![]() ![]() A pneumatic hammer that allows players to obliterate enemies at close range can be coupled with a rivet-firing machine gun that sets enemies on fire. This makes it possible to create a line launcher that dismembers as well as electrocutes while giving the player an undermounted combat shotgun for when things get too close. To expand your options, you can also undermount a secondary weapon under the barrel of the primary. The game paces this well, giving the player few options in the beginning, but adding things like environmental damage as things progress. Given that your weapon components can be broken down and rebuilt at will, this encourages a level of experimentation to discover new blueprints based on the items in your pack. ![]() With a nod to RPGs, these seem to be split up into the usual gray, green, and yellow power levels. Each weapon is comprised of anything from 2 to 8 pieces. Dead Space 3 restricts the player further by only allowing two weapons, but within that choice is an incredible amount of variance. Previous Dead Space titles featured a short list of weapons, but most players stuck to just a handful of them. Replacing the credits we spent in the previous two games, a plethora of materials can now be gathered from the environment as well as slain enemies, giving the player the ability to mix and match them to create weapon components, health kits, stasis rechargers, and more. This new feature is delivered via the new crafting system. While the dismemberment mechanic is alive and well, as is the ability to take those pieces and throw them via kinesis, environmental damage and augments are now also possible. Thankfully, there are some new mechanics to help against both enemy types. Strategies that work against mindless creatures that rush towards you to try to eat your face don’t work as well when your enemies are pointing firearms at you from cover. It certainly sounds like your standard cliché storyline, but after Isaac’s encounter with the Marker, nothing is ever quite as it seems.Īs Isaac soon discovers, his encounters with the necromorph plague are made worse when he also encounters the Unitologist fanatics that have formed a religion around the undead beasts. When opportunity literally knocks down his door to help figure out what happened to Ellie’s now-missing expedition, Isaac must once again put on the RIG and face the undead necromorph scourge to save her. His recently-departed girlfriend Ellie has set off towards adventure, leaving the mentally-warped Isaac little to live for. We find him in a run-down apartment, alone, and facing eviction. Isaac Clarke, the protagonist from the previous two titles, has suffered horrors beyond what any mind should ever endure. Would the gamble pay off? It was time to descend back into terror to find out. Taking a page from their work in the upcoming Army of TWO: Devil’s Cartel, the team at Visceral decided to go all-in they threw in cooperative play, optional side missions, a crafting system, and even an entirely new setting – ambitious and risky to say the least. When you look at typical sequels, they are more iterative in nature rather than attempting to explore new approaches to a very well received franchise. Visceral’s approach was somewhat foreign to the gaming landscape. While there is certainly a debate to be had on the expansive use of microtransactions, I believe it’s only fair to focus the work Visceral has presented on the disc instead. Instead, I’m going to look almost exclusively at what is on the disc, eschewing all of the DLC for a look at the product as it stands without augmentation or addition. While the presence of a substantial amount of launch DLC that could have easily become a part of the product at large has its implications, I’m not going to focus on that in the course of this review. Before we get started, I’m going to preface this review with what it isn’t. ![]()
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