead Space 3 would feature optional Co-Op, my first thought was "Wait, no; Dead Space is all about being on your own, claustraphobia...but it's optional, so ok...". My next thought was "Great! That means player 2 gets to play as Ellie! Awesome! I can't wait to play as Ellie...". I just assumed that Dead Space 3 Co-Op would feature Ellie as the Co-Op partner....then they showed the demo, and this meat-head soldier-boy is running around everywhere....I mean, why?

      Next; the universe. Dead Space 1 showed us a tiny glimpse of what felt like a vast, rich Sci Fi universe, one that was well-thougt out, intricate and original, and felt like we were just witnessing a tiny aspect of it in that game - it felt like there was so much more to this universe than we actually see in the game, and none of us could wait to see more of it. Dead Space 2 expanded on this in many ways, we see a civilian population center, learn much more about the state of civilisation, the breadth of Unitology and its capabilities, as well as the fierce rivalry between them and EarthGov - and yet it still felt like there was so much more. It did a brilliant job of answering some of our question, but raising further ones. Dead Space 3....am I the only one who feels like in Dead Space 3, we've seen everything? The universe is depicted so dull, it feels like we've exhausted it - only we hadn't, the end of Dead Space 2 left so much unseen, there was still a vast human civilisation spanning the stars that we hadn't seen, still so much more to show - in 3 it feels like the WRITERS thought the universe was exhausted, and so treated it like there wasn't much more to show. It feels like it's all grinding to a halt, like there's nothing left to see - and it shouldn't. It's like they've deliberately written their universe to be much more limited than it actually was, or could be. I don't like this thing that "EarthGov have been defeated" - firstly, that's just stupid. EarthGov were the GOVERNMENT, of a vast human civilisation spanning the stars. One of the things that was great about Dead Space was the dynamic of there beng TWO enemy groups of humans; the Government, and Unitology, and the rivalry between the two, and Isaac caught in the middle of them. In Dead Space 3, we learn right from the off that Unitology has BEATEN EarthGov, and EarthGov practically no longer exists. This just reduces the Dead Space universe drastically, makint it much less interesting than it was. It's like they couldn't, or didn't know how to carry on writing two primary antagonists, so just had one "beat" the other and then just write for one. I also don't buy that Unitology could BEAT EarthGov - Unitologists are crazy religious nutjobs, that's like Alqaeda taking down the US government - in the space of 3 years - it's NOT gonna happen.

      Then, there's some of the new enemy Necromorphs...those ones that look like people carrying wrenches....what the hell are they meant to be? One of the great things about Dead Space was how original its enemies, the Necromorphs, were, at the time I'd not seen anything like them. On paper, they sound like zombies (reanimated dead) but they're about as far removed from "zombies" as you can get. I mean, they're the stuff of nightmares, really. But now in Dead Space 3, we've got this new variant that basically ARE just zombies. Again, something that is being done to death in videogames, that Dead Space 1 and 2 avoided, has now being incorporated into Dead Space 3. Visceral said the idea was that from behind they could look like a person, with the hood up, in the vein of The Thing....which might be justified, if there was ever any point in the game where you COULD actually mistake them for a person, say if you came around a corner and they have their back to you, and Isaac calls out to them, only for them to turn around and attack once you get too close....that never happens, the first time you see them they run at you from the front, and every time after that. It's just pointless.

      However, I did like the way they made us think the intelligence behind the Markers was aliens, only for them to turn out to be another victim of the Markers. That was a nice touch. The new weapons crafting system, whilst a bit glitchy, is pretty damn awesome - just a shame they reduced the number of carriable weapons from 4 to 2 - I mean THAT is retarded; increase the amount of weapons in the game 10 fold, but REDUCE the amount that you can carry....genius, Visceral. I also liked the character Jacob Danik, and also the fact that he was voiced by Simon "Kain" Templemen :D



      The thing is, Dead Space 2 was so god damn awesome, they were never going to top it. The only thing you can do in that situation is instead go in a different direction - Dead Space 1 and 2 feel like the same franchise, a natural evolution from one to the other, whereas Dead space 3 feels like a seperate animal, almost a spin-off - which sometimes works - but in the case of Dead Space 3, I think it just leaves it feelign slightly underwhelming. It's like, Dead Space 1 was great, Dead Space 2 was freaking awesome, then the trilogy ends with Dead Space 3, which is just "quite good". If 3 is indeed the last in the series, the trilogy has definitely ended with a whimper, not a bang.



      That's my feeling on Dead Space 3. It's not a calamity, it's a good game, it's just nowhere near as good as the previous too, and strays too far from what made 1 and 2 so good. Just to claify; straying too far is not a bad thing, if where it goes is actually better - I just think, in my opinion, where Dead Space 3 goes, it isn't. I'm all for change, if it's what's needed, and if it's change for the better - I just don't think such a change was needed, or that Dead Space 3's change IS for the better. I hope if they ever do another game, they return to the dark energy of the first two, the constant feeling of dread and despair that plagues the first two from start to finish, go back to the weird, ambient music and throw the over-the-top orchestral one out the window, make Ellie badass again (and maybe even play as her? Come on, Visceral!) and bring it back to what made Dead Space such a great and interesting franchise in the first place.

      One final thing; there were so many story threads of the Dead Space series completely abandoned in 3. Where the hell was Lexine Murdoch? The Severence DLC in Dead Space 2 leaves lexine escaping out into space, whilst being pursued by thos strange men in white; I took that to mean that she'd be in Dead Space 3, that Lexine and Isaac would eventually meet, and she'd become involved in the main storyline - and that we'd find out who those men in white actually were. None of this happened in Dead Space 3, Lexine isn't even mentioned at any point - I mean what was the point in starting that story thread with Extraction, following it up with Severence, only to abandon it? There were other things, too, like in Dead Space 1&2 text and audio logs refer to Unitologist "crypt ships"; spaceships containing thousands corpses housed in cryo-coffins. It reveals that part of being a Unitologist means donating your body to the church upon death, that the church takes these bodies and puts them in these vast storage ships, but no one knows why or what they do with them. I assumed that at in Dead Space 3, we'd actually see and encounter such a ship. I expected Dead Space 3 to actually be partially ABOUT the struggle between the Unitologists and EarthGov, that we'd actually see a lot of that IN the game - not that it would all be done with by the time 3 even starts. It's just lazy. One thing I can't stand is abandoned story threads. That to me is the epitome of lazy writing.



      But no, I don't hate it. It's more "underwhelming" than "disappointing". It's still a good game, and I dont' think it's "killed the franchise" as many are saying it does. Simply that it's the weakest entry in the series, and I hope that if they continue the series, they bring it back to the previous entries - and again, I'm not really talking about gameplay mechanics, I'm talking more about story and tone, and the "feel" of it, than anything.

      Sorry for the length of this post, I can go on a bit :S. I should say that all of what I've just said are simply MY opinions, they're no more "valid" than anyone else's. I just thought I might be able to shed some light on it for Enkar, and help him/her understand where perhaps some people are coming from.

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    • Mother of god, that is a bigass post...

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    • Oh, also, the god damn title menus - what in the name of god were they thinking?! I don't want to sit through some endless animation of machinary moving about every time I press a damn option! It may onlybe 3 to 4 seconds, but they all add up, Visceral!

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    • I could see it coming from the title menu jump with Dead Space 1 to Dead Space 2. Although, some interesting things are in the background of the title screen in Dead Space 3.

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    • That was a long post... but I have to say I agree with about 95% of it...


      I'll also put in that the fact that Wasters (The human looking necromorphs) are glitched like crazy and that Slashers shouldn't run as fast in Dead Space 3. I know it's all about the narrative, but I wanna live long enough to experience that narrative and not get mauled by 8 Usain Bolt Slashers.

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    • It's a nice touch that it's actually the Rosetta machine from later on in the game, and that is such a crucial part of the story and it's right in front of you in the main menu. Kind of like how the cover the game, and most of the posters contain the Moon, righ there behind Isaac, but until you play through the game you have no idea what that entails...

      I liked how in Dead Space 2, the more of the game you completed, the Red Marker from Dead Space 1 slowly forms in the background. I like all that stuff.

      My issue is just that it's too god damn long in 3! Every option takes about 3-4 seconds to get to the next screen - it's cool the first time you see it, then it's just infuriating!

      And again, I loved the menu music in 1 and 2, don't care for 3's at all. :S

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    • This was the problem for Dead Space 3.  Because Issac no longer had dementia problems (as he took care of it in Dead Space 2), we don't get to see any hallucinations or anything like that anymore.

      It's also possible that because of the alien machine, all the markers on Tau Volantis got deactivated.  Only the Necromoon in orbit was still strong enough to keep broadcasting a signal, but it was at its weakest on Tau Volantis and in its immediate vicinity, which would explain why there was no mass hysteria or anything like that from the SCAF personnel.

      In comparison, if you look at Dead Space Extraction, within a few hours of removing the Red Marker from the pedestal, the whole Aegis 7 mining colony was turned insane from the marker signal affecting everyone.

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    • It seems Carver is more integral to the storyline as he experiences more hallucinations than Isaac.

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    • That doesn't make any sense. All his hallucinations are part of his side-story, but doesn't have anything to do with the main plot.

      Also, the fact that he simply has more hallucinations doesn't even have anything to do with the story.

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    • 175.143.177.207 wrote:
      It seems Carver is more integral to the storyline as he experiences more hallucinations than Isaac.

      Well he has more hallucinations because he got exposed to the marker on Uxor.

      If you recall in Dead Space 2, Issac experienced plenty of hallucinations in that game.  The difference is that he managed to force the influence out of his head at the end, whereas Carver never got that opportunity.

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    • How about, because it doesn't resemble a Dead Space game, except for the RIG.


      Dead Space is now fucked. We still don't know where the Markers came from. And I refuse to buy the ending to a game.

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    • What do you mean you refuse to buy the ending? You know they filled 2 DVD's for the main game, right? Dead Space 3 is the longest Dead Space yet (actually one of the few things it has over the first two), so really charging extra for Awakened is kind of fair, sincei it IS extra...

      But then, thinking about it, the last 3 chapters in DS3 are pretty boring and simple....They could've put Awakened in their place...meh.

      As for the Markers; Dead Space 3 does tell us where they came from...it's just not a very good concept. Basically, there's a network of giant organisms throughout the universe, each the size of moons (and are technically moons, since they orbit planets), and each "moon" is like a cell in a brain, they're all connected via some sort of sub-space signal, and all operate together like a giant brain across the universe. They made the markers, and they send them out into space in the hope they'll hit planets with life on it - this happened on Earth, and the Marker that found its way here (the Black Marker) is what wiped out the dinosaurs. It then broadcasts a signal across the planet, affecting the evolution of life on the planet, leading to sentient organisms, and once the population of the planet has reached a certain number, the Markers have the population kill each other by sending them mad - it then causes Convergence, which sends all the dead tissue into space, fuses it together, creating a new "moon" creature, which is then added to the network.

      So yeah....giant moon-creatures. Not exactly what I had in mind when I was making my way through the dark corridors of the Ishimura. Suddenly the Necromorphs - and the whole Dead Space mythology - seems a lot less scary and disturbing.

      You're right about it not resembling a Dead Space game, though; I've just started replaying Dead Space 1 on Impossible, and the whole tone is totally different. Forget game mechanics and the whole "action vs horror" debate; the tone and style of it - as well as the writing - just feel totally different. Dead Space 3's writing, imo, is incredibly poor in comparison to the first two. You know when you get a movie franchise, and the first movie(s) was written by one person or group of persons, but then the next instalment was written by someone else, and you can tell? Like Terminator 1 and 2 being serious, grown up Sci Fi, and Terminator 3 being a cheesy, badly written, hammy acted, goofy imitation? Dead Space 3 is kind of like that, imo. 1 & 2 are clearly recognisable as the same series, 3 feels like a totally different franchise that just happens to contain the same characters. It is kind of a disappointment :/.

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    • Hence all we got are new Qs: where do the Necromoons come from?

      I mean yes they told us how the cycle works, but that's in the middle of the cycle. How did the cycle BEGIN? How was the FIRST necromoon created?

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    • That's the wrong question, man.

      When you read Spider Man comics, do you wonder who created the universe?

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    • Einsteinium99 wrote:
      That's the wrong question, man.

      When you read Spider Man comics, do you wonder who created the universe?


      I don't read Spider Man comics.  Not a die hard marvel comic fan.

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    • It's just a comparison, you silly goose

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    • Its like saying "when (if you have ever) you played Halo, ever wonder why the human toungue is the strongest muscle in your body?" Its called a rhetorical question and it proves a point being made.

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    • Yeah. The Brother Moons are just aliens that have a very odd method of reproduction.

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    • Trying to figure out how their species originated isn't important.

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    • Sorry of this was already said, but you guys do know you can change the aiming right?  Change it from center to classic, this option is also in Dead Space 2.  I personally liked what they did with DS3, although I would admit the story was pretty poor, I mean, you're on a planet with things that want to kill you, and all you care about is getting back together with your ex-girlfriend.  The love triangle was definitely not needed, if they design Dead Space 4 like Awakened, in my opinion that would be a pretty great game.  Awakened brought back the jump scares and moments where you can't help but just panic.

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    • "Sorry of this was already said, but you guys do know you can change the aiming right? Change it from center to classic, this option is also in Dead Space 2. " It's not that it's already been said, but it's COMPLETELY random and out-of-context.

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    • The only way they can make a Dead Space 4 IS IF we find out about how and where the Brethren Moons came from so don't ever dismiss that as unimportant. It's possibly the most important part of anything in the entire series.

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    • I love DS, DS2 and DS3 especially cuz I like co-op and play it all the time. Actually I got not much (230 hours) compared to 3000+ hours of l4d, but now I play every day and with each new game I love it more and more!

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    • and just killed 44th moon )))

      Good luck so, got to play now!

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    • Ok, what if Jacob Danik was killed by the Nexus when it attacked, and then Randall Carr took over the Circle then? And then they could sort of merge Awakened into the main game. Skip almost all of the last chapter of DS3, and then cut into Awakened with an obviously different opening. Maybe one that starts out with like 5-10 minutes of exploring Tau Volantis' snow drifts.

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    • Einsteinium99 wrote:
      Yeah. The Brother Moons are just aliens that have a very odd method of reproduction.


      It's not the first time I've seen weird reproduction cycles in games anyway.

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    • 72.197.194.3 wrote:

      Einsteinium99 wrote:
      Yeah. The Brother Moons are just aliens that have a very odd method of reproduction.


      It's not the first time I've seen weird reproduction cycles in games anyway.

      It's totally nothing like the Reapers.

      Was anyone else really ticked off that Awakened's "new necromorph" was literally a reskinned Stalker?

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    • Einsteinium99 wrote:

      72.197.194.3 wrote:

      Einsteinium99 wrote:
      Yeah. The Brother Moons are just aliens that have a very odd method of reproduction.

      It's not the first time I've seen weird reproduction cycles in games anyway.
      It's totally nothing like the Reapers.

      Was anyone else really ticked off that Awakened's "new necromorph" was literally a reskinned Stalker?

      I didn't really think of that as a stalker lol 

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    • Einsteinium99 wrote:

      72.197.194.3 wrote:

      Einsteinium99 wrote:
      Yeah. The Brother Moons are just aliens that have a very odd method of reproduction.

      It's not the first time I've seen weird reproduction cycles in games anyway.
      It's totally nothing like the Reapers.

      Was anyone else really ticked off that Awakened's "new necromorph" was literally a reskinned Stalker?


      Did Visceral say about a new Necromorph back then?  Because I never recalled them saying that at all.

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    • No, but it was believe to be one by even this wiki.

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    • Einsteinium99 wrote:
      No, but it was believe to be one by even this wiki.

      Then Visceral could say, "Ah, but we never said the exact words of a new necromorph now did we?"

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    • Well, answering the Original question, I personally think the biggest mistake they made in Dead Space 3 was making Isacc the main character. BUT I'm not saying he's a bad character. Fricking love the guy. However, when you're playing as him, he's not scared, he's talking all calm after huge fights that happened three seconds ago... it makes you feel less scared. They also did this in Dead Space 2, but there were other factors to cover this flaw drastically, such as the demensia. In Dead Space 3, not only is the flaw not covered, but it is enhanced with the overpowered weapons in the game.

      My point is, if we were to play the game as anybody else, (Maybe a silent Carver?) we would get scared easier. I loved the intro of Dead Space 3 for the idea that you were playing as a not so fearless soilder. Of course, this is not the one thing making the game not scary. The fact in DS3 that we are with ALLIES, takes away from the fear the game should've had. Being alone was a vital factor in both of the first two games. Overall, these are all the things I think that make DS3 a weak game in comparison to it's sister games.

      -Overpowered weapons

      -Not alone

      -Bad Music

      -Confidence as playing as Isacc

      -Wide open spaces, Necromorphs stick out.

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    • In DS2 I took it to be that Isaac was overcompensating for his fear, like he was terrified but doing a good job hiding it. People in horrifically stressful, and prolonged, situations often do just "shut down" emotionally and don't exhibit any outward signs of fear until they are OUT of the situation. Only in real life they kind of become robotic to the point someone else can't converse with them, in DS2 Isaac seems to be able to relate to others and put on a calm exterior regardless. I agree that in DS3 he takes it all WAY too much in his stride. I liked it when he thinks Ellie is dead and starts going a littel crazy - imo he should've been like that all the way through.

      The music itself, on its own, is GOOD music, but again, I agree, just totally wrong for Dead Space. Visceral said this was deliberate - I say that just makes it a stupid mistake, as opposed to just a mistake.

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    • Oh, and the moons, technically they're more than just big aliens - you could argue that they are "god", since they created the Black Marker, which in turn created humans. The moons effectively created the human race, so depending on your definition of "god", you could argue that's what they are.

      I like the idea that they are simply the ultimate predatory life form in the universe, that everything that's happening is actually "natural", that Jacob Danik is technically right, and Isaac and Co are effectively trying to defy nature in fighting the Markers, and resisting Convergence. I like it 'cause to us, as it's presented in the narrative, Convergence is clearly a bad thing, to be feared, and what the protagonists are trying to prevent, and we are routing for them, and yet, from a totally unbiased, non-human point of view, Convergence is actually a "good" thing and is supposed to happen. It's just incredibly bad if you're human. I like the idea that our human understanding of everything is what's flawed, and it's technically we that are a fault, rather than just being victims of something bad.

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    • The thing is by the point of Dead Space 3, Issac had more than enough experience fighting the necromorphs from both the Ishimura and the Sprawl, so he's more used to being hunted down by them.

      That and the fact he was being hunted down by EarthGov and Unitologists as well.  Remember, Issac remembered very little in the 3 years from Dead Space 1 to Dead Space 2 because of the memory suppressants Tiedmann gave him, whereas there were no suppressants from Dead Space 2 to Dead Space 3.

      Not to mention by Dead Space 2, Issac didn't know that the Aegis 7 marker stored its blueprints in his head, and therefore didn't know he was sought after by EarthGov and Unitologists alike, as he didn't know he was that important to him.

      By Dead Space 3, it was clear to Issac that he was being hunted by virtually EVERYONE, hence the reason for his anger and largely lacking in emotion.

      That was what also contributed to his uneasiness in going about the mission even after arriving on the flotilla.  When Issac said to get the Crozier shuttle ready and then decide what to do with it, I think he too was thinking (at least a bit) of going home ASAP.  He wasn't fully convinced until Ellie pointed out to him that he said it himself about turning the machine off.

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    • The reason a decent amount of people didn't like DS3 was because of logical progression, and its the same reason people had a problem with Dead Space 2. For whatver reason, people are upset that Isaac did not remain the same scared man that was somewhat helpless against the necromorphs. 

      But, because of logical progression, and the idea that Isaac would ONLY get more comfortable with the idea of having to fight off Necromorphs for survival, the game obviously became less about staying alive, and more about killing off the massive threat of necromorphs to the universe

      DS1: I have to stay alive

      DS2: I have to stay alive and I have to disband EarthGov's use of the Markers due to the inherent danger of such an idea

      DS3: I have to stay alive, and I have to stop the Markers and the Unitologists once and for all

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    • Maiden Ty One wrote:
      Oh, and the moons, technically they're more than just big aliens - you could argue that they are "god", since they created the Black Marker, which in turn created humans. The moons effectively created the human race, so depending on your definition of "god", you could argue that's what they are.

      I like the idea that they are simply the ultimate predatory life form in the universe, that everything that's happening is actually "natural", that Jacob Danik is technically right, and Isaac and Co are effectively trying to defy nature in fighting the Markers, and resisting Convergence. I like it 'cause to us, as it's presented in the narrative, Convergence is clearly a bad thing, to be feared, and what the protagonists are trying to prevent, and we are routing for them, and yet, from a totally unbiased, non-human point of view, Convergence is actually a "good" thing and is supposed to happen. It's just incredibly bad if you're human. I like the idea that our human understanding of everything is what's flawed, and it's technically we that are a fault, rather than just being victims of something bad.


      I hadn't thought about it but you're totally right. That is LITERALLY the rationale that Graveminds of the Floor posess, once they're capable of understanind and reasoning for themself

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    • 98.249.212.18 wrote:
      Well, answering the Original question, I personally think the biggest mistake they made in Dead Space 3 was making Isacc the main character. BUT I'm not saying he's a bad character. Fricking love the guy. However, when you're playing as him, he's not scared, he's talking all calm after huge fights that happened three seconds ago... it makes you feel less scared. They also did this in Dead Space 2, but there were other factors to cover this flaw drastically, such as the demensia. In Dead Space 3, not only is the flaw not covered, but it is enhanced with the overpowered weapons in the game.

      My point is, if we were to play the game as anybody else, (Maybe a silent Carver?) we would get scared easier. I loved the intro of Dead Space 3 for the idea that you were playing as a not so fearless soilder. Of course, this is not the one thing making the game not scary. The fact in DS3 that we are with ALLIES, takes away from the fear the game should've had. Being alone was a vital factor in both of the first two games. Overall, these are all the things I think that make DS3 a weak game in comparison to it's sister games.

      -Overpowered weapons

      -Not alone

      -Bad Music

      -Confidence as playing as Isacc

      -Wide open spaces, Necromorphs stick out.


      This is exactly what I was talking about in my first post. But if you honestly approach the narrative from a logical standpoint... The only thing that could have happened to change the story was Isaac being with a team of people. If you think back, Isaac is NEVER the reason he is in the situations he was in. In DS1 he's hired for a job, in DS2 he's kidnapped... If Norton had not come for him then he would have stayed in his apartment for an additional 20 minutes and then been abducted and killed by the Unitologists who were making their way to him 

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    • Games should NEVER sacrifice gameplay for story.

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    • Mrbear420 wrote:
      The reason a decent amount of people didn't like DS3 was because of logical progression, and its the same reason people had a problem with Dead Space 2. For whatver reason, people are upset that Isaac did not remain the same scared man that was somewhat helpless against the necromorphs. 

      But, because of logical progression, and the idea that Isaac would ONLY get more comfortable with the idea of having to fight off Necromorphs for survival, the game obviously became less about staying alive, and more about killing off the massive threat of necromorphs to the universe

      DS1: I have to stay alive

      DS2: I have to stay alive and I have to disband EarthGov's use of the Markers due to the inherent danger of such an idea

      DS3: I have to stay alive, and I have to stop the Markers and the Unitologists once and for all


      Well that's no different than the Resident Evil series.  At the series' beginning, it's horror because you don't know about the mutations and what'll happen, but as the series goes on, you start expecting these things, and they stop becoming scary.

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    • That's why they need to mix things up every few games. Let Isaac sleep.

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    • A lot of peopl AREN'T PISSED OFF ABOUT IT NOT BEING SCARY THOUGH. THEY'RE PISSED OFF BECAUSE OF THE STORY. Not the jumpscares or the gameplay. They absolutely DESTROYED the storyline of it. And the worst part is that it could have been partially forgiven if they didn't make Awakened. If Issac and Carver died. It could have been forgiven. But now we have a fucking cliffhanger to a shitty story that we have to wait 4 years minimum for a probably not but might-be game.

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    • Rotomaniac wrote:
      A lot of peopl AREN'T PISSED OFF ABOUT IT NOT BEING SCARY THOUGH. THEY'RE PISSED OFF BECAUSE OF THE STORY. Not the jumpscares or the gameplay. They absolutely DESTROYED the storyline of it. And the worst part is that it could have been partially forgiven if they didn't make Awakened. If Issac and Carver died. It could have been forgiven. But now we have a fucking cliffhanger to a shitty story that we have to wait 4 years minimum for a probably not but might-be game.


      Unless they say Awakened isn't Canon.

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    • 72.197.194.3 wrote:
      Rotomaniac wrote:
      A lot of peopl AREN'T PISSED OFF ABOUT IT NOT BEING SCARY THOUGH. THEY'RE PISSED OFF BECAUSE OF THE STORY. Not the jumpscares or the gameplay. They absolutely DESTROYED the storyline of it. And the worst part is that it could have been partially forgiven if they didn't make Awakened. If Issac and Carver died. It could have been forgiven. But now we have a fucking cliffhanger to a shitty story that we have to wait 4 years minimum for a probably not but might-be game.

      Unless they say Awakened isn't Canon.


      I agree. what if the "Awakenned" is just Isaac or Carver's dream.(it could more likely to be Carver)

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    • Then it was a massive fucking waste of time and money

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    • dude, I illegaly download the game and save 40$.

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      • high-fives Serge*
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    • Rotomaniac wrote:
      Then it was a massive fucking waste of time and money

      It's not a MASSIVE waste.  The DLC is like $10.

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    • I'm talking about for Visceral, not us. Although they would've made their money back, but it's just going to piss off the fans. I mean, I'd be fine if the start of DS4 was us seeing a cinematic of a necro Issac, him being right about "what it feels like after the marker reanimates them", but I would not like it if I just straight up woke up on Tau Volantis and had the first chapter of DS4 to be a rendition of Awakened. I would also equally be pissed off if he died from the Terra Nova crash, considering all the other possible ways they could kill him in-narrative.

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    • Dead Space 4 is our last hope

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    • 79.97.216.80 wrote:
      Dead Space 4 is our last hope

      Assuming there WILL be a Dead Space 4.

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    • ds4? no way.either they make a new game showing what happend on the colony in tauvoulantis or recall the events of ds2 as ellie 

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    • Nah, we already know everything about Ellie's story.

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    • Einsteinium99 wrote:
      Nah, we already know everything about Ellie's story.


      Hence the reason for a new character

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    • Einsteinium99 wrote:
      Nah, we already know everything about Ellie's story.

      but do we know where she was when the necros poured in?which path she followed?who was his partner?how she found stross?no we dont 

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    • There are few series that should be allowed a 3rd sequel but since I loved DS since the start I'm willing to purchase the 4th if it's made, but if they want it to be a success then they need to bring back the disturbing sick mindfuck horror that DS1, Downfall, the comics and DS2 had, Awakened was on the right track to doing this so there's hope

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    • 79.97.216.80 wrote:
      There are few series that should be allowed a 3rd sequel but since I loved DS since the start I'm willing to purchase the 4th if it's made, but if they want it to be a success then they need to bring back the disturbing sick mindfuck horror that DS1, Downfall, the comics and DS2 had, Awakened was on the right track to doing this so there's hope


      The problem with horror games is that by sequels you're used to the previous horror and therefore it's not scary anymore.

      Look, when Dead Space 1 came out, it was scary because we didn't know how the necromorphs moved, attacked, and so on.  But by Dead Space 2, 90% of their actions we already know, so there's no more surprises anymore.

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    • I feel like the story line was good, the only bad thing was the cheesy lines and norton...... after norton died the story was better, and by the way, in the beginning of the game when you are on the S.C.A.F. ships, those are pretty much mini ishimura's colored blue, and out of all the 3 dead spaces, nothing made me jump more then the 3rd one. 

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    • From what I think, Dead Space 3 had a few good touches (crafting, co-op, unlocks and whatnot), but those very same things have made this game far easier compared to the original, minus Pure Survival and Hardcore mode. I remembered wandering the halls of the Ishimura with less than half a magazine in my Cutter, not knowing that a Slasher can jump me at anytime.

      Now, not only the game was made a few thousand times simpler with crafted weapons, the ammo is also universal, which means I won't have to save up my Contact Charges for a bossfight since every darn piece of ammo dropped is useable. Suit changes does not confer any benefits aside from an expanded inventory row. I've beaten Impossible mode countess of times now and not a single time I've felt as tense as in DS1. Co-op also makes the game easier since there is now another player watching your back, the fright is less and the fighting is more. Jumpscares and QTEs are much more rare compared to the then-introduced DS1, now that we've gotten so used to it, its simply not that scary anymore.

      Now I only play DS3 to craft weapons, it frankly is the only value this game has left after 48+ hours of clearing and cleaning.

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    • 174.61.40.152 wrote:
      I feel like the story line was good, the only bad thing was the cheesy lines and norton...... after norton died the story was better, and by the way, in the beginning of the game when you are on the S.C.A.F. ships, those are pretty much mini ishimura's colored blue, and out of all the 3 dead spaces, nothing made me jump more then the 3rd one. 


      Yeah same here, there was nothing really scary anymore.  The only thing I was frustrated about was hearing Norton's complaining, wish we got to shoot him sooner.

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    • Story is crap.

      There are no more scares. Having some guy trip and fall onto the soundboard every ten seconds isn't going to scare anyone.

      Every area is comprised of boring and predictable enemy gauntlets. "Oh, look, the door locked and now there are enemies everywhere. Again. What a surprise..."

      Most things I loved about Dead Space 1 and 2 are gone.

      Human enemies. I mean, who the hell are we fighting, really? Unitologist Weyland Yutani?

      Why the hell should I care about Ellie anymore? I liked her more when she was a badass, not a fucking damsel.

      Why should I care about anyone else in the cast? Except for Buckell. Buckell's a champ.

      Why should I care about Isaac anymore? I mean, seriously, I can't sympathize with the guy anymore.

      Why the hell do you think I'd want co-op for a horror game? I mean, look how well it worked for F.E.A.R. 3.

      I killed a fucking moon. Gonna be hard to one-up that, isn't it, EA?

      Awakened - a.k.a. Buy Dead Space 4 - was garbage that is sue-worthy for my 10 bucks back.

      Hey, guys, can we just get back to the whole Marker problem instead of sending me on a $60 side-quest to save some bitch nobody cares about anymore? Also you can stop trying to force all this contrived nonsensical alien stuff down my throat, I'd rather not be full of shit, thank you.

      No I won't list out the good things about the game. I'm criticizing it, not reviewing it.

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    • This is why I'm actually hoping Visceral will say the DLC ending wasn't canon.

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    • First of all- everyone on the page should be minding their use of profanity on an internet discussion page. I would like to remind everyone that everything you post online can, and maybe someday, will be seen by others. If you put out a swear word or a term that could seriously damage the appeal of the page to other users, It could make serious delimmeas for future wiki contributors. 

      Now, why don't we continue this in a civilized and respectful manner. Your opinion on the game and its strengths and weaknesses are highly valued. If you don't like the game, be respectful and describe the specifics of your dislikes, rather than ranting and creating a void of irrelevant and non-essential content that damages this wiki's efficency. 

      I personally liked the game- The scavenger bots, the customizable weapons and an extended air time made it clear to me that I didn't regret purchasing this game or it's DLC on Live. 

      As for why there are a few certain dislikes- I can see your side of the argument as well- 

      Ration Seals have a very limited effect in most gameplay, and I also understand the rig's different and specific advantages in Dead Space 2 did not make it to Dead Space 3. The game has, however, always been a Third Person shooter with combined 1st person qualities. The Power Nodes also did not transfer, which was a little dissappointing. Lastly, the co-op specific optional missions and multiplayer achievements (Dead Space 2 and Dead Space 3) created an un-intended discourse for Dead Space Veteran Players, who saw this as a chapter of the Dead Space series that would be left incomplete for offline players, and those who couldn't afford a Gold membership- (I, being a college student, understand the concept of self financing, and that there are more important things than playing multiplayer or co-op: for a price.) Fuel, Taxation, Rent, Food, Clothing, Electricity, Internet, and even Tuition all have preceding importance, compared  to having a Gold Membership on live. I am a silver member- so co-op and multiplayer aren't possible for me.

      For those of you ranting about buying back games or wasting money on this game-

      I recommend doing what I did when all the fancy games came out for Xbox 360- I waited. If you don't want to do a pre-order, chances are that a lot of that kind of content will be later offered at a lower price as DLC. If you decided to pre-order, and you do NOT have a means to pay for the game on your own- wait until you can afford it.

      Now- I'm done discussing the dislikes and those who feel it a waste of their money and resources. I liked the game- even if it made me frustrated beyond belief on some levels. Also, the number of ambushes probably decreased because, and please don't think I'm making this up- Issac has become more experienced in dealing with the enemy. with that being said, ambushes are far less likely to occur, because experience teaches you the signs to look for.

      My only disfavor of this game, truly, was the Awakening DLC- Earth being overwhelmed wasn't quite the outcome I expected. Still, the gameplay was great- except for the progress saves. That could have used a little modification.

      Before I go, I'd like to give you guys a hint about deleting enemies in the second to last chapter- remember the bridge portals that Issac uses to go between the alignment area and the power station? going back and forth at least twice should eliminate the enemies, both Unitologists and Necromorph combined, when you do this.

      I hope that helps some of you guys on hardcore mode, and I hope others will think about what they are posting for others to see.  

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    • People don't like it because, well:

      • The Line Gun was nerfed to hell. Seriously, you go from slicing lines of necros in half to, um...hurting their hitpoints, I guess. Even with the best circuits on it, it still felt puny as hell compared to the old one.
      • What's the point of being able to make a dual assault rifle if you can only fire one of the two tools at a time?
      • The simplified circuit system never seemed to make that much of a difference to how the weapons actually operated (save ammo capacity), and being able to craft infinite circuits just meant you always used the best ones. There wasn't even the question of trading off power nodes to open doors since the circuits were completely seperate.
      • The whole pay2win microtransaction aspect was straight out of a Gameloft game and horribly cynical on EA's part.
      • And the crafting was very simplistic and felt horribly out of place; I could kind of accept Isaac being able to hammer together a scope or something using his engineering skills, but making entire guns from base materials was a little far-fetched. Not to mention the arbitrary limits; just why can't you pry a door open with anything but a handle made of solid tungsten?
      • Too much lazy design; this time around they couldn't even be bothered to work out ammo drop rates, so everything magically uses the same ammo.
      • Isaac seems to spend the whole game in a sort of vague can't-be-bothered emotional state. Maybe he'd be jaded after beating up the necros twice, but if that's the case it'd probably be better to bring in a fresh protagonist. That or put Isaac in a new situation, either would work. Just having him go there to save Ellie makes him seem incredibly selfish and seems a very forced and silly way of getting him there.
      • Danik's silly speech quirk (EYE-ZERK) made every scene he was in funny. The fact that he looked like some sort of Elton John impersonator and wasn't the least bit threatening or scary didn't help. In general the game would have been better off without a human antagonist, I think they just threw him in because the writer wanted to do some long villain speeches.
      • Explaining too much; I really didn't feel there was any mystery when I had people constantly explaining everything about the planet to me like I'm a moron. If you know exactly what something is, it becomes less frightening. It would have been better seeing an alien strain of the necrovirus with weird and unfamiliar effects, or maybe an entire necromorph ecology on a totally absorbed but dormant planet. Seeing the characters trying to piece together any idea of what the hell is happening is far better than listening to the tapes of genius McScience who figured everything out before you were even born.
      • Carver was a very one-note and dull character, and his motives made no sense, especially when he suddenly decided to save Ellie by doing something it was explicitly explained was going to kill everyone. Having him have a coincidental backstory reason to hate Danik didn't seem to lead anywhere in the end, and his endless whining about how he doesn't want to be a soldier didn't add anything either. Also, the whole toy soldier / birthday motif wasn't nearly as scary as they seemed to think it was.
      • Norton was the kind of pointlessly adversarial sports-jock stereotype you'd expect to find in a high school rom-drama or a slasher movie, not in a sci-fi horror story. I really couldn't buy how someone that utterly immature could end up in charge of a gas station, never mind a spaceship. What the hell is Ellie supposed to have seen in this ridiculous manchild?
      • In general the plot felt very much like someone cared more about having character arcs than having a coherent story. Not all stories need to have character development, especially not horror stories where it's more about their reactions to the horror than their interpersonal relationships.
      • Everyone failing to figure out that Rosetta isn't a person is stupid.
      • I didn't really like the slow pace, lack of pressure and relentless copy-pasting of the hub sections; there were what, four identical warehouses on Tau Volantis? And while the space exteriors were pretty, there was never anything dangerous about them; all the enemies out there were more annoying than anything else, and you start out with like a billion air.
      • Too much ammo and too much shootin the bad guys. I'd rather play a weaker Isaac, perhaps even force him to go without his RIG and put together basic survival stuff from spare parts in the early game, in a place with, say, no upgrade kiosks or automated benches. I did really like how he made a plasma cutter from spare parts in DS2, that strikes me as playing up the survival aspect far more than him putting together some super space gun with magic powers circuits.
      • In the same vein, half the sidequests just seemed to be justified as "there might be some cool stuff there!" which just reduced the threat of the enemies even more and made Isaac's priorities seem all kinds of screwy.
      • The whole thing of "humans were created by a giant world-eating alien to act as (essentially) food" is already the plot of Prey. Nicking the big reveal from another not-very-horror-shooter is hardly good writing, especially when "we are your true creators" is such a cliche for world-eating aliens as it is. The process described also seems incredibly convoluted; why not just initiate convergence right where it lands? I'm sure creating a creature that causes deforestation and mass extinctions doesn't really do much to increase the amount of biomass on an affected planet.
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    • Also, um...Wouldn't Planet Crackers be pretty much the perfect weapon to kill a giant living alien moon? It's really weird they straight-up forgot about the thing the entire game started out on. Not to mention the moons' "mission" doesn't really make much sense; why make intelligent species that might try to stop them, and what do they eat in the meantime? Isn't making more moons pointless since it'll just mean less food for the ones that already exist? What do they plan to do after they've eaten the human race, celebrate by starving to death in orbit?

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    • 2.30.190.221 wrote:
      People don't like it because, well:
      • The Line Gun was nerfed to hell. Seriously, you go from slicing lines of necros in half to, um...hurting their hitpoints, I guess. Even with the best circuits on it, it still felt puny as hell compared to the old one.
      • What's the point of being able to make a dual assault rifle if you can only fire one of the two tools at a time?
      • The simplified circuit system never seemed to make that much of a difference to how the weapons actually operated (save ammo capacity), and being able to craft infinite circuits just meant you always used the best ones. There wasn't even the question of trading off power nodes to open doors since the circuits were completely seperate.
      • The whole pay2win microtransaction aspect was straight out of a Gameloft game and horribly cynical on EA's part.
      • And the crafting was very simplistic and felt horribly out of place; I could kind of accept Isaac being able to hammer together a scope or something using his engineering skills, but making entire guns from base materials was a little far-fetched. Not to mention the arbitrary limits; just why can't you pry a door open with anything but a handle made of solid tungsten?
      • Too much lazy design; this time around they couldn't even be bothered to work out ammo drop rates, so everything magically uses the same ammo.
      • Isaac seems to spend the whole game in a sort of vague can't-be-bothered emotional state. Maybe he'd be jaded after beating up the necros twice, but if that's the case it'd probably be better to bring in a fresh protagonist. That or put Isaac in a new situation, either would work. Just having him go there to save Ellie makes him seem incredibly selfish and seems a very forced and silly way of getting him there.
      • Danik's silly speech quirk (EYE-ZERK) made every scene he was in funny. The fact that he looked like some sort of Elton John impersonator and wasn't the least bit threatening or scary didn't help. In general the game would have been better off without a human antagonist, I think they just threw him in because the writer wanted to do some long villain speeches.
      • Explaining too much; I really didn't feel there was any mystery when I had people constantly explaining everything about the planet to me like I'm a moron. If you know exactly what something is, it becomes less frightening. It would have been better seeing an alien strain of the necrovirus with weird and unfamiliar effects, or maybe an entire necromorph ecology on a totally absorbed but dormant planet. Seeing the characters trying to piece together any idea of what the hell is happening is far better than listening to the tapes of genius McScience who figured everything out before you were even born.
      • Carver was a very one-note and dull character, and his motives made no sense, especially when he suddenly decided to save Ellie by doing something it was explicitly explained was going to kill everyone. Having him have a coincidental backstory reason to hate Danik didn't seem to lead anywhere in the end, and his endless whining about how he doesn't want to be a soldier didn't add anything either. Also, the whole toy soldier / birthday motif wasn't nearly as scary as they seemed to think it was.
      • Norton was the kind of pointlessly adversarial sports-jock stereotype you'd expect to find in a high school rom-drama or a slasher movie, not in a sci-fi horror story. I really couldn't buy how someone that utterly immature could end up in charge of a gas station, never mind a spaceship. What the hell is Ellie supposed to have seen in this ridiculous manchild?
      • In general the plot felt very much like someone cared more about having character arcs than having a coherent story. Not all stories need to have character development, especially not horror stories where it's more about their reactions to the horror than their interpersonal relationships.
      • Everyone failing to figure out that Rosetta isn't a person is stupid.
      • I didn't really like the slow pace, lack of pressure and relentless copy-pasting of the hub sections; there were what, four identical warehouses on Tau Volantis? And while the space exteriors were pretty, there was never anything dangerous about them; all the enemies out there were more annoying than anything else, and you start out with like a billion air.
      • Too much ammo and too much shootin the bad guys. I'd rather play a weaker Isaac, perhaps even force him to go without his RIG and put together basic survival stuff from spare parts in the early game, in a place with, say, no upgrade kiosks or automated benches. I did really like how he made a plasma cutter from spare parts in DS2, that strikes me as playing up the survival aspect far more than him putting together some super space gun with magic powers circuits.
      • In the same vein, half the sidequests just seemed to be justified as "there might be some cool stuff there!" which just reduced the threat of the enemies even more and made Isaac's priorities seem all kinds of screwy.
      • The whole thing of "humans were created by a giant world-eating alien to act as (essentially) food" is already the plot of Prey. Nicking the big reveal from another not-very-horror-shooter is hardly good writing, especially when "we are your true creators" is such a cliche for world-eating aliens as it is. The process described also seems incredibly convoluted; why not just initiate convergence right where it lands? I'm sure creating a creature that causes deforestation and mass extinctions doesn't really do much to increase the amount of biomass on an affected planet.

      Wow!! You sir, should have a medal. I highly commend you on writing this and I must say I approve it to the letter. I had the same thoughts and questions in my mind when I was wasting my time "playing" (so-called) this sorry excuse of a game just for the sake of trophies and almost none of them made sense in anyway.

      From what I've seen, most of my concerns were pointed out in detail up there and that "Elton John impersonation" part is just priceless. One like for you, my sir.

      Salute!!!

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    • There's no point in complaining in what you can't change. Every game has its ups and downs. I actually liked Dead Space 3 solely for the fact that you could custom make weapons.

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    • How do you expect anything to change if nobody knows it's wrong? If we were cavemen sitting in a cave, would you tell us to knock off our bullshit about fire because we can't change cold?

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    • And regarding custom weapons: yeah, it was an ok system on its own merits (though I prefer systems where stat upgrades make the weapon change visually) but it really didn't feel like it belonged in a horror game, and it was tarnished somewhat by association with all the microtransaction bullshit and the universal ammo system.

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    • Indeed, I deeply DEEPLY enjoyed the customization system of the game, but would have loved it far more if only they had made munitions a bit more diverse. Tesla charges for Tesla cores, plasma batteries for Plasma cores and the like. In regards to the story of the game at this point, I agree with a few folks that Isaac might need to become a high powered side-character at this point in time, we need some poor dumb rent-a-cop or some avid big game hunter that shrilly shrieks at every twitching tentacle that shows up rather then our ol ironsides fellow, not that I hate him or anything. With luck and about a half-decades time of hibernation, perhaps they can tweak the system in such a way that our overly gore-spattered and blasé-to-horror minds might find something to fear once more.

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    • I think the big problem with survival horror as a genre is that our characters have gotten better while our enemies have basically stayed the same shambling idiot-monsters that can't even open a door most of the time. That and modern games tend to be over-designed: when a game is a series of meticulously playtested linear encounters, you know that you can never really be in an unwinnable position because it wouldn't be fair. Letting the monsters wander around like in, say, Amnesia, would let the player worry that they might honestly be screwed if that sound turns out to be an ohgoditisrunaway

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    • Suppose they could make some necromorphs immune to certain forms of damage or perhaps react in an undesirable way when shot with certain kinds of weapons (more then just "hit the vector tumours" or "don't hit it in the guts). Something set ablaze suddenly having it's skin caulk over and harden into a hardy set of bony tumors or shooting at another kind of necromorph that, rather then die when hit with ballistics, absorbs them into it's body like a sponge until it eventually reaches critical ballistic mass and violently ejects slugs everywhere and perforates all and thunder into pincushions and cheese. As far as I can recall, the only strain that has ever made me cringe and shriek like a little girl are the Exploders, since they seem to be the only ones capable of properly instantly murdering you. As for "shambling idiot monsters", the Stalkers would like to have a word with you. . .

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    • Eh, even Stalkers are single-room monsters and their AI can do some pretty dumb things if you start chasing them around. I'd prefer something like the ship AI in Warning Forever which is constantly adapting to the way you're fighting it, playing up the weapons that worked against you and fortifying itself against the tactics you used last time. Not knowing what the next monster even does would certainly be nerve-wracking and would give a decent reason to avoid fighting them whenever you can, plus it would play up the theme of an ongoing infection if you're not facing specific enemy types.

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    • I disliked it at first but I have reversed my opinion as of late.

      My original criticism still hold up but I am not blinded by my fanboy-ism anymore. The game play is great and the sound track continues the Dead Space tradition of creating a tense atmosphere. The biggest flaw in the game is it's terrible story. The overall plot isn't bad but the characters are lame.

      It was obvious that the government and the military could not keep their control of the unitologists. When the marker heads finally do overthrow Earth Gov we get introduced to a generic bad guy. He is a bad guy just for the sake of being a bad guy. He has no personality beyond being the antagonist.

      The elephant in the room is of course Ellie. She went from being a total badass to the damsel in distress and the love interest. They basically neutered Ellie(and gave her some implants along with her new eye). Her character was expanded upon in the graphic novel tie in but none of her personality really came through in the game.

      Carver is your generic hard-nose soldier. Nothing more. Although he does get a bit better in the DLC.

      The antivirus has a bit of a personality at the beginning but becomes a jealous loser soon after. Norton knows full well the unitologists are after Earth Gov yet he still trusts Danik, what an idiot.

      Aside from Buckle the rest of the secondary characters have no personality and are basically there to be thrown away.

      Besides the lame story and characters DS3 is a great game. The series has followed the Aliens trend of having the main character start out as a person just trying to survive who later turns into a bona fide badass. The series has become action oriented becasue that is the path it was destined to take. I still play Dead Space 3 and really enjoy it besides all the atmosphere breaking cutscenes.

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    • Although I truly believe Dead Space 3 was an afront to an amazing series with a somewhat ambiguous meaning until it came it, I can't help but agree with you. Buckel was actually a good side character, and Carver wasn't TOO bad in the grand scheme of things, just awkward timing. Honestly it wasn't stupid in the slightest that they bought aliens into the equation, I mean, even as far back into Dead Space: Downfall, I recall one of the lines being "Don't start with that Unitoligist bullshit on me, we're alone, Earth was a fluke" meaning it was forbode that there were other races that were wiped out after the necromorphs, or at least subconsciousnly insinuated. I still don't get where people also get this thing about Ellie changing. Yes, it's obvious she's not as... 'badass' as she was in DS2, but she is in no way now just a damsel in distress. We don't see a terribly large amount of her, and there are a few times when we know she's defended herself or others, like after the Nexus when necromorphs overrun the encampment at the base and it's heard she's fighting along with Carver, or even by herself, and don't magically believe her tits grew in size over the course of the games (seriously, they haven't, play DS2 if you don't believe me). Moving to Norton. I honestly believe that Norton wasn't actually normally like how he is, as Ellie says. Just as Carver was experiencing hallucinations and voices in his head after the events on Uxor, I believe that Norton may have been jealous and scared during the first portion of the game, but it becomes more of paranoia and anger towards the middle due to ACTIVE markers on the planet surface. Santos may have been somewhat affected by markers they'd come across but it hadn't shown apparent at any point, same as Alissa Vincent's squad took some time to fully succumb to the marker despite it being incredibly close to them during their trek through the Ishimura. Now for the shorter part finally; the story and the presentation of the story. First thing: It sucked. Second: The story would've been amazing IF they made it more about the story and less about the Ellie/Issac/Norton love bullshit, they stopped holding our fucking hands the entire time which broke immersion like "*cough cough* the fires, they'll be warm... use the fires... stay near the fires" as if I needed to be told 3 times in a row, and if they didnt change necromorphs. Combat is shit. Combat. Is. Shit. There is no strategy in DS3. There's build-the-biggest-fucking-gun-and-mow-everything-down. That's not what dead space is about. And I know I'm not the only one who feels like necros in DS2 felt... more alive... more... dangerous, and more responsive... like they had some weight to them. In DS3, they feel like paper cannon-fodder with no real depth to them. If you know what I mean, you know what I mean, but I don't expect you to understand if you don't. And finally: Unitologists. I don't get this, I really don't. How they tracked them is beyond me, as it's evident that even in the future universe, you need communication arrays to talk to people lightyears away by RIG, and even by large space craft. There is no lore-logical explanation of how Danik found Tau Volantis as all. Oh and I had high hopes for Danik but it dissapointed me. If they gave him a little backstory, he would've been an amazing villian. Maybe a marker researcher overrun by influence.






      OHHHH, and one more thing: Dead Space 3: Awakened was a brilliant DLC. But I DESPISE it's existance and its story. Dead Space SHOULD have died with Issac, Ellie, Carver and Danik all being crushed by the moon. Then if they wanted to bring the franchise back, they dig up the black marker, which mind you, is no longer in the Chixilub Crater (Mahad stated this in a log somewhere that it was dug up and must be burried again) or have a convergence event take place on Earth from all the markers used as power sources, which would've been defunct if the moon actually died and DIDN'T wake the others up, which kinda renders it useless anyway. 


      Okay I'm done and that's all my opinions out of the way.

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    • It was a shame for Buckell to freeze to death so early.  He did seem very friendly towards Issac, just like Santos was.  The problem was the only mission where he helped out Issac a LOT on was the Conning Tower one, which is only a side mission and you don't even have to do it.

      For Carver, one of the biggest problems is that you have to read a little bit of the Dead Space Liberation comic to understand his character.  Even if you listen to ALL the audio logs and get ALL the text logs and artifacts in the 3 Co-Op missions, the comic itself still explains more about Carver.

      For Ellie being just a damsel in distress, I don't buy that, especially if you're playing the game on Co-Op.  All you have to do is look at the "Reach for the Sky" mission, when Issac and Carver were scaling the cliffs, looking for the wench to send down the cargo cage for Ellie and Santos.  In that mission, at the part where they sent down the cargo cage, there was immediate gunfire, which implied that Ellie and Santos were attacked by necromorphs.  Later on, as Issac and Carver scaled up another cliff, Ellie told them that she managed to drive it off.  The key words are "drive it off", which meant the necromorphs retreated away.  The only necromorph that's ever actually RETREATED before is the Snowbeast, which would imply Ellie and Santos were attacked by just that.  If Ellie was able to drive off the Snowbeast by herself, then it proves she's actually quite good at dealing with necromorphs.

      The part of Norton acting in paranoia and anger due to active markers is something I cannot accept.  You have to remember that in Dead Space Extraction, virtually the WHOLE of the Aegis VII mining colony went completely insane from dementia, and that occurred within a matter of hours after Marker 3A had been removed from its pedestal.  In comparison, the Sovereign Colonies spent about 3 YEARS on Tau Volantis before succumbing (check Lumley's logs if you don't believe the 3 years part).  For that reason, it's possible that when the aliens activated the machine to flash freeze the planet, it prevented the Moon from broadcasting its signal to the markers still on the planet's surface.  As a result, all the alien made markers on Tau Volantis became nothing more than a bunch of paper weights, unable to receive the signal.  Now yes, you can argue that the Moon itself could still broadcast the signal, but it's likely that the alien machine had greatly weakened it, so signal was very weak, and THAT was why it took the Sovereign Colonies 3 years before they succumbed to dementia.

      Now, for the part of the Unitologists that tracked them all to Tau Volantis, you have to remember that Ellie had left Norton a shock beacon to locate her, once he and Carver retrieved Issac.  It's quite possible that Norton just contacted Danik, and gave him info to tune to the shock beacon's frequency or something like that.

      This brings me to Norton's character as a whole.  To me, he was without doubt the WORST traitor in the 3 Dead Space games, FAR worse than what happened in the first two.

      Consider the following: Kendra was an EarthGov agent who knew far more than what Issac and Hammond once thought back on the Ishimura.  Yes, she did betray Issac, but until her betrayal, she DID help him on a number of matters, despite having barricaded herself in the computer core, such as telling Issac about how to make a poison capsule to kill the Leviathan (although it was only enough to weaken it) and locating the asteroid chunk on the mining deck to plant the SOS beacon as a distress call for help.

      Daina did similarly on Titan Station.  While Issac didn't fully trust her, Daina nevertheless helped him avoid Tiedmann's patrols, offering him advice on dismembering the creatures, and so on.  Even the part getting Issac to hide in the Church (in chapter 4) was in the hopes to avoid EarthGov's tracking and everything, and it wasn't until Issac met up with her FACE TO FACE that Daina revealed her true colors.

      But Norton was completely different.  Unlike Kendra and Daina, he didn't help out AT ALL.  Even for him to claim he was one who retrieved Issac would be considered total BS, because Danik killed the extraction team on the Lunar Colony, which forced Issac and Carver to shoot their way out, while Norton himself remained safe on the Eudora.  When the Eudora was hit by mines, it was Issac's actions that got them all out of there instead of being blown up with the ship.  After Issac and Carver boarded the Terra Nova to get the Crozier, Norton just complained of wanting to go home right away, yet did NOTHING to help them prepare the shuttle.  Even when he said that the shuttle was missing a port engine, he instead sent Rosen to retrieve it, despite the pilot's injured leg.  Upon arriving on Tau Volantis, and Danik's men attacked them, all Norton did was complain that Issac was worth WAY too much trouble, and it wasn't worth coming here at all.  Right before the Nexus incident, when Danik was about to shoot Norton, Issac saved his life from that, as well as from the Nexus that he and Carver had to fight, and Norton wasn't even the least bit grateful, but rather tried to kill Issac instead.

      This proved that Norton did NOTHING to help with the mission.  All he did was complain and gripe about how dangerous it was, and the only reason he didn't get killed by the necromophs was because his captain status saved his ungrateful ass, when he didn't even deserve it.  That, combined with him wanting to leave so badly that he sabotaged the mission for it.

      And to make things even more glaring, you have to look at Norton's selfishness.  Kendra's actions of betrayal was because she thought the marker was a source of energy, which EarthGov could use to save the human race with.  Daina's betrayal was similar, because as a Unitologist, she thought the markers were meant to spread Covergence, which is supposed to be a glorious path to the afterlife for humanity.  In other words, the reasons behind their betrayals was because both Kendra and Daina thought humanity would benefit from it all.

      In comparison, Norton's betrayal wasn't about anything like a glorious afterlife, or to save humanity.  His actions were solely based on saving HIMSELF.  This goes COMPLETELY against military training.  It's supposed to be "one life sacrificed for the benefit of millions,", not "millions of lives sacrificed for the benefit of one."  And this showed that beneath all that arrogance and swagger, Norton was nothing more than a coward, and was willing to sell out the whole human race just so that he himself could live.

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    • As much as you're right, I still have to blow you out of the water for all the markers on the surface of Tau Volantis being blocked. In one of Carver's Co-Op side missions, he interacts with, and destroys (in almost an identical manor as Issac at the end of DS2), a red marker. A perfectly working red marker. Glowing, glyphs, all the works. It is a very real possiblity that Norton COULD have been under some form of influence of it, although I doubt it myself, and we'll never know for sure. But yes, he is a very selfish and arrogant character and hated by everyone, not because he's bad, but because he's a bad character.


      And don't forget, Alissa Vincent and her crew, yeah, Aegis VII and Marker 3A may have had an immediate and drastic occurance of mass paranoia and violence, but there was also the shockwave it generated when it was removed from the pedestal. It still took a series of hours for Alissa's crew to succumb to the marker once it was onboard, it's safe to assume the same for Issac and co. on Tau Volantis

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    • Rotomaniac, that's not it, I'll explain:

      Remember, the markers THEMSELVES can't broadcast the signal, it's the necromoon that's doing the broadcasting.  If you had looked at Lumley's log, you'd see an entry as early as Aug 29, 2311.  The DS3 prologue took place on June 18th, 2314.

      This is proof that the Sovereign Colonies spent 3 years on Tau Volantis before everything went to hell.  Again, I ask you to compare with Dead Space Extraction.  Within 24 hours of removing the marker off the pedestal, almost the whole Aegis VII mining colony population went insane.

      What this means is that the while the moon could still broadcast the signal, the alien machine had rendered it badly weakened.

      You have to understand that the purpose of the alien machine is TO STOP THE MARKER SIGNAL.  The flash freeze method was the aliens' hope that this would put the necromoon to sleep, so it couldn't broadcast the signal at all.  Unfortunately, the result was only a partial success.

      This would then explain why the further the signal traveled away from Tau Volantis, the stronger it got, because it was further away from the alien machine.

      As for Carver's hallucinations and interacting with and destroying a marker, you have to remember that Carver had been "touched" by the marker on Uxor, though not to the extent Issac was on the Ishimura.

      In comparison, not EVERYONE on the SCAF expedition fleet had been exposed to markers, which was why for them, it took so long for the moon's signal to influence them.

      The only reason it didn't work for Issac is because of what happened at the end of Dead Space 2.  For instance, had Issac escaped Titan Station WITHOUT killing the hallucination of Nicole at the end of the game, it probably would have done him even worse.

      In addition you have to remember that the marker tries to put blueprints into people's minds, but 99.9 percent of the people can't process it and it drives them insane.  In the case of Carver the process was PARTIALLY successful, because he seemed to have the ability to destroy markers, but could not read Admiral Graves's writing on the Roanoke like Issac could.

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    • Let's just say that there has been a lot of problems in the making of Dead Space 3 most like Executive Meddling and staff problems

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    • 216.80.140.168 wrote:
      Let's just say that there has been a lot of problems in the making of Dead Space 3 most like Executive Meddling and staff problems

      What does that imply for the future of the series?

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    • Carver's initial contact with the marker was akin to Aegis VII so he would've been even harder hit but may have been able to fend it off (He was caught on the edge of the EMP burst). And don't quote me on this but I'm pretty sure the only reason everything went to shit on Tau Volantis is because they finally found the alien machine and it was pretty much powered by markers and within weeks the entire colony was overrun

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    • The alien machine is NOT powered by markers.  The aliens built it specifically to kill the moon, and to stop the marker signal.  The markers themselves don't even broadcast the signal.  Without the moon, the markers are just paper weights.

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    • The problem with DS3 is that people just arent scared of necromorphs anymore.

      It's a shame that such a well built game is lambasted for effectively reaching the natural end of it's scare factor.

      Even with a diminishing scare factor it's still a brilliant game that is well directed and gripping as well as replayable.

      I still think that going through the Roanaoke or the Greely is still pretty scary especially when staring a new game

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    • Well that was nothing new, I stopped being scared halfway through the 1st Dead Space game.  The 2nd game wasn't the slightest bit scary.

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    • Man I hate to say it but I think Visceral really did the co-op well. Heck I even had fun playing co-op in Dead Space 3. That being said I agree it hurt the immersion and horror of the game. The altered points of view concerning hallucinations was brilliant but the horror from the first two games was in large part due to the player being alone most of the time. This was made more apparent in the first game with Isaac being a speechless protagonist. Even in Dead Space 2 when Isaac gained a voice, he did not speak too much I think.

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    • Unfortunately the hallucinations via co-op was only reasonable in Awakened.  In the regular DS3 game, only the Carver player has to deal with this, Issac does not.  Now granted Carver was not "touched" as much by the Marker on Uxor as Issac was on Aegis 7, hence why he couldn't read the marker writings in the admiral's quarters like Issac could, but you don't NEED to be touched by the markers in order to have all that dementia.

      Not to mention the dementia that Carver experienced was in the 3 co-op only missions anyway.

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    • Issac being able to read the marker scripture most likely has something to do with the blueprints still being in his brain, even though he's broken free of their control over him at the end of DS2


      And yes, in one of the trailers, it said he still has the ability to create and destroy markers, so don't say that they just vanished.

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    • Yeah I remember that, and I know this is still true if he survived Awakened.

      But right now, we don't know if what happened at the end of Awakened is real, or just an illusion like what Issac experienced at the end of Dead Space 1.

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    • Awakened did happen, I don't get why people still think it is/isn't canon and have fights over it. It happened. It was a fuckup. It was an amazing DLC that brought back SOME of the reasons why DS1 and DS2 were so good, despite having the most fucking illogical and stupid reasons to even be canon or a DLC. Just drop it. It happened, and it made NO SENSE AT ALL.

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    • Rotomaniac wrote:
      Awakened did happen, I don't get why people still think it is/isn't canon and have fights over it. It happened. It was a fuckup. It was an amazing DLC that brought back SOME of the reasons why DS1 and DS2 were so good, despite having the most fucking illogical and stupid reasons to even be canon or a DLC. Just drop it. It happened, and it made NO SENSE AT ALL.

      No, I'm not saying Awakened is non-canon.  But you and I both know the marker signal causes you hallucinate.  Therefore, you can't really PROVE that when Issac and Carver said the Brethren Moon invasion of Earth, that was actually happening, or simply a hallucination.

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    • I comment, I hate dead space 3 , the characters especially Ellie forced us to do the mission instead of herself., while others sit around like hell. Chapter 12 made me very angry,"one more ping?" Damn, I got killed 7 times by the skeleton necromophs.

      Also the game was not scary. It should have more jumpscares and bloodsheds

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    • 112.215.36.142 wrote:
      I comment, I hate dead space 3 , the characters especially Ellie forced us to do the mission instead of herself., while others sit around like hell. Chapter 12 made me very angry,"one more ping?" Damn, I got killed 7 times by the skeleton necromophs.

      Also the game was not scary. It should have more jumpscares and bloodsheds

      This is why for your 2nd weapon in there, you were supposed to go in there with a chaingun to deal with all those feeders.

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    • I don't get why people were surprised it was action instead of horror.

      Honestly, I think it's better then people claim, but there are things that weren't done well.

      1) Lame story: My favorite part is when the writers used deus ex machina to bring back Ellie so Carver can defy his personality by saving her instead of completing the mission. (Actually, the whole ending made no sense.)

      2) Can't skip cut scenes: What I always took for granted is not in this game. Now I'm forced to watch this badly written story. Also, there are too many cut scenes.

      3) Punishing solo players: There are co-op only missions in this game that are impossible to do solo, and some of them are really fun. Also, playing as Carver is great due to his halucinations, but joining someone else's game is the only way to play as him. Also, some collectables are in those co-op only areas, and one of the suits can only be unlocked by completing all co-op only missions.

      4) Classic mode: This has multiple issues.

      First, I know this is meant to be a challenge mode, but was disabling co-op in a co-op game, espescially one with co-op only areas, the best way to do that?

      Second, this is advertised as being similar to the previous games, but blueprints can't be picked up. Blueprints are similar to the schematics in previous games. In those games schematics had to be picked up to unlock stuff, including weapons, in the shops.

      Finally, completing this unlocks the Devil Horns, best weapon in the game. That means they are rewarding people for playing a co-op game solo. Why would someone make a co-op game and then tell the players to play solo?

      5) Can't sell any of the +3 circuits: Right now I have lots of +3 +3 circuits, so those +3 +2 circuits are just taking up lots of space in my list. Unfortuantely, I can't tidy up my list by selling them.

      6) Few progress saves: First, automated saves are better then the save stations in the last games. However, there seems to be fewer progress saves then those save stations. Also, there are no progress saves in those optional missions. Then they add inventory saves in certain areas, like the ends of optional missions, but they only save your inventory, not your progress.

      Next two are personal opinions:

      1) The planet: I loved the space junkyard area, especially chapter 4. Unfortuantely, everything after the crash landing wasn't as interresting to me.

      2) Climbing: I just don't think it was done well. They tried to make each one unique, but it's still repetitive. Also, some of it seems bugged.

      These points are why people hate the game. However, I still think it's better then they claim, and this is why:

      1) Weapon customization: I thought 40th Day had great weapon customization, but this is much better. I also like how they changed the circuits.

      2) Co-op: Games are always better with friends.

      3) Scavenge bots: I've never seen anything like this in other games. To me it's unique, and I like the idea of having to seek out sacavenge areas.

      4) Suits: I like how the suits were done in this game compared to the others.

      5) Space Junkyard: The Zero G combined with the gorgeous veiw is great.

      I may hate the story and some other stuff, but I still think it's a great co-op game.

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    • I still don't understand the, "It's not scarry," arguement.

      The first game was scary. The second game was not. It was action, not horror, but that doesn't stop everyone from posting, "Second game is the best." Why is it ok for the second game to not be scary, but very bad for the third game to be that way?

      If you played the second game, then you saw that it was action, so you should've also known the third one would also be action. The anouncement of the new weapon crafting system should've also been a hint. If those weren't a big enough hints, then the devs specificly stating the third wouldn't be scary should've been. Why are you surprised it was not horror!?

      Also, all of you played the previous 2 games at least once each. That means you now know what to expect. If you played the first one, the "scary one", again, then you will not be scared by it. Why? You know what to expect. You know what they look like, and you know they love vents. When you played it for the very first time you probably didn't know where they would come from or what they would be. If you played it again, then you would instinctively aim at every vent you find, and you would know what type of enemy to expect in that area. How can they scare you if they can't surprise you? The point is even if the third one was horror it wouldn't scare you.

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    • No one really cares that it's not scary. But it was by design, not by our desensitivty to necromorphs. And 2 wasn't action. DS2 was action-y but still much more based on horror and jumps than DS3 could ever wish to be. And 2 has the best ingame narrative, even if it doesnt make sense outside of the 5 or so extras medias you have to know about before-hand.

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    • Well considering the problems of Dead Space 3 not being scary is one factors why the game has problems. Even co-op was kinda of necessary but it shouldn't be over abundant as co-op kills the fatality system of the Necromorphs as players in co-op would re-spawn over and over again. Some of the Necromorphs were very frightening and freaky-deaky in their own right but needed something to make them look frightening as such have them do a horror event where a Necromorph drags a person away screaming while the main character would downright scared and not having the thought of attempting to save the victim which would give the revelation that this is a survival horror game where surviving the killer Necromorphs is necessary. Heck even mind rapes are necessary for jump scares. The story of Dead Space 3 is not perfectly well written I mean Visceral Games could infact insert characters from other Dead Space media such as the ones who survived in Dead Space 2, Severed, and Dead Space: Aftermath in place them into the same story as Isaac Clarke, I mean they all want the one thing, which is survival from the omnicidial Necromorph invaders.

      I'm hoping that Visceral Games can get around into making a new Dead Space game with other characters inserted into the mainstream storyline rather than overusing Isaac Clarke. Yes he does have problems, yes he's an engineer forced to survive against impossible odds, but I don't want him to be an B-movie action star badass, I want Isaac to be down-to-earth, sanity-fighting, normal scared being fighting through horrors alongside other characters viving for survival. Not the chaotic badass-ness that we don't need 

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    • Rotomaniac wrote:
      No one really cares that it's not scary. But it was by design, not by our desensitivty to necromorphs. And 2 wasn't action. DS2 was action-y but still much more based on horror and jumps than DS3 could ever wish to be. And 2 has the best ingame narrative, even if it doesnt make sense outside of the 5 or so extras medias you have to know about before-hand.


      You have to remember the scare factor from the player's POV was very different by the 2nd game.

      In Dead Space 1, you don't know what's going on, you don't know where you'll get ambushed, etc.

      By Dead Space 2, the player's POV is more like "Ok, I only have 15 rounds left in my plasma cutter, a dozen necromorphs to deal with, how to survive this."

      So by the 2nd game, while still a survival horror, it was emphasized on the SURVIVAL part.

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    • Yeah, I see what you mean. Still, my main point is really that combat isn't why so many people hate what EA did to Dead Space 3. It's the story.

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    • In my opinion Dead Space 3 is technically not a bad game but it is just a shame for the entire dead space franchise. (Please don´t call me a hater before you haven´t even read everything)

      Gameplay:

      - Cover system is almost pointless regarding the few encouters with human enemies; plus it doesnt even work properly.

      - Sidemissions are completly repetitive. They dont add depth or variety to the story. You fight through hordes of necromorphs until you are in big room where you have to kill even more of them. Having completed such a sidemission you get lots of medpacks, circuits and ammunition.

      - The survival aspect which I enjoyed so much in the previous two games suffers a lot due to the introduction of univseral ammo and the huge amount of medpacks you find during the game.

      - The weapon crafting system is a rather personal aspect. I can understand that people actually enjoy making their own guns but I really disliked it, simply because it was kind of complicated at the beginning and quite time consuming. Plus in my opinion it just doesn´t fit in a Dead Space game. Yes of course, Isaac is an engineer but I think they went too far with it.

      - The new weapon upgrade system with circuits is a downgrade in regards to the old powernode system. One circuit can only buff two weapon characteristics, which leads to compromises. A perfectly upgraded weapon like in Dead Space 1 or 2 doesn´t exist anymore.

      - Why can the player only carry two guns now? Yes, they have now secondary attachments but so do the weapons in Dead Space 1 and 2.

      - I can´t believe that hardly anyone here talks about the save system in Dead Space 3. It´s just horrible. The player cannot save manually anymore because the game saves at certain checkpoints automatically. The problem is that it is not properly shown when you´ve actually reached such a checkpoint why I had to replay quite a lot.

      - The amount of doors and elevators in this game is ridiculous. It seems to me that half of the time you waste standing in front of a door or in an elevator.

      - The introduction of human enemies was a poor decision. Of course, it is more or less logic but remember, Isaac did fight against Earth gov soldiers in Dead Space 2 without actually shooting them. Besides, the AI of the unitologists is really bad, which makes these gunfights just boring.

      - The redesigned necromorphs are nowhere near as frightining as the ones in the prequels. Seriously, these transformed dogs (replacing the baby lurkers) are just funny.

      - The necromorphs now move a lot faster and can resist a lot more damage. Meanwhile the guns seem to be less effictive.

      - There are too many climbing passages. I understand that it seems to logic to climb a mountain (all of them have an acclivity of exactly 90 degrees. odd...) on a planet but why do I have to do that like a dozen times?

      - Minigames are too frequent and some of them are just annyoing. Does anyone remember the one which unlocks doors in the last chapters of the game? The player must put alien noises in the right order to proceed. The developers must have recognised how ridiclous that is because everytime you come across such a "puzzle" the solution is shortly faded up. Just.... seriously?

      - The balance is poorly done. The amount of enemies you encounter doesn´t depend on whether you play in singleplayer or coop. This can get really frustating if you play alone on higher difficulties.

      - The whole aspect how the developers wanted to creat dread and horror. I really don´t want to discuss which Dead Space game comes up with the "best horror experience" because in my opinion this is not that important. But what i do want to point out is that now the horror is not based anymore on hallucinations and jumpscares. This is totally fine because after two games the player starts to get resistend to these mechanics. But in Dead Space 3 horror is created solely by the feeling of getting overwhelmed by the huge ammount of enemies. And this just doesn´t work. You enter a room, the doors lock down, a dozen necromorphs spawn, the doors open again and you go on the next room. At the beginning i was just dissappointed with this boring concept, then i got frustrated and towards the end i got angry.

      - A lot of glitches

      - You cannot pick up audiologs anymore now.

      - The animations in the menu are too long and really annoying.

      - Why do I have to fight the same boss with the same tactic three times?

      - A lot of backtracking. This was already a problem in Dead Space 1 but fortunately it disappeared in its sequel. So I wonder why they reintroduced it in Dead Space 3.

      - The last chapters in the alien city. Dismemberment doesn´t work against aliens, silly puzzles, flying through dubious wind tunnels, overpowered magic cooktops.... THIS IS NOT DEAD SPACE!

      - The lack of atmosphere, details, etc.


      That`s all I have to say regarding the gameplay. Honestly, I could have lived with these more or less poor changes but what really killed this game is its story. It is so unbelievably predictable, banal, trivial, unsatisfying and full of clichés. The whole love triangle is beyond ridiculous and just misplaced. In general, there are far too many characters in the game. The result is that you do not care about them and when they die you are just like "whatever". Norton is an exception to that, since it´s really a shame that you couldn´t kill him earlier. The main villain, Danik, is simply no comparison to the menacing omnipresence of Tiedman in Dead Space 2 or the insanity of Mercer in Dead Space 1. Ellie was such a badass in Dead Space 2, self-consistent and equal to Isaac. Now she is reduced to a whiny, dependent character with two different eye colours and big tits. But hat´s okay I guess since every single gamer is a horny male teen.


      But the worst aspect about the story is the solution the developers chose for the secret behind the markers. The thing with the brotheren moons is definately extraordinary and acceptable but they surley went too far with the alien machine and with the introduction of a new alien race in general. At first I was actually quite happy with the ending. After such a disappointing game I really wanted Isaac to die and put an end to his story. But with the DLC this was quite "canceled". 


      The only question I´ve still got is why. Why did EA have to ruin such a great franchise. Creating a generic 3rd person shooter which completely neglects its roots and lacks any memorable situations. A game that is almost forgotten half a year after its release.  

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    • Yeah this was the major problem with the alien necromorphs.  Brutes and Tripods you could only kill them by shooting specific locations.  The same should have happened for them as well.

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    • Most Likely because Dead Space 3 does not feels like a Dead Space game, it does not continues the formula what make everyone felt in love with the franchise

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    • I think this question is a big mistake. Because Everybody who play Dead-Space 1 and 2, know how good Dead Space's story. But Dead- Space 3 is only made for money. EA only thinking money so Dead-Space 3 İs ugly game.

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    • Yes, we all got used to the necromorphs, making it less scary but there are still jum scares throughout the game, most of them even got me and i don't scare easy. As for the love plot, i didn't hate it seeing how she's the only "normal" thing in his life; besides if you guys don't remember, isaac was trying to find and save his girlfriend in the very first game so stop complaining. As for the ammo, well if you want the option to conserve your ammo then PLAY ON A HARDER DIFFICULTY! I for one do this and end up having to conserve my ammunition, besides, even with the unerversial ammo you still use it up fast seeing how you have anywhere from 2-4 weapons that feed off of your ammo at different rates like with the rocket launcer, this weapon uses up a ton of ammunition.

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    • It doesn't matter how hard of a difficulty you play on. DS3 forces ammo down your throat on all difficulties, since they give you entire magazines of ammo at a time.

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    • Einsteinium99 wrote:
      It doesn't matter how hard of a difficulty you play on. DS3 forces ammo down your throat on all difficulties, since they give you entire magazines of ammo at a time.

      This was the main problem for a lot of people who played it the first time.  More often than not they were selling the ammo for more scrap metal.

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    • I just like how the game is itself and for trying to do something new like the weapon crafting thing

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    • 72.197.194.3 wrote: This was the problem for Dead Space 3.  Because Issac no longer had dementia problems (as he took care of it in Dead Space 2), we don't get to see any hallucinations or anything like that anymore.

      It's also possible that because of the alien machine, all the markers on Tau Volantis got deactivated.  Only the Necromoon in orbit was still strong enough to keep broadcasting a signal, but it was at its weakest on Tau Volantis and in its immediate vicinity, which would explain why there was no mass hysteria or anything like that from the SCAF personnel.

      In comparison, if you look at Dead Space Extraction, within a few hours of removing the Red Marker from the pedestal, the whole Aegis 7 mining colony was turned insane from the marker signal affecting everyone.

      In fact,Isaac didnt suffer from demantia problems in Dead Space 3's main storyline is because that he had confronted his fears in the ending of Dead Space 2 by killing the marker in his mind

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    • At least until Awakened, when the Moons' illusion tricks started messing with his head again

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    • My biggest grip with 3, is that fact that combat became watered down, generic.  Once I had the chain lightning cannon on my first run, I never switched weapons; I never needed too.  High damage, hits every target on screen, and doesn't require you to take aim at enemy limbs.  That last part, was the games biggest flaw gameplay wise.  Part of Dead Space's identity as a unique franchise, was it's demand that you take aim at enemy limbs.  Even in the middle of combat you were trained by the game, to be aware of what you were shooting.  That all disappears once you craft a chaingun, chain lightning cannon, or rocket launcher w/safety mod.  There's no need to aim, to think, just hold down M1 and wave your cursor over necromorphs.  It was a loss of a gameplay mechanic that felt uniquely 'Dead Space'!

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    • Hello, compliments of the day,I hope Ur doing fine over there,I would like to introduce myself to you,my name is Natasha Maifo,it is my pleasure to write you after i have view your profile in which really interest me,to ask for friendship with you if you have the same desire with me so we can get to know each other better and see what will happened in future.contact me with my email,..(natashamaifo@hotmail.com)so that i will send you my picture and also tell you more about me, Thanks and God bless you,

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      2.30.190.221 wrote:
      Also, um...Wouldn't Planet Crackers be pretty much the perfect weapon to kill a giant living alien moon? It's really weird they straight-up forgot about the thing the entire game started out on. Not to mention the moons' "mission" doesn't really make much sense; why make intelligent species that might try to stop them, and what do they eat in the meantime? Isn't making more moons pointless since it'll just mean less food for the ones that already exist? What do they plan to do after they've eaten the human race, celebrate by starving to death in orbit?


      Guys if we are going to ensure That Dead Space won't be butchered by EA again in the event that Dead Space 4 ( or in EA's case Dead Space $$$$$ for us to throw around ) would be made please look at Dead Space 4 ideas thread and contribute!!!

      I have to agree with the Planet Crackers as a weapon to kill the Brethren Moons, I mean... Imagine finding a Brethren Moon and you had to exterminate another Ishimura ( just a reference to Planet Cracker class ships since it was the largest in its class ) and using the gravity tethers to pull chucks of flesh out of the moon to reveal it's * albiet goofy appereance from DS3 then using mass accelerator cannons to blow it to fugly hell?

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    • I am not natasha either guys just wanted to quote more than one thread

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    • I notice no one mentioned one of the actual real reasons to hate this game, especially on PC.

      Horrible, horrible, horrible, bad port.

      The save points are SO fucked up it's amazing.

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    • There was literally a point in Dead Space 3 on normal, in Chapter 6 *before* finishing the last room of the Conning Tower side mission, where my ENTIRE inventory space was filled with medpacks of various size. And I'm not even acting like I'm good at the series - I died plenty of times in DS1, 2, and 3. I routinely wait 6 or more months between play sessions on that game so I forget how to play every time (though you don't forget how to Dead Space, realistically - the controls don't change).\

      That's how much it holds your hand.

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    • Jamboree4me wrote:
      First of all- everyone on the page should be minding their use of profanity on an internet discussion page. I would like to remind everyone that everything you post online can, and maybe someday, will be seen by others. If you put out a swear word or a term that could seriously damage the appeal of the page to other users, It could make serious delimmeas for future wiki contributors. 

      Now, why don't we continue this in a civilized and respectful manner. Your opinion on the game and its strengths and weaknesses are highly valued. If you don't like the game, be respectful and describe the specifics of your dislikes, rather than ranting and creating a void of irrelevant and non-essential content that damages this wiki's efficency. 

      I personally liked the game- The scavenger bots, the customizable weapons and an extended air time made it clear to me that I didn't regret purchasing this game or it's DLC on Live. 

      As for why there are a few certain dislikes- I can see your side of the argument as well- 

      Ration Seals have a very limited effect in most gameplay, and I also understand the rig's different and specific advantages in Dead Space 2 did not make it to Dead Space 3. The game has, however, always been a Third Person shooter with combined 1st person qualities. The Power Nodes also did not transfer, which was a little dissappointing. Lastly, the co-op specific optional missions and multiplayer achievements (Dead Space 2 and Dead Space 3) created an un-intended discourse for Dead Space Veteran Players, who saw this as a chapter of the Dead Space series that would be left incomplete for offline players, and those who couldn't afford a Gold membership- (I, being a college student, understand the concept of self financing, and that there are more important things than playing multiplayer or co-op: for a price.) Fuel, Taxation, Rent, Food, Clothing, Electricity, Internet, and even Tuition all have preceding importance, compared  to having a Gold Membership on live. I am a silver member- so co-op and multiplayer aren't possible for me.

      For those of you ranting about buying back games or wasting money on this game-

      I recommend doing what I did when all the fancy games came out for Xbox 360- I waited. If you don't want to do a pre-order, chances are that a lot of that kind of content will be later offered at a lower price as DLC. If you decided to pre-order, and you do NOT have a means to pay for the game on your own- wait until you can afford it.

      Now- I'm done discussing the dislikes and those who feel it a waste of their money and resources. I liked the game- even if it made me frustrated beyond belief on some levels. Also, the number of ambushes probably decreased because, and please don't think I'm making this up- Issac has become more experienced in dealing with the enemy. with that being said, ambushes are far less likely to occur, because experience teaches you the signs to look for.

      My only disfavor of this game, truly, was the Awakening DLC- Earth being overwhelmed wasn't quite the outcome I expected. Still, the gameplay was great- except for the progress saves. That could have used a little modification.

      Before I go, I'd like to give you guys a hint about deleting enemies in the second to last chapter- remember the bridge portals that Issac uses to go between the alignment area and the power station? going back and forth at least twice should eliminate the enemies, both Unitologists and Necromorph combined, when you do this.

      I hope that helps some of you guys on hardcore mode, and I hope others will think about what they are posting for others to see.  

      Are you joking? This isn't even a discussion. This is a gathering of mostly crybabies and pseudp-fams so they can circlecry toether.

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    • Jamboree4me wrote:
      First of all- everyone on the page should be minding their use of profanity on an internet discussion page. I would like to remind everyone that everything you post online can, and maybe someday, will be seen by others. If you put out a swear word or a term that could seriously damage the appeal of the page to other users, It could make serious delimmeas for future wiki contributors. 

      Now, why don't we continue this in a civilized and respectful manner. Your opinion on the game and its strengths and weaknesses are highly valued. If you don't like the game, be respectful and describe the specifics of your dislikes, rather than ranting and creating a void of irrelevant and non-essential content that damages this wiki's efficency. 

      I personally liked the game- The scavenger bots, the customizable weapons and an extended air time made it clear to me that I didn't regret purchasing this game or it's DLC on Live. 

      As for why there are a few certain dislikes- I can see your side of the argument as well- 

      Ration Seals have a very limited effect in most gameplay, and I also understand the rig's different and specific advantages in Dead Space 2 did not make it to Dead Space 3. The game has, however, always been a Third Person shooter with combined 1st person qualities. The Power Nodes also did not transfer, which was a little dissappointing. Lastly, the co-op specific optional missions and multiplayer achievements (Dead Space 2 and Dead Space 3) created an un-intended discourse for Dead Space Veteran Players, who saw this as a chapter of the Dead Space series that would be left incomplete for offline players, and those who couldn't afford a Gold membership- (I, being a college student, understand the concept of self financing, and that there are more important things than playing multiplayer or co-op: for a price.) Fuel, Taxation, Rent, Food, Clothing, Electricity, Internet, and even Tuition all have preceding importance, compared  to having a Gold Membership on live. I am a silver member- so co-op and multiplayer aren't possible for me.

      For those of you ranting about buying back games or wasting money on this game-

      I recommend doing what I did when all the fancy games came out for Xbox 360- I waited. If you don't want to do a pre-order, chances are that a lot of that kind of content will be later offered at a lower price as DLC. If you decided to pre-order, and you do NOT have a means to pay for the game on your own- wait until you can afford it.

      Now- I'm done discussing the dislikes and those who feel it a waste of their money and resources. I liked the game- even if it made me frustrated beyond belief on some levels. Also, the number of ambushes probably decreased because, and please don't think I'm making this up- Issac has become more experienced in dealing with the enemy. with that being said, ambushes are far less likely to occur, because experience teaches you the signs to look for.

      My only disfavor of this game, truly, was the Awakening DLC- Earth being overwhelmed wasn't quite the outcome I expected. Still, the gameplay was great- except for the progress saves. That could have used a little modification.

      Before I go, I'd like to give you guys a hint about deleting enemies in the second to last chapter- remember the bridge portals that Issac uses to go between the alignment area and the power station? going back and forth at least twice should eliminate the enemies, both Unitologists and Necromorph combined, when you do this.

      I hope that helps some of you guys on hardcore mode, and I hope others will think about what they are posting for others to see.  

      XD mind your profanities, welcome to the internet.  Sorry had to point that out, because you’re in for a surprise if you go anywhere.

      But when it comes down to the subject of the game being good or horrible; it was a solid game, it had good mechanics, a solid story, and was fun. The multiplayer aspect of the two characters having different experiences was mind blowing when I first played it. The game has replayability which is good, although for me the game broke on the snowbeast fight making it impossible to beat (I went so far as to set up a macro to tear the beast apart that played every .05 sec and it wasn’t fast enough) But besides that game crushing bug I still enjoyed the game, and had fun. However I was still disappointed, because I expected a horror game and got Dead Space meets Resident Evil 6. The character progression of Isaac becoming a badass however is in part somewhat true, but isn’t the reason for the game being the way it is. EA just wanted to make more money, so they made the game a fast pace shooter, rather than a horror game to appeal to a wider audience (which didn't work). While it was unsettling at parts it wasn’t scary. Games like the first and second Dead Space or games like Amnesia were exhausting to play in a good way, because you were constantly unnerved and terrified. You were ready for anything at a moment’s notice and that takes a lot out of you. The first time I played Dead Space I could play maybe an hour and a half at a time before I needed a break, and that made the game memorable. However Dead Space 3 with its Gears of War style fast paced shooting and it’s micro transactions is there entirely so that EA can make a quick buck. So all in all it’s a good game, but it is disappointing, and EA is still a heartless money grubbing machine that cares more about investors and money than making a decent game. They need to go back to what mad the game popular in the first place.

      Side note: Also the weapon custimization is cool, but not as coold as the original Dead Space weapons. the weapons in Dead Space were crude mining tools. And this brought another level of unsetling to the uncomfortable atmosphere. The only real gun in the game is deffinetly not even close to the best gun, and all you have to defend yourself is basically power tools. And the people on the Ishimura and on Aegis 7 had these weapons. They used these either to defend themselves or while going insane. But I won'te deny that toting a machine gun that shoots stasis rounds with a flaming shotgun attached isn't awesome.

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    • I for one loved DS3, as DS1 and DS2, and I did actually like the progression of Isaac, and each game actually felt harder IMO, I play games in the hardest dificulty setting from the start though, but DS1 didnt feel as a dificult as DS3.

      -DS1 was certainly spooky, more than once I stod in a corner, knowing that I had to go around but a part of me didnt want to face the necromorphs, however the encounters were very easy and slowly made me more confident about how to deal with the menace. Isaac being silent just made it more horrifying, he also was a lot more "clumsy?" I don't know it felt like he didn't know what he was doing (which is true, he's just an engineer and nothing more by that part).

      -DS2 the start had me giggling when Isaac knoced necro Franco to the floor, and it felt like Isaac more or less knew what he was doing, again, he's mislead by a female (Kendra Daniels and Nicole in DS1) and in this game I realized he was that character that no matter what physically happens to him in the cutscenes he won't even flinch (the part where he falls in the pit after the EarthGov gunship teared Daina and her henchmen). As soon as I saw Ellie I totally knew it would end in a lovestory and I do like her character in both games (DS2 & DS3).


      -DS3 This is the epitome so far of Isaac's progression, it felt like was perfectly confident of every move, reckless at some point.

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    • because there is no woman to fap to.

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    • i think they put dead space 3 as an"like-a-war" game,cause you've to fight againist danik troops, i think they just direct to the end of the marker,not to make it scarier

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    • Maiden Ty One wrote:
      I didn't "hate" Dead Space 3 - been playing it non-stop the last few weeks, so I couldn't exactly hate it :P - but it's definitely my least favourite in the series, and I'll explain some reasons why:

      Ok, there's the obligatory "it's gone all action!" complaint. I actually don't think it's gone "all action", it's certianly the most action oriented Dead Space game, but nowhere near "all action". If Dead Space 1 was 99% horror, Dead Space 2 was 90% horror, I'd say Dead Space 3 is 75% horror - that's still more than enough for it to be considered a "horror" game in my book, and it's not a HUGE concern for me. Honestly I think a lot of the reason people found it less scary is simply because they've gotten so used to Dead Space from playing 1 and 2.

      Now, the thing is, my reasons for being....not 100% satisfied, are a little different from most people's. Basically, I'm one of these sad saps who actually values story in videogames - my main reason for liking Dead Space is the story, the game mechanics are simply a bonus. If Dead Space had poor game mechanics, but was the exact same story, i'd still play it. I've read the books (Martyr was great, Catalyst...meh), and one of the things I think sets Dead Space apart from most other franchises - and I'm including movies and books, here - IS its story, and it's style of telling it. Dead Space 1 and 2 have something about them that I aren't seeing in any other videogames or movies, and I don't know how to explain it, but it's just so "raw". It doesn't try to dazzle, or if it does, it's subtle about it. Dead Space, to me, is this incredibly dark Sci Fi horror that has monsters in space, but actually, the real scary stuff at its core is all the stuff about "god". The idea that the intelligence behind the Markers actually created us, and we are nothing more than fuel/food for these devices to carry out some grand purpose (Convergence), and that we don't actually know what that intelligence is. That for me is what's creepy about Dead Space, the overall concept, not knowing what the intelligence behind the Markers and all the horrors they bring is, and the core fear being that it might actually BE god.

      Ok, Dead Space 3 abandons a lot of that "raw" style 1 and 2 had. 1 and 2 had an energy, a sense of dread that ran throughout from start to finish, that intsensified as it went on. In Dead Space 1 it's simply the fear of what's going on and the desire to get the hell out of it, in Dead Space 2 they expand on it with Isaac (you) slowly going insane throughout the course of it. Dead Space 3 doesn't have any of this energy, in fact there are long periods of Dead Space 3 where it not only appears unscary/disturbing, but actually feels light-hearted.

      For me the issue of it being less scary isn't really about the game mechanics, or the game play being less "horror" and more action focused - it's that the TONE of the game itself is so less disturbing than the first two. To clarify, Dead Space 1 and 2 are most similar to the movies Alien and The Thing (original 80's version, not crappy 2011 prequel/remake). Dead Space 3 is closer to something like the Alien vs Predator movies (ew).

      Dead Space 1 and 2 felt very "serious", a bit of humour here and there, but for a horror game set in a Sci Fi future, it felt very dark, serious and grounded in reality. Dead Space 3 feels a little bit "cartoony" to me, in comparison.

      A good example of this is in the music; I don't like the music in Dead Space 3 at all. They've really messed up there, as far as I'm concerned. That's not to say that the music is BAD - it's not, it's very good - it's just not Dead Space, and is completely wrong for a Dead Space game. The music for 1 was so original, so weird and "alien" sounding, it's one of the things that sets it apart from other games and movies. Dead Space 2 was mostly the same, but introduced some cello melodies here and there which actually worked quite well. Dead Space 3 has a full blown, over the top, epic orchestra score that is pretty standard among videogames. It's got none of the originality that the first two had, and more importantly, it's not dark or disturbing for the most part. In fact, there's this music that plays whenever you're floating in space in the first half that is just so WRONG, it's like a light-hearted little jingle that sounds like it should be in a J J Abrahms film...Do you remember the outside-atomsphere segments of Dead Space 1? Remember how scary and creepy it was? That is completely lost in Dead Space 3, and a big reason is because of the music. It's just wrong.

      Also, the music whenever you're in that tram going from one optional mission to the other...what the hell is that? That's not dark or creepy at all, it's like something from Star Trek. It's just wrong.

      Then there's the fact that in Dead Space 3, you do actually find out what the intelligence behind the Markers is - and the thing about that is, whatever they revealed was not going to be good enough; once you reveal what something like that is, it instantly loses its impact. That said, the Moon stuff is certainly....original. I'm not sure it quite lives up to the mystery of Dead Space 1 and 2, but it's certainly unusual. I'm in two minds about that. I'm having a hard time reconciling the idea that "god" is actually a bunch of Moon creatures in space...but then again, it's more original than simply "giant alien".

      Then, there's Ellie. Ellie was badass in Dead Space 2. She was badass, without being overly masculine, whilst not being sexualised at all, either, which was refreshing for a videogame. In Dead Space 2, she saves Isaac just as many times as he saves her - there's an equal partnership between them. In Dead Space 3...she's kind of wet. Not totally, but she's not quite as cool and capable as she is in 2. She seems more dependent on Isaac, and spends a lot of the game staring longingly at him, teary eyed, in a "Oh, save me, Isaac" kind of way. Maybe that's a bit of an exaggeration, but you know what I mean. She's also wearing an outfit just a bit too fetching for the kind of mission she was meant to be on. There's a lot of talk that they've increased her breast size for Dead Space 3 - after replaying a bit of Dead Space 2, I don't think they've actually increased their size, but they've emphasized them more with what she wears. I mean, come on guys, it's no wonder people non-gamers don't take games seriously when devs keep pulling this kind of shit. It's 2013, we're not all pubescent, horny teenage boys playing these things, you know? Dead Space 1 and 2 kind of stood out as videogames that didn't sexualise its female charactes at all, in fact its depiction of its characters was 50/50, gender neutral, which was another reason it stood out among other videogames (as well as a lot of movies, actually). And while in the last few years more and more games have taken a more mature attitude towards their female characters, Dead Space 3 seems to have gone backwards....It's not a huge deal, Dead Space 3's Ellie is nowhere near the girls from Dead or Alive, but...Ellie was not as cool as she should have been in 3.

      Next; Carver. Who the hell was this guy? His character is boring as hell - only in the Awakening DLC does he actually show some personality - he's literally just a meathead shoe-horned in for a second player to take control of. Would it really have been so hard for them to make a more interesting character for Co-Op? When they announced that Dead Space 3 would feature optional Co-Op, my first thought was "Wait, no; Dead Space is all about being on your own, claustraphobia...but it's optional, so ok...". My next thought was "Great! That means player 2 gets to play as Ellie! Awesome! I can't wait to play as Ellie...". I just assumed that Dead Space 3 Co-Op would feature Ellie as the Co-Op partner....then they showed the demo, and this meat-head soldier-boy is running around everywhere....I mean, why?

      Next; the universe. Dead Space 1 showed us a tiny glimpse of what felt like a vast, rich Sci Fi universe, one that was well-thougt out, intricate and original, and felt like we were just witnessing a tiny aspect of it in that game - it felt like there was so much more to this universe than we actually see in the game, and none of us could wait to see more of it. Dead Space 2 expanded on this in many ways, we see a civilian population center, learn much more about the state of civilisation, the breadth of Unitology and its capabilities, as well as the fierce rivalry between them and EarthGov - and yet it still felt like there was so much more. It did a brilliant job of answering some of our question, but raising further ones. Dead Space 3....am I the only one who feels like in Dead Space 3, we've seen everything? The universe is depicted so dull, it feels like we've exhausted it - only we hadn't, the end of Dead Space 2 left so much unseen, there was still a vast human civilisation spanning the stars that we hadn't seen, still so much more to show - in 3 it feels like the WRITERS thought the universe was exhausted, and so treated it like there wasn't much more to show. It feels like it's all grinding to a halt, like there's nothing left to see - and it shouldn't. It's like they've deliberately written their universe to be much more limited than it actually was, or could be. I don't like this thing that "EarthGov have been defeated" - firstly, that's just stupid. EarthGov were the GOVERNMENT, of a vast human civilisation spanning the stars. One of the things that was great about Dead Space was the dynamic of there beng TWO enemy groups of humans; the Government, and Unitology, and the rivalry between the two, and Isaac caught in the middle of them. In Dead Space 3, we learn right from the off that Unitology has BEATEN EarthGov, and EarthGov practically no longer exists. This just reduces the Dead Space universe drastically, makint it much less interesting than it was. It's like they couldn't, or didn't know how to carry on writing two primary antagonists, so just had one "beat" the other and then just write for one. I also don't buy that Unitology could BEAT EarthGov - Unitologists are crazy religious nutjobs, that's like Alqaeda taking down the US government - in the space of 3 years - it's NOT gonna happen.

      Then, there's some of the new enemy Necromorphs...those ones that look like people carrying wrenches....what the hell are they meant to be? One of the great things about Dead Space was how original its enemies, the Necromorphs, were, at the time I'd not seen anything like them. On paper, they sound like zombies (reanimated dead) but they're about as far removed from "zombies" as you can get. I mean, they're the stuff of nightmares, really. But now in Dead Space 3, we've got this new variant that basically ARE just zombies. Again, something that is being done to death in videogames, that Dead Space 1 and 2 avoided, has now being incorporated into Dead Space 3. Visceral said the idea was that from behind they could look like a person, with the hood up, in the vein of The Thing....which might be justified, if there was ever any point in the game where you COULD actually mistake them for a person, say if you came around a corner and they have their back to you, and Isaac calls out to them, only for them to turn around and attack once you get too close....that never happens, the first time you see them they run at you from the front, and every time after that. It's just pointless.

      However, I did like the way they made us think the intelligence behind the Markers was aliens, only for them to turn out to be another victim of the Markers. That was a nice touch. The new weapons crafting system, whilst a bit glitchy, is pretty damn awesome - just a shame they reduced the number of carriable weapons from 4 to 2 - I mean THAT is retarded; increase the amount of weapons in the game 10 fold, but REDUCE the amount that you can carry....genius, Visceral. I also liked the character Jacob Danik, and also the fact that he was voiced by Simon "Kain" Templemen :D



      The thing is, Dead Space 2 was so god damn awesome, they were never going to top it. The only thing you can do in that situation is instead go in a different direction - Dead Space 1 and 2 feel like the same franchise, a natural evolution from one to the other, whereas Dead space 3 feels like a seperate animal, almost a spin-off - which sometimes works - but in the case of Dead Space 3, I think it just leaves it feelign slightly underwhelming. It's like, Dead Space 1 was great, Dead Space 2 was freaking awesome, then the trilogy ends with Dead Space 3, which is just "quite good". If 3 is indeed the last in the series, the trilogy has definitely ended with a whimper, not a bang.



      That's my feeling on Dead Space 3. It's not a calamity, it's a good game, it's just nowhere near as good as the previous too, and strays too far from what made 1 and 2 so good. Just to claify; straying too far is not a bad thing, if where it goes is actually better - I just think, in my opinion, where Dead Space 3 goes, it isn't. I'm all for change, if it's what's needed, and if it's change for the better - I just don't think such a change was needed, or that Dead Space 3's change IS for the better. I hope if they ever do another game, they return to the dark energy of the first two, the constant feeling of dread and despair that plagues the first two from start to finish, go back to the weird, ambient music and throw the over-the-top orchestral one out the window, make Ellie badass again (and maybe even play as her? Come on, Visceral!) and bring it back to what made Dead Space such a great and interesting franchise in the first place.

      One final thing; there were so many story threads of the Dead Space series completely abandoned in 3. Where the hell was Lexine Murdoch? The Severence DLC in Dead Space 2 leaves lexine escaping out into space, whilst being pursued by thos strange men in white; I took that to mean that she'd be in Dead Space 3, that Lexine and Isaac would eventually meet, and she'd become involved in the main storyline - and that we'd find out who those men in white actually were. None of this happened in Dead Space 3, Lexine isn't even mentioned at any point - I mean what was the point in starting that story thread with Extraction, following it up with Severence, only to abandon it? There were other things, too, like in Dead Space 1&2 text and audio logs refer to Unitologist "crypt ships"; spaceships containing thousands corpses housed in cryo-coffins. It reveals that part of being a Unitologist means donating your body to the church upon death, that the church takes these bodies and puts them in these vast storage ships, but no one knows why or what they do with them. I assumed that at in Dead Space 3, we'd actually see and encounter such a ship. I expected Dead Space 3 to actually be partially ABOUT the struggle between the Unitologists and EarthGov, that we'd actually see a lot of that IN the game - not that it would all be done with by the time 3 even starts. It's just lazy. One thing I can't stand is abandoned story threads. That to me is the epitome of lazy writing.



      But no, I don't hate it. It's more "underwhelming" than "disappointing". It's still a good game, and I dont' think it's "killed the franchise" as many are saying it does. Simply that it's the weakest entry in the series, and I hope that if they continue the series, they bring it back to the previous entries - and again, I'm not really talking about gameplay mechanics, I'm talking more about story and tone, and the "feel" of it, than anything.

      Sorry for the length of this post, I can go on a bit :S. I should say that all of what I've just said are simply MY opinions, they're no more "valid" than anyone else's. I just thought I might be able to shed some light on it for Enkar, and help him/her understand where perhaps some people are coming from.

      I totally agree with this, also even if the story is carp, the shooting. Is satisfyingas always

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    • I too have played all three games in order, and have liked all of them, but from my own observations, I suppose the main "beef" with the third game is that because of the co-op mechanic introduced, it made the game a little more action oriented than the other two Dead Space games normally would be.  (Just to be clear, this is not an opinion I agree with, only an analysis of hundreds of hours of gameplay between the three games.)

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    • I love DS3, so do for DS1 and DS2.

      The only complaint I have for DS3 is the love story that comes across the outbreak that may ruin the whole human races and the universe was ridiculous I think.


      • Spoiler warning

      Come on, I know Issac loves Ellie and doesn't want her to be dead but handing over Codex that billions of lives are depending on to one of the most craziest guy in the whole universe just to save his ex-girlfriend???

      And not just that, handing over Codex to an unithologist means the deaths of all, yes including Ellie, Issac, Carver.

      Despite that Carver still saved Ellie.

      Sounds really reasonable right?

      The thing is, when I come to think about DS3's whole story plot it's like "the whole universe is as fucked because of one person's love triangle!".

      And that one person is Issac Clark, the only survivor who's been through the hell twice from Markers.


      Having said that DS3 game mechanic itself is very enjoyable to me because I wasn't expecting that much of scary factors since DS1 as I already knew how to deal with necromorphs all too well.

      Slaughtering necromorphs with your own built guns?

      That's just cool and amusing.

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    • I liked Dead Space 3 a lot. It is overall not worse than DS1 or DS2. Different but not worse.

      DS3 has flaws,too and some of them are pretty stupid.

      First of, and the worst in my opinion we are told (by the game) that some areas are offlimits for us. Because we play solo! Nothing destroyed the immersion for me more than this. Better would have been to just make the areas explorable or think of another, immersion friendly text like "you need two persons to open that lock". 

      The second biggest flaw is the missing halucinations. It makes sense for Isaac to lost them because he "purged" himself in DS2. What I think is a pretty cool idea. But why not make Carver a playable character for solo game? Or a 2nd playthrough? Why was he restricted to multiplayer only? (AddOn rescued it a bit for me)

      The third point (am I nitpicking here?) are the missing symbols on the alien marker. It is lore that these symbols are somehow connected to the necromorphing process. Why are they missing on the alien marker then? Every marker should have them and every copy ofc too. The look pretty cool but their design is so different. Maybe too different?

      That would be my points about DS3. But the overall game is great and I liked the atmosphere (space/planet) and the visuals alot. It was also still enough horror for me preventing me from playing it everyday even without the typical DS halucinations. DS1 and DS2 are better in some aspects but for that DS3 is better in other things.

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    • I really hated how they blatantly replaced potential jumpscares with cutscenes.

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    • This game and every dead space game is either good or bad by its own reasons, its just difference of opinions
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    • in my opinion, dead space 3 wasnt a bad game, it was just missing the horror elements that were in the first two games. another thing that made dead space 3 less scary is making almost the whole game on a sunlit snow planet. if they made dead space 3 take place on a planet like aegis 7, the game would feel a bit more scary becase aegis 7 feels sad and dead. okay, that whole paragraph might not make alot of sense but in any case, this is my first time writing a comment

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    • i should have changed sunlit to brightly lit

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    • all the dead space game have something good and something bad about them

      ds1 pros 
      

      1 challenging environments 2 the fresh step in franshies 3 jump scares(cause we partially did not know what to expectItalic text)

      cons
      

      1 silent charactor(issac did not use any of his inshigt of being an astromechaical engieer, more of 'chore boy') 2 hurrendous controls, wasd controls really? not to be trolling but i think most people are right handed and so natrally us the arrow keys for diretions 3 you have to pay money on a space ship millons of light years away form earth...... shount all your equipment be provied be the c.e.c? ds 2 pros 1 issac is voical involed charactor(using some of his engieering skills) 2 dynamic story, slow treck into insanity,earthgov/unitologist after you necromorph to stomp cons 1 ever nercromorph drops something and if its ammo 95% of the time it for the wepons you carry.

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    • i didnt play the games for the gameplay as such i didnt complete the first one and think " you know i really loved how you move and shoot. duh duh duh  " No in played for a intense and intriging story that grabbed you threw you about and then let you go dizzy and wanting more which ds 3 just didnt do but u can still enjoy it plus ive got say who gives a F....  how old is this game now. bloody hell !!!

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    • guys, ellie was never a badass character like some of you say she was.i mean, a quarter into the end of dead space 2, she kept nagging isaac if what he was doing was "safe" . i mean geez woman, the guy has survived for longer than you an has also got [hopefully] the best armor on titan station.in the beginning of the game she is actually kinda badassbut later when she sees isaacs oh so beutiful face, she starts to weaken.also when isaac sends ellie away in the gunship, she starts to get really sad. badass? not so much. and yeah, she does save isaac in the end and thats pretty awesome but in dead space 3... well we all know how she is more of a quote" walking cleavage" than an actual helpful person.

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    • Yes the game wasnt as scary, but the gameplay wa still a lot of fun. The lore went kinda weird IMO, I wasnt a fan of it, but I coudl roll with it.

      What killed the game for me was the idiotic love triangle.

      • Isaac thought to be dead in crash*
      • Isaac meets up with group*

      Ellie: "ISAAC! OMGZ! YOU ARENT DEAD! YAY!

      Norton: "Wow, youre awfully glad to see him"

      SERIOUSLY?!? Its strange for Ellie to be glad that someone they thought was dead to actually be alive??? Not only just anyone, someone she cares about? WTF kind of idiotic writing is this?

      Even worse is the idiotic lvoe traingle rivalry pushes the story along with Norton trying to kill Isaac because of it. WHO WOULD DO THIS IN THIS LIFE/DEATH SCENARIO? NO ONE. This was lazy, cop-out writing.

      Norton had such potential to be an interesting, strong character. He couldve beeb like a Hammond from DS1 except this time he knows what's going on. Norton was correct in many instances that the mission should be aborted, but because of the Love Triangle it maeks you think "is he actually trying to be logical, or is he jsut butthurt?" It couldve made his betrayal more hurtful, but at the same time make sense. Norton betrays to save himself and his comrades for he sees the mission as lost. Instead, we are left with him betrayin got save himself and kill isaac off to he can have Ellie to himself. SUCH A WASTE

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    • Acethedemonking
      Acethedemonking removed this reply because:
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      03:55, September 27, 2017
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    • I think it's because EA did the same thing Capcom did with the resident evil franchise and made it into a more action oriented game and took out most of the horror element. It's not that dead space 3 was bad it's just that it lacked what the first dead space had and that was keeping the player in this constant state of terror throughout the game. Even today after playing the first dead space I will never forget my fear and anticipation when the USG Kellion and it's crew first boarded the Ishimura without having a clue of what awaits them.

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    • The story suck balls, downgrading Ellie, removing all the badass element she had, and filling the plot with superflous side characters that are unlikeable and they usually just die away - plus the good ol' "ancient aliens" stuff.

      Weapon customization it's hilariously broken.

      More action oriented added to the formula because they designed the game for a coop campaign to appeal to a wider audience (kill me).

      Tau Volantis it's just not scary, it's so open you don't feel claustrophobic or cornered often.

      The final boss is a giant necromorph shitting markers

      and the creme de la creme, the real ending is behind a DLC, AND IT ENDS WITH A CLIFFHANGER

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    • i don't buying that "Yes, we all got used to the necromorphs, making it less scary"reason

      people said 3 not scary not because we used to it

      in 3,the game didnt even trying to scare,and we have day light beautiful snow world  half the game

      may i aks you,how can this be scary?

      animal,human instinct afraid the dark,how many successful horror game with day light theme?

      even old silent hill know best way to scared people,dark is really improtant

      and i also dont buying that,game ant scary more because

      um...so most scary part from the 3 is prologue? Tim?cuz he not badass just random youngboy

      What make DS3 Not Scary?

      1.developer dosent trying to

      2.whole game with Co-oP map design cause game with more wider large area

      3.way less dark area aka atmospthere not scary

      4.lacking disturbed soundtrack

      5.new necromorphs not scary

      6.way less jump scared or didnt trying to scare you

      7.lacking new necromorphs that can do the new trick other cant

      8.you dont feel alone at all,and horror game + Co-op is an bad idea

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    • 36.230.110.2 wrote:

      and i also dont buying that,game ain't scary no more because"playing as Isaac,which is badass hero"

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    • Acethedemonking
      Acethedemonking removed this reply because:
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      03:55, September 27, 2017
      This reply has been removed
    • as long there's people can understand what said,i dont give a F

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    • Acethedemonking
      Acethedemonking removed this reply because:
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      03:55, September 27, 2017
      This reply has been removed
    • Game-play Issues:

      1. Too many necromorphs. So many encounters were huge hordes. In sheer amount, it was almost as if each encounter was the equivalent of a quarantine segment in previous games. It took away jump scares, and it also just made a lot of the game frustrating instead of suspenseful/scary.

      2. Universal Ammo. The developers were kinda forced to do universal ammo because of all the necros they stupidly threw at us, but having Universal Ammo took away the fun of ammo conversation and made the engagements brain numbingly easy. Pure survival mode fixes this somewhat, but not completely. It was odd. They went from Universal Currency and Separated Ammo in the other games to Universal Ammo and Separated Currency. I would have loved if it was both were separated.

      3. The Crafting system, while admittedly a lot of fun, broke the game. Im fine if this was left the way it is, or reverted to old way. The pro of fun factor with con of breaking game and pro of gaming balance with con of not having that fun factor are equal in this regard, IMO.

      Story-Wise Issues:

      1. Danik is boring as hell. I mean really? Cliche british accent bad guy.

      2. The idiotic love triangle. Love triangles are almost always bad ideas from the get-go, but Visceral took a horrible idea and used it in worst way possible which leads to issues 3 and 4.

      3. A few "Fandom Users" have stated the horrible use of Ellie. No need to rehash that.

      4. Another user touched on the wasted potential of Robert. He was reduced to a dispicable character. Instead of a complex character he was the generic "other lover" who is forced into becoming an utter dick (doing and saying things that make no sense under the circumstances) for the sake of making the audience not like him. Good gosh the lazy writing. The utter laziness towards Ellie's and Roberts' characters piss me off more than anything.

      5. Carver and Isaac surviving is also idiotic. Im fine with them surviving the game, but that ending needs to be completely rehauled for it to be even remotely believable.

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    • Playing Dead Space 3 I was never scared, never frightened, never even felt threatened. On the average difficulty the damage from cutting limbs was clearly nerfed because it was often faster and easier to hit everything the same human based center of mass. Maybe cutting limbs would have killed faster, but the reticule seemed harder to aim, and your base weapon was basically a freaking assault rifle not well suited to precision aiming. At the end of the day, I didn't see a difference between pumping shots into a necro's chest and going for limbs, and since ammo was literally everywhere and universal, I had no reason to be conservative.

      That's the biggest issue. Dead Space 1 and 2, and every good survival horror action game, is about running out of supplies, and Dead Space 3 didn't have that on Normal at least, where mos people would play the game. The abundance of ammo and health meant the only times you would die would be instant death sections. Most of the combat sections I recall happened in enclosed spaces, like the old quarantine segments, except half the time the vents necros came out of were bloody lit up. Yeah, just highlight where in the area the zombies are coming from, that's scary. Wonder which of these four obvious, well lit vents they'll jump out of. It also meant the smartest play was to back into a corner and spray bullets. Why not? Not like there's a lack of ammo to deter me from shooting my name into the floor.

      That's what people mean when they say it went action/FPS. There's no tension that I'll mess things up. That if I fire too many shots I might be in trouble in the next encounter, that god forbid I change my weapon to have enough shots total to survive. It feels like people whined about not being able to use the Contact Beam all the time so they just neutered the ammo system to appeal to people who refused to change guns. It's the only reason I can think of to go to a universal ammo system.

      And finally, the new crafting system broke literally every piece of balance the game could have had. On my FIRST PLAYTHROUGH before the middle fo the game I made a rocket launcher shotgun, massive power, fast reload (not the fastest but fast enough) and the explosions didn't hurt me. Every single fight was "Stand in corner, wait until they get close, explode everyone." If it took me less than half the game, with no information (I didn't look anything up), to make a weapon that easily carried me to the end of the game with no problems, never low on ammo, health, then how many others got to that point too? The old weapon system was balanced like that, you couldn't just use the strongest gun in the game forever (unless you were good with the Cutter, and really, who didn't love that thing) Dead Space 3 though, you absolutely could craft an over powered piece of hardware, and the game just kept spitting ammo at you with reckless abandon.

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    • I like a lot of stuff about Dead Space 3, although there were eventually issues that i had with.

      Here are some stuff i can add as things i like or have problem with:

      1. Crafting system. Although you (and especially you & your partner) can turn into killing machines, it simply offers a lot of flexibility and gives players the freedom to play up to their style of slaying various necromorphs. Having a good co-op combo often times gives you a good badass feeling of being an unstoppable duo. Which can kind of backfire against the original game's feeling of helplessness and limitation. But still, i like the idea, and for all the people that don't like this system, there is Classic mode.

      2. Introduction. I loved the way the game introduced itself through Tim and Sam. The Prologue scene really sets things off in a positive way, raising some interesting questions of what's to come in the game. 

      3. Variety of locations. Although the pacing of the game suffers a bit as a result of multiple locations, i really appreciate the scope of the game. Dead Space 1 and 2 were 10-hour games, while Dead Space 3 last nearly twice as long, although it maybe wasn't necessary for it to be that long due to game's troublesome pacing in some parts of the game. SCAF ships were an nice introduction of what's to come on Tau Volantis. I really like the setting of the game. Icy planets always make a good SCI-FI/Horror setting, and Tau Volantis is no exception.

      4. The Isaac-Carver dynamic is a fun one. I like John Carver's character. And of course i like Isaac. And some of their dialogue is really fun to listen to. But i kind of expected more of the psychological stuff from both. Carver's missions were okay, and the execution of these ideas was good for the most part, but the levels themselves didn't offer new surroundings etc. Also i expected a lot more insanity moments from Isaac. And expected more from the moments when Isaac and Carver fought each other verbally and physically. Awakened tried to do some of this stuff, but unfortunately it's obvious that EA rushed the release of the DLC and as a result, the expansion missions and the character arcs inside were meh. The sequence where Carver and Isaac fight each other could've been done so much better.

      5. Final game chapters, the ones in the Alien machine, felt too long, and i didn't appreciate a few backtracks inside those chapters. Those thruster-flying sequences were unnecessary. And i expected more from the Alien voice/symbol puzzles. They turned out not to be puzzles at all.

      6. There are parts of the story that i really liked, but playing this game through only once (and through co-op, so there were certainly things i missed) didn't answer some questions i had. So, who built the original markers? What did the Rosetta species do with the Moon? They froze it? There's just too much confusion with the function of the Codex. So, the codex is used to actually stop the freezing process of the machine? Why did Tim and Sam look for it then? Did doctor Serrano accidentally actually turned off the machine, and then tried to turn it back on? In the ending, Danik seems to turn on the machine, not turn it off. Doesn't the machine being turned on actually freeze the Moon? So General Mahad basically did the right thing, apart from giving a colony-wide suicide order? How on earth did anyone then actually stop the Convergence? I just can't wrap my head around what happened during that time. Also, there was absolutely no need to say that the Tau Volantis incident happened 200 years ago. It doesn't bring any depth nor mystery to the event. It just makes me question how humanity didn't advance in 200 years of time. RIGs and military weapons feel more advanced than in DS1 and DS2. If they said that the incident happened like 20-50 ish years prior to Isaac's timeline, i could've bought that. But this is just an unimportant part of the plot that i chose to forget. Also, Ellie could've been a slightly more interesting character. They could've done a lot with her and Isaac. The Marker seems to never have a psychological effect on her, which is a shame. There could've been scenes where Ellie or even Santos go kind of insane and do crazy shit, up to Isaac and Carver to stop/save them. 


      Overall, i really like Dead Space 3, but the story could've been done much better, and the character arcs much more turbulent and interesting. I hope Visceral doesn't get bogged down by EA in the future installment. I am still a fan of the series, but there is absolutely no need to dumb down the base story that is more or less quite mysterious, but yet simple.

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    • Hmmm, alot of what I had issues with have already been stated, but here goes...

      1. The weapon crafting system, and the lack of balance with the weapons. Telemetry spike was almost useless, plasma cores were only good in pistols, and electric bolas, 3 boring flavors of flamethrower, etc. I don't know how many playthroughs I'm on now, but I always end up using the military engines because they are the most efficient way of killing. Part of that is due to limbs not being as important as before, but alot of it just balancing issues.

      2. Necromorph variety and attacks. I remember being jumped by leapers from above in DS2, in DS3 they're just slightly different slashers. The fodder were either just zombies, or broke apart in predictable ways. Missed opportunity there, could of had more variety of mutations. Most of the ones who were interesting only came at you sparingly. Could of randomized enemy generation in alot of places. If your going to swarm a player, at least make the swarms interesting and different.

      3. Story. The love triangle was telegraphed, knew where it was going the moment they introduced it. The characters were stereotypes, basically.

      4. Co-op. I have no problem with it being included, but it really should be completely optional. As it is, there are parts of the game I will never be able to play in, and I will never have a fully completed game.

      5. Crafting, Universal ammo. Once you get enough scrap metal, ammo concerns disappear. Plenty of medpacks to go around.

      All in all, I like the game. I've played it alot. I just think it could be better.

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    • "Everyone" is a bit of a stretch. I didn't hate it, but I did not think it was nearly as good as DS1 and DS2. Well, here's the things I disliked about DS3. Long post. Read, don't read. Up to you.

      The thing that bothered me the most about DS3 was the absolutely insane amount of medpacks I got. Every encounter with necromorphs yielded at least 2-5 medpacks or more. It trivialized things even on harder difficulties because there was no need to conserve health packs and play more carefully like I did in DS1 and DS2 because I knew I could be reckless since enemies would drop a ton of health packs anyway.  My inventory got full on a constant basis because of all the medpack drops. Big minus.

      In DS1 and DS2 dismembering necromorphs actually counted for something. It left them vulnerable and slow which is why both games tell you to go for the limbs. In DS3 necromorphs are just as fast crawling, and in the case of Wasters they were sometimes even FASTER when their spines came out, as they were running. It's like they abandoned the whole point of dismembering them. It made it very annoying when I got swarmed by necromorphs and I dismembered them and went "Ok this will give me a quick breather...uh, wut? Wait? WHAT?!" and they came at me FASTER than before I cut their limbs off. This also made ammo management a pain if you didn't have enough scrap metal to craft a bunch since medpack drops are more common than ammo drops. This was a huge step back for me as it felt like artificial difficulty and added a feeling of grinding via the scavenger bots.

      I strongly disliked Ellie's portrayal in DS3. She seemed more like a damsel in distress in DS3 than the badass she was in DS2. She fended off necromorphs on her own in DS2, then she got her eye impaled and removed with a screwdriver and still kicked ass and had a witty vocabulary to boot. A lot of that badassness, determination and willpower was gone in DS3 with the exception of her determination to see the mission through. It was very disappointing to see. I disagree with the claims that they made her breasts bigger though. As someone else here said, they simply gave her clothing which made her breast size more pronounced than it was in DS2 but not to the point of sexualizing her.

      The whole love triangle thing. I hated it and it was a completely unnecessary addition to the game. It was obvious from the get-go that she still loved Isaac and had second thoughts the second she saw him, which is why Norton's insecure bitching was so incredibly grating because he knew it too. It made me roll my eyes every single time and added a level of annoyance to the game. I did like putting a bullet in Norton's head though so there's that.

      The weapon crafting was interesting and fun, but too many weapon types were useless. Like the fandom user above me said, I mostly just used the military engine with repeater/submachine gun/bullpup as the tip and force gun as the lower tip because it was the most efficient along with plasma cutter. I REALLY didn't like how they nerfed the plasma cutter so much. It got better with damage +3 upgrades, but unupgraded it took like 3-4 shots to dismember a limb. Again, it felt like artificial difficulty.

      The story was meh at best. It didn't pull me in as much as the previous games and at some point I just wanted it to be over.  The final battle was cool though. Awakened on the other hand was surprisingly good. I really liked it because it felt more like the previous games. It brought back that feeling of isolation and dread from DS1. What I really liked about the ending of Awakened is that it left me torn. A part of me felt that in a way it seemed like a fitting end to the franchise. They fought admirably and as best they could, but in the end they lost. The other part of me wanted a continuation set on Earth, with less action and more horror like in DS1 and DS2. Alas, since EA has now canned Visceral the chances of that happening are nil. I hate EA so much.

      So yeah. DS3 was good for what it was and I enjoyed it, but it doesn't hold a candle to DS1 and DS2. Especially DS2. I find myself replaying DS1 and DS2 (DS2 more than DS1) on occasion, but I haven't touched DS3 since I beat it in 2013 and probably won't ever again.

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    • Personally the reason I don't like it is the amount of glitches I have come across, it has been overly rediculous and I can barely play the game to be honest... Otherwise seems like a cool game.

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    • A FANDOM user
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