Wednesday, September 13, 2017

Dead Space 3: Better Than You Remember


First things first. If I know you, Reader, you're probably wondering, "Wait a minute--was that Phil Collins?"
Yes and no. It's a cover of his 1979 megahit "In the Air Tonight". And if you're anything like me, hearing that song in an official trailer made you think, "Ugh, that isn't a good sign."
But Dead Space 3 is actually really good, certainly better than the 77 it's racked up on Metacritic. It strikes a different tone than the previous games in the series, and the ending is kind of weak, but I view the fact that there are professional game reviewers giving it a 6 out of 10 as a sign of a certain amount of entitlement that's settling into gamer culture (for further examples, see: Half Life 3-Gate and Mass Effect 3-Gate).
Anyway, the game opens on the Moon, with our increasingly haggard hero, Isaac Clarke, being pressed into service by two meatheads named Norton and Carver. Isaac’s fellow survivor of Dead Space 2 and more recently former flame, Ellie Langford, has gone missing on some planet nobody’s ever heard of called Tau Volantis. Before she hyper-drived there or whatever, Ellie told them, “When I disappear, go find Isaac, so he and I can have, like, kind of a romantic reconciliation arc over the course of the game.” (I'm being glib, but less than you might think.)
Isaac and the science bros have to fight their way off of the Moon, because the Earth’s government has become so ineffectual that the Unitologists are running rampant. Unitologists are, as far as I’ve deduced, the Dead Space series’ answer to the question, “What if Scientology’s whole ancient, intergalactic empire schtick was true, except L. Ron Hubbard was secretly in the tank for the evil, alien warlord, Xenu, who was himself actually a thinly-veiled analogue of H.P. Lovecraft’s Cthulhu?” (Not a very succinct question, I admit.)
Whatever their motivation, there are these alien markers driving living people crazy and turning corpses into rotting, fleshy tentacle-monsters, and the Unitologists see this and conclude, as might any of us, “Six corpses clumped together into a squid is the next stage in human evolution!” Excluding the corpse-monsters—which the game calls “necromorphs”—the Unitologists are the primary antagonists, and, true to that fact, this is the first game in the series where you actually engage in gun battles with other humans.
Eventually, Isaac makes his way to Norton and Carver’s ship, where he manages to saunter all the way from the airlock to the bridge before a space-mine takes out the windshield and what was supposed to be a simple mission… gets complicated . This is when the gameplay gets a lot more interesting. Hanging above this planet no one knew existed is a derelict fleet of two-hundred-year-old Earth ships. As Isaac, you have to jaunt around between dead ships, sometimes by launching yourself into a vacuum, scavenging parts and figuring out what happened to the people who came before. Then you crash a shuttle on Tau Volantis, trudge across an icy hellscape, climb a mountain, activate an ancient, alien machine the size of a city, and thereby save the universe.
I can understand why some people have been down on this installment. Between the more familiar setting, the child/baby monsters, and the creepy visits from Isaac’s dead fiancĂ©, Dead Space 2 is a much scarier game (scarier than the original, as well). Horror, as a genre, usually washes over me like a light summer rain, and I couldn't play Dead Space 2 too late into the evening for fear of dreams fraught with severed limbs and shark-mouthed infants. Could they have jacked that level of intensity up a few notches, as is standard operating procedure when creating a sequel? Past screeching undead schoolchildren and exploding babies that crawl on the ceiling? I don’t know, probably? But there has to be a point past which they’d experience diminishing returns as far as attracting players, and personally, I think they were getting pretty close. Really, though, it's not that I wouldn't have enjoyed another horror-themed Dead Space (I probably would have), or that I prefer action (I don't), but I think they made a rip-roaring, big budget science fiction game. And we don’t get a lot of those, either.
Dead Space 3’s shooting is fine, and the crafting system is interesting, but by the time I was a few chapters in, I’d put together a shotgun/rocket launcher combo that I stuck with all the way to the end (so I wouldn't have to go to the trouble of aiming too much—like I said, action games aren't my strong suit). Most of the game’s allure is in the grimy, intricate detail of its dystopian future—a human civilization that’s all used up and slowly deteriorating—and the most thrilling moments come when Isaac’s facing off against the environment: jetting around a vacuum in a field of debris above Tau Volantis, his oxygen slowly depleting; or staggering through a blizzard after a trail of flares, huddling by the scattered flaming wreckage of his crashed ship for warmth. The amount of care that’s been put into crafting the environments, especially the outdoor environments, and this Earth’s history is truly impressive, and those are the areas where Dead Space 3 really shines.
The ending is kind of weak, just in terms of providing a satisfying finish to the story, and although I walked a lonely road and therefore cannot comment on the co-op, there are a few points in the game where I felt like Isaac and Carver—the aforementioned soldier and potential co-op partner—were supposed to have gone through more of an ordeal together than I got to experience.
You know the kind of thing I’m talking about. Near the beginning, Isaac says something like, “Hey, Carver—sorry I stepped on your foot back there. Things were pretty hectic, what with the explosive decompression and corpse monsters and etc.”
And Carver’s like, “You think you know me? You think you know what I’ve been through? Die in a fire, nerd.”
But right before the end, they share a bromantic moment, where Carver admits that he has feelings, too, and Isaac tells him he’s an okay guy, and I’m thinking, “You guys have known each other for, like, twenty-four hours and you’ve barely spoken.”
If I had to guess, I'd say that at some point in one of the co-op sections, Isaac saves Carver's life, and Carver's like, "Sometimes I worry that I'm not smart enough."
And Isaac, touched by his honesty, responds, "Sometimes I wish my biceps had that big vein. You know the one I'm talking about."
And a corpse monster with seven arms and eleven mouths slides out of a ceiling vent and says, "Sometimes I wish I was prettier!"
And then they hug it out.
"I just... want... to hold you!"
If they ever make Dead Space 4, it's probably going to open with Isaac and Carver sharing an apartment and arguing over whose turn it is to take out the space garbage. And I’m fine with that. Carver’s a stereotypical action guy, as far as I can tell, but the voice actor does a good job and I appreciate the occasional break in Isaac’s enforced solitude.
Mostly well-written and well-acted, gorgeous, in a scruffy, purposely dingy sort of way, with gameplay that ranges from good to occasionally great—yeah, I like Dead Space 3 a lot, and if you’re boycotting it because they added co-op, you’re not really hurting anyone but yourself. If you’re boycotting it because of EA’s gross, obvious, money-grubby system of in-game purchases and first-day DLC… well, yeah, I can’t blame you for feeling that way. But I can tell you that you can get through the entire game, and easily, like, you’ll actually still have too much stuff, without spending an extra penny.

In Which I Spend 12 Hours and then 45 Minutes with DC Universe Online




            I don't usually like online games. Don't get me wrong, I tried to get into World of Warcraft for a couple of months, if only because all of my friends, including the non-gamers, seemed to be playing it. I played more than my share of the various Halos on Xbox Live back in the day, and I finished Destiny's story missions without ever interacting with another player. Part of what drove me away, what continues to keep me away, is the general toxicity of online culture (upon which subject a trillion words have been written by a million people, and I don't have anything new to add). The more important reason I find online games mostly skippable: the lack of a compelling story and/or my inability to become immersed in a story when there are a hundred people wandering around my screen with names like "NinjaBeaver69" and "FartSandwich" floating over their heads.
            Many times  over the past decade, I've been actively unhappy when a game is announced—DCU Online, Marvel Heroes, The Secret World, The Old Republic—because I get excited about the core concept, but then they're like, "Online only!" which squelches my interest almost as quickly as "From the creators of X-Men Destiny!" or "Now with added Richard Spencer!" The fact that I don't get Knights of the Old Republic 3 because online games produce more revenue would be grounds for some kind of lawsuit if this was a just world. DCU Online faced an uphill battle with me, is what I'm saying, and I'm sorry to report that we barely got past the character creation stage.
            I was putzing around in the Playstation Store last week, looking for interesting demos, and the fifth or sixth time DCU Online waggled its spandex-clad butt in my face to remind me that it's free to play, I thought, "Why not?"
            And so began what seemed to be about twelve hours, when taken as a whole, from beginning to download what turned out to be the first chunk of software, to the point where the game became functional. Not the best start to an experience I was already ambivalent about.
            When the game finally starts, you're presented with the above six minute movie that also served as the game's first major trailer. Lex Luthor did something to Superman, so Superman had to go into space to recharge his solar cells, I guess, at which point everything on Earth seems to have degenerated to Mad Max in about five minutes. Most of the movie is Road Warrior-ized versions of superheroes and supervillains slugging it out in a ruined city. By the end, most of the heroes—including Superman—are dead, and Lex has, like, five seconds to revel in his victory before an enormous spaceship descends from orbit so Brainiac can step out, stroking a figurative white cat, and say, "Just as I planned."
            Cut to: the past! Battle-Damaged Future Lex explains the situation to Superman, Batman, and Wonder Woman before pushing a button and releasing the super-power bestowing robo-bugs he stole from Future Brainiac into the populace. Brainiac is still coming, you see, and Earth needs an edge. And there's your explanation for why everyone you encounter will have superpowers!
            That movie is probably the best thing about DC Universe Online. It looks pretty nice, and it has action and drama and a bunch of DC characters wearing body armor over their costumes. Kevin Conroy and Mark Hamill play Batman and the Joker, which is always a good thing, and as far as I can tell, Future Lex kills Superman by stuffing Wonder Woman's corpse with kryptonite, which is so silly it might just be my new favorite thing to ever happen in the DCU.
            Character creation is probably as good as it can be, all things considered. You build your character from the ground up, choosing things as basic as sex, body type, and hero or villain, all the way up to your power type, fighting style, and who your mentor is. Oh, and you have to design your costume. It sounds like a lot, but it mostly comes down to sets of three: do you want to get around by flying, somersaulting, or running at super speed? Do you want to be mentored by Superman, Wonder Woman, or Batman? There are a bunch of base powers to choose from—fire, ice, magic, mental, gadget, etc.—but it can be boiled down to defense, healing, or control. The most flexibility you're afforded is in the creation of your costume, and even that's rigid enough that it's got to be spitting out scores of people who all look and move and play near-identically.
            I created a man in a suit, tie, and top hat, pitch black from head to toe, excluding his white tie and his glowing red eyes. I made him a flier for ease of use, gave him mental powers because who cares, made him a martial artist because of course I did, and made Batman his mentor, because, although I think this should go without saying, he's Batman.
            Then all I needed was a name! Should be easy, right?
            "The Dapper Man"—unacceptable for some reason.
            "Dapper Man"—taken.
            "The Suit"—taken.
            "The Victorian"—taken.
            "The Victorian Adventurer"—too long.
            "The Victorian Advent"—taken.
            "Top Hat"—taken.
            "Bi Curious"—taken.
            "Dr Brainraper"—I was testing you, DCU Online, and you passed.
            "Punch Face Man"—this is when I figured out they don't like three-word names.
            "Butt"—taken.
            "The Wiggler"—taken.
            And then, just as I was getting ready to smash my PS3 against the wall and hang myself with the controller cord, I happened upon a name that was neither taken, nor violated any rules. Want to guess?
            "Joe Biden." Former vice president of the United States "Joe" frigging "Biden".
And it didn't even give me a chance to say, "I was being silly! Of course I don't want to name my superhero Joe Biden. Joe Biden doesn't want to name his superhero Joe Biden, if for not other reason than it would blow his secret identity."
No, it simply launched me into the tutorial. I've been kidnapped by Brainiac because of my superpowers or something! Oracle's talking to me via an earpiece I just happened to already have! I've got to escape by flying through a series of mostly empty rooms and fighting a series of extremely similar robots!
I didn't last long. I made it to the part where a hole in the floor was spitting out enemy types that were invulnerable unless you hit them with certain types of attack, and there was a counter on the screen suggesting that it wasn't going to let me pass until I killed a certain number of each type of enemy, and I was like, "Oh, hey, chores!" before deleting DCU Online and going to bed.
The gameplay wasn't particularly fluid or attractive, nor was it much fun, but it took that "Kill this number of this enemy type" hokum to remind me that I'd set myself a fool's errand. I was never going to enjoy DCU Online, not really. The mediocre experience of the tutorial was only going to deteriorate when other people got involved. It might not even be the game's fault. It just isn't my thing.
Given that fact, it would be unfair to say that I don't recommend DC Universe Online. What I'd suggest is that you look over what I said about online games, see how you feel about it, and if it resonates, take it as a sign that you probably shouldn't waste your time.
And now that I've calmed down, I've come to a realization: Joe Biden might actually want to name his superhero "Joe Biden." But now he can't. Which is just another strike again DC Universe Online.