The way people talk about Dead Space 3, I thought I was in for a second Resident Evil 6. I was worried my friend had dragged me into another 20-plus hours of mundane hell that would leave me completely numb and miserable, barely able to keep my hands on the controller as we unloaded seven clips into a single enemy. And here I am itching to play more. Dead Space 3’s got it all - a pseudo gravity gun that now lets you lob explosive barrels at your co-op partner, workbenches where you can design overpowered shotguns that will send Necromorphs and all their limbs flying, and zero-G space sections full of homing mines to shoot. Or you can let them hit your buddy and then feign ignorance. “My bad, mate. Didn’t spot that one.”
As I probably should have guessed, the internet blew it out of proportion. It earned a respectable 78 on Metacritic, but that didn’t stop it from developing its reputation as the one bad egg in an otherwise great survival horror trilogy. It was dragged through the mud for being different and, as we all know, new is scary, but 3 isn’t even all that new. I’d mostly heard, which was even echoed in some reviews, that it ditched horror for action, yet it feels a lot like the first two games, only now with a co-op partner.
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Expectedly, having a bud tag along to crack wise with makes the atmosphere a little lighter, but that doesn’t diminish the body horror and hopelessness of finding scattered audio logs of frantic crewmates in their last moments. The dingy corridors are still lit by backup lights, leaving you in the dark as your suit does the heavy lifting when brightening up your surroundings, and around every corner, there’s
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