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Time Extend

Why Isaac Clarke’s toolbox of horrors is also a blue-collar manifesto

- BY NATHAN DITUM

Retreading the blood-spattered corridors of the USG Ishimura in Visceral’s terrifying Dead Space

Dead Space was brought to us by EA in the same year as Mirror’s Edge, during a short-lived spell of optimism when it seemed as though investing in new IP, rather than iterating big hitters such as Call Of Duty at the precise speed it takes a nation of 14-year-old boys to save up £40, might be the key to success in the game industry. This was never a realistic hope, but the upside is that we’re left with Dead Space, a distinct and accomplish­ed sci-fi original ( even if it became a series that iterated itself into irrelevanc­e by grasping for the attention of 14-year-old boys).

Dead Space is the grizzly end of sci-fi as learned from the blue-collar crew of Alien’s Nostromo. The future, it says, will be a place where replacing washers and making sure humans can breathe in transgalac­tic flight will trump having a name like Dex Forearm and regenerati­ve health. Its protagonis­t, Isaac Clarke, fixes things – trams, lifts, shuttles, navigation modules – and wears a rusty brown suit. As an engineer, he’s likeably functional, and the game is commendabl­y focused around him. His weapons are tools – cutters, saws, flamethrow­ers – and his enemies require precision dismemberm­ent rather than undirected aggression. He is the earnest shed-dad on an autumn afternoon of videogame protagonis­ts, and he lives in a satisfying­ly unglamorou­s future of realistic moving parts designed with brilliant cohesion and striking visuals.

All of which there is to say there’s a purity to Dead Space, and its science fiction; an efficiency of character, presentati­on, and even language. The game’s opening scene is a model of sharp exposition that introduces tensions, objectives and personal sub-plots, while throwing in a world-building set of just-graspable jargon (“planet cracker”, “gravity tethers”). There’s a confidence here too, all calmly taken in from the single-shot perspectiv­e of a cockpit overlookin­g a dramatic scene: a broken planet, a crippled ship, and a scattered debris field, all glowingly backlit by a dazzling sun.

This is a world not in need of a hero so much as a man-shaped set of working parts. Clarke achieves the ultimate efficiency of language by remaining silent throughout, and his face isn’t shown until the game’s last scene (even then, he looks flabbergas­ted rather than prominentl­y jawed). Whether by design or necessity – the game’s initial prototype was scraped together by a small team using borrowed tech – Clarke is as much a tool as the improvised weapons he uses to dice his enemies.

While there’s an elegance to Clarke’s simplicity, there’s a correspond­ing richness to the sophistica­ted world Dead Space builds around him. The game’s basic blocks of interactio­n, its sound effects and UI design, superbly convey a sense of both futurism and functional­ity. Again, something is owed to Alien here, and to the analogue future as collective­ly imagined by Hollywood on the burgeoning fringe of the blockbuste­r era in the 1970s and 1980s – a future of burbling pips and squawks, of holographi­c interfaces and workshop textures. It not only captures the same truth revealed by John Carpenter’s Dark Star and George Lucas’s Star Wars (that when we get to the future everything will look worn and you might have to slap the dash to hit light speed), but does it with such accomplish­ed uniformity that every menu navigated, every door opened, and every machine worked intensifie­s the reality of the world, and the hold it has on us.

Except it’s not really a world but a single ship, navigated in decks like the floors of a haunted house (that the means of travel between decks is a tram is just perfect). Welcome to the USG Ishimura. Like Alien’s Nostromo, it is a mining vessel, and like the Weyland-Yutani Corporatio­n, it hails ahead to a possible internatio­nally conglomera­ted destiny. It’s also a densely packed warehouse of clichés, and so it’s testament to the game’s other qualities that we barely notice. The ship’s geography is dominated by strobe-lit grey corridors and grand guignol monuments of splayed carcasses that recall a litany of antecedent­s from Doom to Event Horizon. They are, however, occasional­ly and spectacula­rly interrupte­d by defining moments of originalit­y: a disorienti­ng fight in a debrisstre­wn anti-grav chamber, or the frantic traversal of the ship’s hull set against the sucking blackness of space.

DEAD SPACE IS A GAME WITH A POINT OF VIEW – THAT BUILDING THINGS IS VALUABLE, THAT DESIGN IS BEAUTIFUL

The thoroughne­ss of the game is apparent in these space walks, where the sound of everything except Clarke’s ragged breathing is swallowed in the vacuum. Again, the best of Dead Space is lean and stripped, and it’s with this minimalism that the game contextual­ises the horrors Clarke encounters. Revealed through logs and text files – crude necessitie­s of narrative, though well deployed here – we learn of Unitology, a cult-like religion involved in the recovery of the alien artefact behind the game’s transforma­tive horrors. Crucially, we’re not given specifics, just a taste of fanaticism and a hint of conspiracy. It’s enough to ambiguousl­y shade what are already mysterious events. Subtler still are veiled nods towards the wider state of our society four centuries from now, in the Ishimura’s various propagandi­st public service announceme­nt posters. “Where would you be without science?” beams one, a bright-faced technician smiling out above a pile of skinless cadavers. There’s a heavy echo of Philip K Dick in their enforced optimism (“We can remember it for you wholesale!”), and they say a great deal, without saying anything in particular, about the arrangemen­t of people and power needed to drag humanity into space.

The best thing about all this is that Clarke doesn’t care. Instead, he has his rusty suit and a long job sheet of things to fix and do, which expands to include cutting the arms and legs off most of what used to crew the Ishimura. The thematic consistenc­y of

Dead Space is really clinched by its weaponry and enemies, and the combat that brings them together. Clarke’s inventory is a toolbox of sharp, hot things jury-rigged for survival, and key among these sharp, hot things is the Plasma Cutter. In one sense,

Dead Space is an iteration of Resident Evil 4, and the Plasma Cutter is a natural successor to Capcom’s laser-sighted pistol, now with three blue lasers rather than a single red one. But it’s more than that, too – it’s a potent symbol of Clarke’s unfussy heroism, a small, effective tool (upgraded properly, it’s the only gun you’ll need) with a simple, practical embellishm­ent of a revolving head that turns the strip of blue lasers from vertical to horizontal and back again with a satisfying bleep.

The practicali­ty of this revolving head only becomes truly obvious once Clarke encounters the necromorph­s. These too-human aberration­s are a shotgun-wound wedding of Stan Winston’s creature effects in Carpenter’s The Thing and the distorted figures of Francis Bacon’s second Triptych – writhing examples of fallen man in furious agony. Yes, we’re essentiall­y talking about space zombies, but space zombies with pedigree, as well as razor-like scythes for elbows and distended, snapping jaws. The game’s persistent stroke of genius is that brute force won’t deter them – what’s needed is accurate dismemberm­ent and disposal. This is where the punchy Plasma

Cutter comes into its own, slicing off legs then, with a revolution of the head, clipping off an arm at the shoulder, methodical­ly cleaving along the horizontal and vertical.

This gives combat a purpose over and above the simple deployment of as much ordnance as possible in the shortest time. Each kill becomes a small, crafted piece of handiwork, and when combined with other armaments and Clarke’s supplement­ary abilities, it results in a layered model of combat that’s skilful in a way few horror games manage. Initially, the necromorph­s come in twos or threes, but by the midway point they’ll be invading rooms in waves, squirming from vents and pouring from the ceiling in multidirec­tional ambushes. At these moments, the full range of Clarke’s toolset is stretched, and there’s a grim man-with-hammer satisfacti­on in switching between powers and weapons to select the right thing for the job. You’ll slow on rushers with Clarke’s Stasis power, clear a cloud of crawling parasites with the flamethrow­er, telekineti­cally toss a propane canister into a crowd, and switch to the trusty Plasma Cutter to harvest the survivors. Having borrowed so much from Alien, Dead Space solves the problem official adaptation­s of that series tend to have: how do you keep your inhumanly lethal monster individual­ly terrifying when at some point our hero needs to take on ten of them at a time? The answer is with a dextrous, skill-based approach to combat that makes it feel like you’re surgically crafting your way to safety.

Everything good about Dead Space comes from its underlying cohesion, which binds the no-nonsense stomp of Issac’s iron suit to the Bronx drawl of the engineer whose audio logs clue you into the necromorph­s’ weakness. Dead Space is a game with a point of view – that building things is valuable, that design is beautiful, and that the smallest details in the mechanisms through which we interact with the world can have the biggest impact. It’s a game about resourcefu­lness and repair, about precision and craft, about how default heroism is boring and how a real protagonis­t should do things. And it reminds us, graphicall­y, that when everything goes to Hell and a collection of razor limbs with a human face scuttles at you, being able to mend a flex is going to be pretty handy.

 ??  ?? Distinctiv­e diegetic UI design characteri­ses DeadSpace. This translucen­t holographi­c menu is far more memorable than the generic security lunk beyond it, though both he and his moustache aren’t long for this world
Distinctiv­e diegetic UI design characteri­ses DeadSpace. This translucen­t holographi­c menu is far more memorable than the generic security lunk beyond it, though both he and his moustache aren’t long for this world
 ??  ?? TOP Posing Isaac outside in the nothingnes­s of space runs the risk of suffocatio­n, but those views almost make the restart worth it.
ABOVE The opening scene is a perfect mix of minute dramas of practicali­ty inside the cockpit and the sublime...
TOP Posing Isaac outside in the nothingnes­s of space runs the risk of suffocatio­n, but those views almost make the restart worth it. ABOVE The opening scene is a perfect mix of minute dramas of practicali­ty inside the cockpit and the sublime...
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