Since the game's announcement, EA and Visceral Games have been adamant that the cooperative mode in Dead Space 3 will toy with the idea of mental instability in a way that few other shooters have ever attempted. When you go through the campaign with a buddy, one of you might begin to experience hallucinations that go completely unnoticed by the other. You'll hear noises, see visions, and even be attacked by imaginary adversaries, all while partner watches on in confusion. They will have to aid you through these episodes in order to carry on with your mission about the frozen planet of Tau Volantis. I haven't played any of DS3 cooperatively yet, but this unique gameplay schism sounds absolutely fascinating. What I have played is the game's opening few hours, and though indisputably gorgeous, it left me with much worry regarding the lack of a strong central voice across all facets of the experience.
During the first few hours of DS3, I killed gun-totting humans, weird bugs, a pulsating fungal mass, and a whole bunch of Necromorphs. I traveled through neon shopping malls, office buildings, and derelict ships. I gathered materials, built complex weapons, and fortified my spacesuit. I jumped through time, floated in zero gravity, and had a moment reminiscent of Space Harrier. But despite doing all of this, the one thing that I never encountered was fear. At no point did anxiety, dread, or any sort of tension creep into me, and I'm still trying to figure out why. Maybe it's because I spent far more time navigating the various systems and mechanics than I did actually soaking in the atmosphere, which is honestly a shame given how great the game looks. Horror shouldn't overload you with menus, options and cumbersome additions. The scariest things in life are often the simplest. This is something that the original Dead Space knew perfectly, and yet DS3 seems to completely ignore this basic principle.
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