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Dead Space 3

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Dead Space 3
DeveloperVisceral Games
PublisherElectronic Arts
DirectorBen Wanat
ProducerDavid Woldman
Programmers
  • Steve Timson
  • Louis Gascoigne
Artists
  • Alex Muscat
  • Ian Milham
Writers
Composers
SeriesDead Space
Platforms
Release
  • NA: February 5, 2013
  • AU: February 7, 2013
  • EU: February 8, 2013
GenresSurvival horror, action
ModesSingle-player, multiplayer

Dead Space 3 is a 2013 survival horror action video game developed by Visceral Games and published by Electronic Arts for PlayStation 3, Windows, and Xbox 360. It is the third and final main entry in the Dead Space series. The game's story follows player-character Isaac Clarke and his allies as they explore a frozen planet, Tau Volantis, to discover the origins of the growing threat from their enemies, the Necromorphs. Players control Isaac and explore the environment, solve puzzles, and find resources, while fighting Necromorphs and hostile humans called Unitologists. The game supports online cooperative multiplayer sessions in which a second player takes the role of new character John Carver.

Production of the game began in 2011 after the release of Dead Space 2; the sequel was initially planned as a horror-focused experience but demands from Electronic Arts resulted in the introduction of action elements, the de-emphasis of horror themes, and the introduction of microtransactions. The gameplay was adjusted based on the new setting, and the story was written to close out the series and explain the remaining mysteries of the Necromorphs. Composers Jason Graves and James Hannigan wrote the game's score. A downloadable content (DLC) episode subtitled Awakened was released in March 2013; it was developed with more focus on horror elements.

Dead Space 3 was promoted with additional media, including a graphic novel called Dead Space: Liberation. Critical reception was generally positive. The game received praise for its atmosphere and gameplay, but critics and players questioned its shift towards action. Awakened gained a mixed reception; its plot holes and short length were criticized. Dead Space 3 peaked high in sales charts but sold fewer copies than the publisher had expected. Plans for a sequel were abandoned, the development team was disbanded, and Visceral Games closed in 2017. The series remained dormant until a remake of the first Dead Space game was released in 2023.

Gameplay

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A man in a futuristic suit fights a monster in an open area during a blizzard.
Protagonist Isaac Clarke fighting a Necromorph on the planet Tau Volantis

Dead Space 3 is a science-fiction-themed survival horror action video game. Players control lead character Isaac Clarke from a third-person perspective through a level-based narrative campaign. Players navigate a variety of environments—mostly on the ice-covered planet Tau Volantis—completing narrative-based missions, solving physics-based puzzles in the environment, and fighting monsters called Necromorphs.[1][2][3] In addition to standard movement, Isaac can climb some ladders to reach high platforms and rappel up and down some vertical slopes with accompanying controls for sideways movements and dodging environmental threats.[4] During some sections, Isaac can explore outer space but has a limited supply of air. Some areas are subject to weightlessness, with Isaac using his RIG suit to explore debris and spacecraft.[3]

While exploring, Isaac can break crates using his melee attack or a stomp action. The Kinesis ability can move or pull objects and the Stasis ability slows a target's movement for a limited time.[4] As with previous Dead Space games, almost all gameplay displays show in-game as diegetic holographic projections; the exception is the interface for a crafting bench.[5] Isaac's health and energy meters are shown on the back of his RIG suit, ammunition counts are shown on the weapons, and opening the inventory screen does not pause the game.[6]

Isaac must fight several types of Necromorphs that emerge from the environment; he also encounters human enemies, and occasional three-way battles between Isaac, Necromorphs, and human soldiers occur.[3] Isaac can use two weapons to combat the Necromorphs, which can only be killed by severing their limbs, a method called strategic dismemberment.[7][8] In addition to standard movement-based combat, Isaac can move into cover behind some objects such as box piles.[9] All weapons draw from a pool of universal ammunition.[10] Some items such as health, weapons, and ammunition can be found in the environment, and additional items and customized weapons are created using crafting benches that are found during the campaign.[4] Weapons are crafted using blueprints and can be customized with multiple firing types, melee counter enhancements, and buffs to enhance damage.[7][11] Crafting resources are found in the environment; these are retrieved using a scavenger robot and are collected with ammunition from defeated enemies. Resources can also be purchased with real money in microtransactions using the bench interface.[3][4]

Alongside the single-player mode, a second player can take on the role of secondary protagonist John Carver in online cooperative (co-op) multiplayer mode. The co-op game is opened from the main menu, from which the host player can invite a friend or create an open invitation for any player to drop into a session.[12] While leaving the story mostly unchanged, co-op mode adjusts the game's puzzles, and unlocks co-op-exclusive side missions and cutscenes related to Carver.[1][13] A central part of the co-op campaign is "asymmetrical dementia", in which players experience different hallucinations.[14] The Xbox 360 version incorporates the Kinect peripheral, with which players can use voice commands to communicate and activate abilities such as stasis.[13] Beating the game unlocks New Game Plus, allowing players to carry over weapons and armor, and additional gameplay modes. "Classic" mode removes crafting and plays similarly to earlier games. "Pure Survival" has enemies but no resources, enforcing health-and-ammunition management and focusing on crafting. "Hardcore" introduces permadeath, in which Isaac has only one life; his death forces the player to restart the game from the beginning of the campaign.[12][15]

Synopsis

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Setting and characters

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The central cast of Dead Space 3; from left to right, Isaac Clarke, Jennifer Santos, Austin Buckell, Ellie Langford, Robert Norton, and John Carver.

Dead Space 3 is set in the 26th century. In the backstory, resource-starved humanity experimented with an alien artifact called the Black Marker, which triggered dementia and mental illness, and changed corpses into monsters called Necromorphs. During the initial outbreak, a new religion called the Church of Unitology emerged, worshipping the Marker as a divine force that would lead humanity to a unified state, dubbed "Convergence". Later experiments with copies known as Red Markers yielded the same result, prompting the Earth Government (EarthGov) to conceal the Red Markers. The Marker incidents are revived when the mining ship USG Ishimura discovers one on the planet Aegis VII. In the present, the Markers are attacking humanity; while EarthGov tries to contain the crisis and exploit the Markers for their energy, the Church of Unitology works to spread the Markers' influence.[16][17]

The main protagonist of Dead Space 3 is Isaac Clarke, an engineer who survived the Ishimura incident, resultant torture by EarthGov for the Marker blueprints in his mind, a subsequent outbreak on the Titan-based space-station Sprawl, and mental illness triggered by the Markers.[16] The secondary protagonist is John Carver, an EarthGov soldier who survived a Necromorph outbreak that killed his family.[18] Other characters include Ellie Langford, a pilot and Isaac's ex-girlfriend; Robert Norton, an EarthGov officer and Ellie's new boyfriend; Jacob Danik, terrorist leader of a militant Unitologist group called the Circle;[19][20][21] and Marker researchers Jennifer Santos and Austin Buckell.[21]

Plot

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Two centuries ago, a military team on the frozen planet Tau Volantis retrieves an artifact known as the Codex. The team's commander kills his remaining subordinate, erases the data on the Codex, and then commits suicide.

In the present, Isaac is hiding in a colony on Earth's moon when Carver and Norton forcibly recruit him to help them find Ellie, escaping a Necromorph outbreak triggered by Danik and the Circle. Ellie's location is traced to Tau Volantis, which is assumed to be the Marker home world. Isaac, Carver, Norton, Santos, and Buckell travel to Tau Volantis's moon; they rescue Ellie and investigate the orbiting derelict ship Terra Nova, discovering evidence of past research on the Necromorphs and the recurring phrase "Turn it off". They crash-land on Tau Volantis, and Isaac and Carver separate from the rest of the crew. Isaac and Carver find Buckell shortly before he dies. After reuniting, the survivors set off in search of a key called "Rosetta"; they are pursued by Danik and the Circle, who followed them to Tau Volantis. Norton betrays the group to the Circle, hoping to safely return to Earth with Ellie; Danik betrays Norton, whom Isaac kills in self-defense. Santos later dies during another Necromorph attack.

"Rosetta" is revealed to be a cryogenically frozen alien who is native to Tau Volantis, whose population was another victim of the Necromorph infection. Isaac experiences a vision that reveals the Markers influence evolution and perpetuate the Necromorph life cycle. As a last resort before being overwhelmed, the aliens created a machine that sent the planet's moon − in reality a giant, intelligent Necromorph hivemind − into hibernation by freezing the entire planet; the message "Turn it off" came from the Markers so the moon can awaken and summon more of their species to consume all life in the universe. "Rosetta" was used by Tau Volantis' first research expedition to create the Codex, a DNA key that can control the machine. Danik captures Ellie and threatens to kill her, forcing Isaac and Carver to give him the Codex. Danik deactivates the machine, reviving the moon and triggering Convergence — the absorption of all organic matter on Tau Volantis to empower the moon - but dies in the resulting destruction. After sending Ellie away, Isaac and Carver reach the machine and reactivate it, which kills the moon and apparently them. With the Marker signal gone, a saddened Ellie returns to Earth.

In Awakened, the still-living Isaac and Carver try to escape Tau Volantis, facing more Necromorphs and suffering from severe hallucinations. Through one of these, Isaac learns that the other moons have been awoken and are searching for Earth. Isaac and Carver use a Circle shuttle to reach the Terra Nova to find a lightspeed drive and warn Earth, and they confront a cult of insane Circle survivors. The moons invade Isaac's mind and reveal to him that they have always known Earth's location and were stalling him and Carver. After killing the cultists, Isaac and Carver return to Earth but find it under attack by the moons. They crash into an approaching moon, leaving their fates unknown.

Development

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Following the release of Dead Space 2, the team of developers at studio Visceral Games found sales were similar to those of the first game but the production budget had increased.[22] A 2012 report showed Dead Space 3 was almost canceled following the poor sales of Dead Space 2, which disappointed publisher Electronic Arts.[23] The team felt the need to incorporate more mainstream elements into the series.[22] The game's director was Ben Wanat, who had worked on the series as a designer of the Necromorphs and as a writer of the series' background lore.[24] David Woldman was senior producer.[25] After the increased action focus of Dead Space 2, Wanat wanted to return to survival-horror elements with the crafting system that was originally designed to emphasize Isaac's engineering background.[24] To broaden the third game's appeal, the developers altered the game's genre by incorporating action elements, though there was an effort to keep the horror elements the series was known for.[24][26] Antony Johnston, who had written for the original game and its related media, said the decision was indicative of the team's wishes and a "necessary evil" to increase sales.[27]

The game's production was troubled; during a franchise review, the developers received multiple requests from Electronic Arts, whose priority was to increase sales by following then-current gaming trends, leading to clashes with the production team's wishes for the game, including the simplification of the final crafting system and the contentious introduction of microtransactions, which the team did not want.[24] The shift was part of Electronic Arts' refocusing of marketing and resources on established franchises with strong sales figures, contrasting with their earlier experiments with new game ideas like Dead Space.[26] Microtransactions were kept optional with unlimited resource mining using a remote device and yielding the same items that could be purchased; at release, players assumed this feature was a glitch.[28] When production finished, some of the team remained to complete work on the DLC episode Awakened while the rest dispersed to work on other Electronic Arts franchise projects.[29]

Game design

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Executive producer Papoutsis stated the team wanted to make a game that was superior in quality to Dead Space 2.[30] The game was first developed for PlayStation 3 and Xbox 360, then ported to Windows, resulting in limited graphical options for Windows. According to Papoutsis, the team wanted the game experience to be similar across all platforms.[31] When asked whether a Wii U version was being considered, Papoutsis said the platform was wrong for the Dead Space series at that point.[32] For the Xbox 360 version, the team implemented Kinect functionality into the co-op mode. The team had worked with other motion-control-based systems in the series but had never worked with Kinect. They used only voice-based commands because they felt gestures would disrupt the established gameplay feel.[33] The game engine, which was carried over from earlier games in the series, had to be adjusted for larger environments.[1] Real-time depth-of-field adjustment and more-realistic reflections and light behavior were new technical additions.[34] The team tried preserve the diegetic UI design but had to break this rule and create a more-conventional, full-screen UI display for the crafting bench; an early version that showed Isaac working over the desk with displays around him was deemed unusable.[5]

Electronic Arts had repeatedly raised the possibility of including a multiplayer mode to broaden the series' appeal; it was dropped from the first game for design and budget reasons while Dead Space 2 includes it as a separate competitive mode.[24] Fans of the series had also requested the inclusion of a cooperative mode.[1] For Dead Space 3, the team agreed to include cooperative multiplayer from the outset and "do it properly". The original proposal was to have a hallucinatory "Shadow Isaac" who would appear to be like another character, playing into early story concepts surrounding Isaac's mental state, but Electronic Arts prompted the team to make a more traditional co-op mode without the horror elements.[24] Story producer Chuck Beaver said after the game's release, the switch from single-player to including co-op happened in the middle of the game's production.[35] The tuning and balance of gameplay and enemies needed to be adjusted to account for the co-op element; some sections were made co-op exclusive with unique story elements.[32][36] There were also adjustments to the enemy artificial intelligence (AI) and spawning rates are unique to the co-op mode.[25]

The new setting Tau Volantis allowed the team to experiment with obscuring visibility with sudden blizzards, combining it with the sound design to create a different type of tension than previous entries.[7] Woldman compared the design of levels to a roller coaster, with moments of high action and tension between periods of rest.[25] The game's environments were made more open rather than the enclosed settings of earlier games to prompt players to use different tactics when dealing with enemies.[1] The vertical environmental design also meant rappelling could be incorporated.[33] The Flotilla, a zero-gravity section, was designed with "some pretty wild setups" that had to be reduced in intensity or cut from the final version.[29] The Flotilla allowed the team to incorporate more traditional, closed environments like those in the first two Dead Space games.[37] From December 2011, the team focused on tuning controls and the weapon-upgrade system, increasing the speed of Isaac's movements from Dead Space 2 to match the new human enemies.