Dead Space 3: What we want to see

This is our list, but what do YOU want to see?

Dead Space 2 is an absolutely stunning experience, there's no doubt about that. We won't go into all the reasons why we loved Visceral's sequel, you can read our gushes by checking out our Dead Space 2 review.

But you should have already bought the game, survived the carnage and begun winding up your hype machine for the third in the series.

We're already well on the way in terms of excitement, far enough in fact to have a pretty good idea of what we want to see in Dead Space 3.


Here are our polite requests for the next slog of survival. Don't forget to tell us yours.

Don't get us wrong, shooting those nasty Necromorphs is incredibly fun, it has been right through the Dead Space series. Being able to lob limbs of with carefully aimed shots, gradually dismembering your foe makes for a really sick kind of satisfaction.

There is one fairly big problem with Dead Space when it comes to gunning, however, and that's the fact that we're never encouraged to mix our arsenal up a bit. In fact, Dead Space 2 actually encourages firearm monogamy.

Ammo drops in the game are clearly geared towards whatever piece you're carrying, so it's all too easy to pick your favourite weapons and stick to it for the entirety of the game. That might not bother some people (it's your favourite gun afterall) but we think not forcing other weapons into play means wasted opportunities for variety.

Mass Effect had a similar problem; players upgraded their weapon but the system in place meant that it was all too easy to focus on tweaking one weapon, forgetting the rest entirely.

EA needs to come up with a new upgrade system for weapons in Dead Space 3, one that has a strong strategic element to it and encourages variety in your gun wielding.

Dead Space 3 had some of the most epic action sequences we've ever seen and the best bit was that control was rarely taken out of our hands.

Take the train sequence, for example. It starts of conventionally enough, just an eerie, light lacking creep through a train carriage. No great shakes.

It isn't long though before everything starts to go brilliantly wrong for Isaac. First of all he has to jump from one carriage to the next while both are moving at speed. Having the player make use of his trusty rocket boots to blast down the tunnel and jump the gap was exactly the right move by Visceral, having the train doors fly off and making us dodge them kept the jeopardy at maximum.


But it didn't stop there; sliding down the carriage as it topples and starts to fall keeps the action running at an incredible pace, and when we ran out of bullets hanging upside down and fighting off Necromorphs at the end of the sequence, well, we were pooped.

Dead Space 2's action sequences rivalled Uncharted 2's in the way they were sprung upon you suddenly and seamlessly. Basically, we want more of the same, but we don't want to lose any of the slow-burning scares that Dead Space is known for.

It was a controversial decision and it upset a fair portion of the Dead Space fan base, but we think taking off Isaac's helmet and letting us see the man underneath was a good idea.

Naturally, it made Isaac feel more human and helped to demonstrate his vulnerability; especially after he'd had a particularly bad beat down and we could actually see his anguish.

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