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S2 Ep141: Dead Space image

S2 Ep141: Dead Space

S2 E141 ยท Soapstone
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Join Dave and Jake as they revisit the universe of Dead Space. Is it playable? Does it hold up? Did we actually build up the courage to play a sp00ky game? Find out in this week's episode!

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Transcript

Introduction to the USG Shimura

00:00:05
Speaker
The USG is Shimura, the biggest planet cracker in her class. Why is it all dark? I don't see any running lights. This is built, Holden, by maritime law article 5469. I hereby declare Captain Benjamin Matthias unfit for duty. The mark must be delivered to the church. I'm sorry, Ben, but I can't let you do this.

Meet the Hosts: Jake and Dave

00:00:37
Speaker
How's it going, everyone? Welcome to another episode of Soapstone. My name is Jake. I'm joined by my co-host as always, Dave. How's it going tonight, Dave? Uh, kind of shitty.
00:00:52
Speaker
But we can move past that. Right. I feel like I feel like we need to address that. I like to see my answers always honest, but then not go into too much detail. That's what listeners love. Just skim the surface and never explain.

Frustrations with Insurance and Healthcare

00:01:09
Speaker
I've just been feeling like shit and had a lot of insurance calls again today. It's really weird how you can say like, hey, can I do the thing? And they're like, yeah. And you call back like, hey, I was just asking that thing. They're like, oh, well, and then you have to like manually drag them through the fucking process. And it's between like three separate companies now. Oh my gosh. You're happy about it.
00:01:34
Speaker
Yeah. Like it could be a pain dealing with just one company sometime. For the most part, I haven't had too many bad experiences, but we've had like times we, my wife and I went to like the pharmacy, pick up her prescription and like, Oh no, we can only do that like through direct delivery now. Like we couldn't get the prescription through them. Like, all right, well, that's weird.
00:01:55
Speaker
Yeah, I mean the pharmacist in particular was incredibly helpful Like he went well out of his way to actually explain like hey, this is how you can follow up and stuff We tried to resolve this but we couldn't work through it and was just like went ridiculously above and beyond props to that miscellaneous guy that's never gonna get any credit from this but The process itself sucked
00:02:15
Speaker
Yeah. One of the calls that ended today was essentially them saying, I needed to call somebody else. And they said, thanks, have a good one, and then hung up. And I'm like, all right, I'll take it from here, I guess.
00:02:31
Speaker
Yeah.

Social Norms and Honest Interactions

00:02:33
Speaker
Whereas the lady who I spoke to for like half an hour from the correct place theoretically was actually helpful. And when I was just, she's like, how's it going? I'm like fucking shitty. She's like, oh, I'm starting to hear that. Like you could tell she was like jokingly taken aback, but also like had some sympathy and was like, all right, you're not a piece of shit. Cool. That's all I need. Just like a little bit of help. That's a good place to be, I think.
00:02:54
Speaker
I think like if someone says that they're doing poorly, there's almost like, especially I would say in America, you have to say doing well, but like in this case, right? So we open the podcast and you're like, I'm not doing that great.
00:03:10
Speaker
And if that happens like in a workplace environment or something like that, then it almost turns into like a pause moment for the person who is just expecting to say like, that's good. How are you? I mean, yeah, you know, exactly right. And you're like, should I like.
00:03:30
Speaker
actually inquire, you know, about what's going on here. I will never put that on a stranger because they don't give a shit. Like if I'm checking out, they're like, hey, how's it going? I'm like, fine. I got groceries. Just let me check you out. It's a pleasantry we're exchanging and we're not getting into each other's lives, you know? Right. And I'm fine with that exchange.
00:03:52
Speaker
Um, it was only like, if like a doctor or like someone who I gave shit about, that's you, baby. Like asked, then I would be honest. Right. Did you ever think for doctors? Yeah. Which is why I appreciate you got that costume. It's tough finding a pink nurse outfit in my size. I'm just saying. I'm just kidding. Those don't exist.
00:04:18
Speaker
I'm pretty sure. Yeah, I know. But yeah, I mean, it's also nice to be actually like on the opposite side of that spectrum. It's like if you can never tell people how you actually feel and it's purely meaningless, then. It's kind of pointless to write. So that's why specifically, I will not ask people how they're doing unless I want to know. Hmm. Interesting. I try to avoid that at work a lot.
00:04:47
Speaker
I think I think it can work. I can only speak to like American culture in particular, I guess, like now Eastern American culture, but like guys sometimes have more nonverbal cues for some of that stuff. So you do like

Dead Space: Plot and Mechanics

00:05:02
Speaker
the head nod and passing, right?
00:05:05
Speaker
I super appreciate that. I don't know what guy code founder baked that into the DNA. I assume God, right? But that's very convenient in certain times where you don't want to get bogged down in conversation. You don't even want to exchange pleasantries. You're really focused on something. The nod and pass. You're just like, I acknowledge your existence is really nice.
00:05:33
Speaker
So I mean, I agree for sure, but I'm trying to think of a scenario where that would come up in public. Like I don't feel like you're walking by like, and you make eye contact, it's polite to just give like the nod, like I acknowledge that you're there. But like outside of that,
00:05:52
Speaker
I don't think women have like a walk by, it's like, they don't get into talking with completely random strangers if they don't have a reason to, you know? Right. I guess that's true. And this doesn't really apply to like random strangers, I think for the most part. True randoms you don't really engage that much with on average. But yeah. Anyways, if you ask people how they're doing,
00:06:19
Speaker
You're opting in to at least get more than good as an explanation. I think if everybody had that as a baseline, that would be, um, I think that'd be better for society. What I'm trying to say is don't call your parents. You'll be on the phone. Yeah. Speaking of staying on the phone too long, this week's episode is on dead space.
00:06:46
Speaker
No, I got nothing. It was a great transition. I think we had like a six solid six minute intro there, which I liked. It's like at some point like a macro or a meta goal for me is get to the point where we actually attain a talk cast episode and never touch the source content that we prepared for that week. We're like, well, it's a 45 minute mark. Maybe we just keep going.
00:07:15
Speaker
I mean, we could theoretically do that, but then we would label it as a talk cast. We wouldn't be like, we forgot to talk about this game. Dead Space part one. Dead Space front-sees intro. Dead Space is a third-person shooter. I almost said first-person shooter out of reflex because I don't play that many third-person shooters. There's just not normally that good.
00:07:45
Speaker
Um, but third person shooter, uh, sort of survival, definitely horror space. Um, over the shoulder shoot them dismemberment simulator and sci-fi tones. So the genre.
00:08:04
Speaker
I want to stay with a third person or should we? Yeah. Yeah. And that's probably the most concise. Um, and, uh, do you, do you remember, um, any early impressions from that space? It's not kind of an old game. If I was good at my job, 2007, pretty sure I would rely on you as a cohost. Uh, so 2007, that was going to fact check me. Um, initial impressions back when I played in the day,
00:08:33
Speaker
I thought it looked really crisp and clean. I was skeptical to approach it because I was much more of a horror baby. Same. I scare really easily. I think this time around with just having been exposed to so many other things in media or playing Bloodborne or watching some scary stuff on YouTube, I'm less surprised and nothing really fazed me.
00:09:00
Speaker
Yeah. Also, if you give me a gun, I'm going to start blasting. It does help. It does definitely help when you can actually defend yourself. I think that like with any horror, if you know the formula, it can like diminish the impact of what's going on. So like the formula for Dead Space, anytime they're really trying to kind of like scare you is
00:09:27
Speaker
stuff will pop out events. And if you walk in a hallway and an enemy appears in front of you, there's a decent chance they had an enemy appear behind you, too. And like, as soon as you just realize that and you're like, this is mostly how the scares are going to happen, that gets you through most of the game, I think, from a fear perspective.
00:09:48
Speaker
Yeah. A lot of the times where they would have enemies kind of show up, it was like a, Hey, just reminder stuff's out here. Whoa. Like at a point, I think I opened a door and there was an enemy that has like an explosive sack on its left arm. Yeah. Which if you shoot it at close range, obviously you're going to take damage. It's kind of like went E and then kind of like climbed up into a vent and like, Oh, if they ever do that, it's never going to attack me because it's, it'd be way too much of a dick move to put it that fucking close to me. Uh-huh.
00:10:18
Speaker
And they don't do that. Yeah. What's that kind of tool? I had that happen one time that one guy, I think jumped out of an event that was kind of close to me, but it was sort of my own fault because I repositioned. But, you know, otherwise they never really do that and they never naturally spawn, right? Like they're like, all right, just carpet bomb this guy as he's walking down the hallway.
00:10:38
Speaker
It's usually known. So what's cool about that is like, let's say you do, you walk into a room, an alarm might go off saying like, they're suspicious life detected, aka not human. Yeah. And you know, it's like, oh, enemies. Yeah. Or other times you can kind of expect it. But what I really liked with the enemies
00:10:57
Speaker
when you can hear them, caveat, is they have different tells. They all have different sounds. So I'd hear like an ee. I'm like, oh, it's a fucking explosive guy. And so I would take something that costs less ammo, more spray and pray, and I would like back myself up in a corner where they're coming from. Yeah. Shall we?
00:11:17
Speaker
I think the sound the like audio cues in the game are quite strong. And if you're actually just paying attention, then you have it's kind of like listening to footsteps in Counter Strike or something like that. I don't play Counter Strike, but I assume that's what people do in that game. Because you're like, oh, there's a tough, a difficult enemy of a specific type, and I can actually just kind of hear it crawling around or whatever the game.
00:11:45
Speaker
uses some of that, I think, to creep you out and a little bit of foreshadowing, but it's also just information you can use about what's likely to come up. That's really nice. I was going to mention for that lockdown when enemies are coming into the room, it's 100% the bar is coming down on the door behind you in Legend of Zelda. It's mechanically the same thing. It's great. You have to deal with this shit for the security to work. I don't know.
00:12:12
Speaker
I think there was probably one main point in the game where I had to get to the far door that I was trying to exit from, exit through, that the room actually like locked down. And it's like, no, no, no, you're going to have to deal with all these slashers and stuff first. It's going through, it kind of built a habit out of me. It's like, if I saw like a really big room, like
00:12:36
Speaker
got it. So I'd go a little bit like where's the trigger line and then I'd find it and then I'd back into the corner and like things would come at me hopefully in a kind of linear fashion versus spread out. Yeah, there's a you can kind of abuse I think for the most part the AI is okay. It's not like
00:12:56
Speaker
there's nothing fancy about it they're not like people with guns so that didn't need to be these are so you fight necromorphs we'll get to that we'll circle back to talk about the actual opponent um but uh almost exclusively except for a few set piece encounters they won't like leave the room that they spawn in so like just turning around and walking
00:13:17
Speaker
away. Also, it's like a hard counter to a lot of the conflicts. And it's funny because they'll approach the door all shambling and aggressively until you just back through the threshold a little bit. They're like, nope, lost interest. Time to walk away.
00:13:34
Speaker
It's like getting home when it's like, surprise. And you're like, I'm going to go. Tim just left. A birthday party where the birthday person just leaves. Yeah, I definitely done that if I felt too swarmed, if it wasn't like a sequence type of room. Yeah. Where I'm like, oh, fuck, I really should have reloaded there. Which normally I'll do like on instinct. I'm like, did I shoot a bullet? Better put another bullet in its place.
00:14:02
Speaker
Speaking of real quick, we should hit up some of these guns. We should. Because they're not typical weapons. Yeah. I would like to introduce the setting for the game real quick. Yeah. And I'll provide a pivot for the gun, or the first gun. So you play as Isaac Clark, who's an engineer. Isaac. Yeah, exactly. I was thinking about it for an edit, if I remembered.
00:14:26
Speaker
And you show up on a ship to investigate the Ishimura planet cracker, which isn't just like the name for a white person. It's actually like mining out of a planet. And stuff's gone wrong. His girlfriend's on the ship. And you show up and you're like, all right, I'm here to repair things. And those things might be my relationship.
00:14:52
Speaker
And that's basically that's the opening setting and things go wrong almost immediately. Yeah. You don't you don't find many alive people on the ship at all. Well, the ship has been destroyed and abandoned. I think as far as you know. Yeah. Mm hmm. Definitely on initial approach. You know, nobody agreed to. Right.
00:15:14
Speaker
I think there's a few people like on the ship that die pretty much as soon as you see them because they're just set piece deaths. Yes. And then there's like Kynes. It's like Dr. Kynes or whoever toward the end of the game. But for the most part, there's like just not other people. No. Other than the people who arrived with the ship. Hammond is the name of the guy and Kendra is the name of the girl. Yeah.
00:15:41
Speaker
So as Isaac Clark, you are, like Jake said, you're just kind of an engineer meant to repair stuff, but that shit starts to stop. So like as things start to hit the fan, um, you kind of have to go and explore like, Hey, you need to go over here and fix this one thing so we can go do another thing. You're like, okay, cool. Let me do that. So you get like a, a simple laser pistol kind of shoots horizontal or vertical lines meant to weld plasma cutter. Yeah.
00:16:12
Speaker
That's really the only thing you have. And then as you go and find enemies, and as Jake said, like offline to me at some point, they tell you multiple times at the beginning, hey, don't shoot them in the head. Do not shoot them in the head. The whole appeal of this game, the whole hook is that you're not
00:16:33
Speaker
getting body damage, you are literally trying to dismember limbs to kill them. You can technically waste enough ammo in an enemy, but it's much more effective to shoot off a leg.
00:16:47
Speaker
Yeah, it was one of the marketing points, the selling point. It was strategic dismemberment, I think is what they called it, and trailers and stuff like that. They're like, you've played first-person shooters where you shot people in the face. Play the opposite, third-person shooter where you don't shoot people in the face. You're like, okay, all right. You've got a tale of shooters pretty much. Right. You don't need to shoot anyone in the face.
00:17:08
Speaker
It was cool, though, because it really does make you line up your shots. And when you first see the enemies, you're likely going to be spooked and you kind of panic. You might start blasting too much, but you then find like, oh, ammo is kind of limited. Yeah. So if you're always going just kind of blast and wild, you will run out of resources very quickly. You can technically buy ammo at shops or find it, but really waiting on that alone kind of hurts.
00:17:37
Speaker
But worst case, if you are out of ammo, you do have an alternative.
00:17:43
Speaker
You have two, but I know which one you're talking about. You're talking about the stomp. I'm talking about the stomp. The melee doesn't count for shit. Yeah, it's basically a get off me swing is all it is. Barely does anything else. Yeah, enemies will actually guard against it. A split second one to push them back. You start with the second one, they're like, we know what he's doing. And they'll attack you. But the stomp is, I think this is before American History X. This is like the very classic.
00:18:09
Speaker
And it's nice because it will dismember bodies. Sometimes you will shoot an enemy, you're like, did I get it? It's on the ground, it's not moving, it must be dead. But then it will be alive and attack you. So for a lot of dead bodies or things you're not sure, you'll kind of give them the full stop.
00:18:29
Speaker
So the enemies in this game aren't traditional zombies. They don't really shamble at you. The standard form is very humanoid, but instead of arms, they're large scythe-like protrusions, basically blade, forearms, probably the way I put it. And they'll just hack at you. They're called slashers. Go figure.
00:18:53
Speaker
And you really just don't don't particularly want to get them in melee in most cases. But should you accidentally end up in melee or they're like hacking at you on the ground because you've taken off their legs or something, the stomp is.
00:19:12
Speaker
The stomp is pretty good. It's very rewarding. It's like a full animation. There's an oomph. You hear the stomp. Yeah, it's Isaac also like yells every time he stomps, like this guttural war cry. And you can tell that he's invested most of his character creation points in this stuff. Like he's got some engineering stuff. Yeah, whatever. And then stomp.
00:19:38
Speaker
and then nothing in persuasion or dialogue, because he barely does any of that. It's mostly stomp. It's actually so strong that there comes a point in the game. Necromorphs, their whole thing is they reanimate dead bodies and change them, mutate them to become more necromorphs. That's kind of what they do. And in particular, there's these flying pterodactyl-like things that facilitate this transformation. And they'll go for human bodies.
00:20:08
Speaker
and like infect them and create more necromorphs. And the game has some set plate pieces where there's like a lot of bodies in a room and you're like, eh, I think I know what's going on here.
00:20:21
Speaker
And Isaac Stump is so powerful, he will take off like a two to three human limbs per Stump. And there's been times like the first time I played through the game, I got ambushed by all those guys making necromorphs. Like, I'm not I'm not going to have this happen again. So on subsequent playthrough, I'm like, oh, there's a human body here, like Recriess and Pache, and then just start stomping all the limbs off.
00:20:47
Speaker
Because when the Necromorphs come in and try to make more, they're like, that's not a viable target. I guess we'll just attack him with our super weak support units. I'm like, uh-huh. Yep. It takes for that to happen once before you are literally tap dancing through morgues. You're like, fuck everybody. Even if you're like, that person's alive. I'm like, nah. If I can access something that looks remotely like a body, I will stomp on it. Yeah.
00:21:17
Speaker
It's not consistent. There's not many times that, like, there's dead necromorphs around either. So if I see one on the ground, I'm like, oh, yeah, that's getting a plasma in the bathroom, just in the center alone. Yeah. OK. No, no, no. It fell asleep. It's it's alive and you got to kill it. Yeah. But then sometimes like they will actually have dead necromorphs, too. Mm hmm. Just to throw it off.
00:21:40
Speaker
And it's better to like do the stomp because again, ammo is a resource and you don't want to run out of

Enemy Design and Combat Strategies in Dead Space

00:21:47
Speaker
it. You don't want to have to rely on stomp. Yeah. There's like, uh, there's a lot of points in the game that you can run out of ammo. There's only a few points in the game you can run out of lakes.
00:21:59
Speaker
Yeah. And usually those are death screens. Yes. Because you fucked up enough. So, like, I don't know if particular. So, I mean, I didn't die a whole lot on this playthrough because I was playing on a medium. But the Dead Space series is actually kind of known for some fairly gruesome death scenes. And.
00:22:23
Speaker
i didn't see them again this playthrough because i wasn't trying to experience them because they're dramatic but uh i can confirm there's many fun and disturbing ways isaac clark can die including like uh one enemy that's like a it's like it looks kind of like a human head with like tendrils and the like scatter around the floor and stuff oh the babies yeah
00:22:46
Speaker
Yeah. Um, well, there's like the babies that shoot the, the, the spines, but then there's the little, you're talking about the one that can dissemble from what I call the scarecrows. Yeah. The scarecrows like Slenderman style thing.
00:23:04
Speaker
And that human head thing does like almost no damage to you. But I remember when I played the game the first time I went back to check the Wikipedia article and I saw an execution for it where if it does manage to kill you, it rips Isaac's head off and then replaces his head. Oh, and then moves his body slowly forward. That's after a second or two of that, then it's like game over. I'm like, I didn't need to see 15 seconds of this animation, you know.
00:23:34
Speaker
I will say conversely also if you are Isaac and something gets up on you in melee, you might have like a button mash and sequence to like kind of pull something off you and fuck you up. So for like the little things with wings, like the head, a lot of times you kind of pull it off, slam it in the ground and you give it like a nice boot. Like you just kind of like punt it off and then it's dead.
00:23:53
Speaker
Yeah, they have a probiscus they use to infect the bodies, and they'll try to attack you with it. And Isaac will just grab it and rip it off, killing the creature. And it's definitely the coolest approach to a get off me button mash, because it actually helps you in the end. Or depending on which website you're on, a get me off button mash. All right. That's a different. That's next week's sentence.
00:24:22
Speaker
Um, but yeah, the necromorphs are the necromorphs are really cool. Um And they do slow down Gameplay like they give you some powers like um stasis and kinesis To sort of like manipulate the fight a little bit stasis a lot is a lot more useful than kinesis I think kinesis is usually more for like puzzle mechanics. Um There was a time I did use it for actually fighting something which i'll talk about later Yeah, but usually stasis is like your
00:24:51
Speaker
Well, it can be used for puzzles as well, but it's like you kind of shoot it out and it will slow something down for a period of time. Yeah. Which again, if you want to line up shots to shoot off legs instead of panicking and wasting like eight on their stomach, it's really nice. But I found myself selling a lot of those through my playthrough. I'm like, yeah, I can turn this into money and I can turn money into power nodes and I can upgrade my stuff to deal more damage. But then again, I would still miss like half my shots.
00:25:20
Speaker
I think that I think that's fair to touch on it. Like this game has a lot of. There's a lot of upgrades you can do through the course of the game for like different weapon types, but you don't have to pick up like most of the weapon types. I think you could literally just start you could just keep the plasma cutter forever and then just purposely never buy the others.
00:25:46
Speaker
Yes. I will say I pretty much did that until I think I got to a point where it just wasn't giving me ammo and I wanted an alternative. It would give me a lot of repeat or energy rounds. So I got the machine gun for pretty cheap and that was my secondary gun.
00:26:04
Speaker
Yeah, it's got a cool upgrade system where if you're being effective with your ammunition use, you can sell off extra ammo. If you're being effective with your stasis use, you can sell off extra stasis refills, med packs, whatever like that. And then consistently, start of the game to the end of the game, you can spend 10,000 credits to get a power node, like you mentioned, which can be used to upgrade your rig, which is Isaac's suit and is iconic and awesome. I love it.
00:26:31
Speaker
Well, the first one is okay. Yes. Yes. Yes. Yes. In general, the concept of this here is awesome. Yeah. The power nodes you kind of put in and they'll have sections of this might give you damage upgrade for a gun. This might give you a reload or capacity, but then also blank spots to kind of like can choose where you go. You can fill out the whole tree if you want to.
00:26:56
Speaker
I did. The three things I maxed out were, oh no, I maxed out, by the end of the game I had maxed out stasis, kinesis, plasma cutter, line gun, and rig. Well, I put lots of money in the power notes.
00:27:13
Speaker
I think I obviously maxed out the plasma cutter because it's so good. I never went line gun this playthrough. I got decently far into machine gun and then I upgraded rig as far as health. Yeah. I don't need any fucking oxygen.
00:27:31
Speaker
Get out of here. So like every time I start the game, I'm like oxygen is a waste, right? Like you have you can literally get pickups. There's plenty of places to get it. But then when I've got like a couple more points, like I'm sitting on these extra nodes, I'm like the plasma cutter is maxed out already.
00:27:47
Speaker
I end up putting them in oxygen and I don't regret it because there are points in the game where it's like, hey, you're getting hit by enemies and like a couple different angles. And this is there's some time stuff going on. And it's always doable with minimum oxygen. So you don't like soft lock yourself. But some of them are a little close. And if you max out oxygen, it's just like you got like 10 minutes or whatever. Just live in space, I guess. Yeah.
00:28:15
Speaker
For me, I was just, I'm asthmatic, so I'm used to not having a lot of oxygen for a given time. But also, I felt like I'd blast through a lot of sections, or if I did need to, like you said, they would usually provide a, hey, stop here, take a breath of fresh air to refill your O2 tank, or I would go back to an airlock.
00:28:38
Speaker
Yeah. Basically, it's something you don't have to invest in if you feel you don't need to. Exactly. It's a comfort thing. It's like a safety pick too. I would put it a point above picking up swimming as a skill in any game. Yeah. You said you put a lot of points in Kinesis too. I did at the end. Oh, so when things were getting crazy, you're like, select shit down, deal with this, reposition.
00:29:04
Speaker
Yeah, Kinesis is less good, I think. You mentioned it's for puzzles. Sorry, I meant to say Stasis, not Kinesis. Oh yeah, Stasis. Stasis, I usually, I get a lot of points in like capacity early, so I kind of always have it, like I refill, usually the refills in your puzzles.
00:29:23
Speaker
And if you just like tap one of those, you're like, I'm basically good for several encounters of enemies. And it really is like the difference between an enemy straight up, like barreling down, like chopping at you with blades or just like.
00:29:38
Speaker
Crawling at you at toddler speed. I'm not toddler speed, baby speed, smaller and smaller. Jake gets chased by a lot of kids. I mean, like toddlers, I think are, it could be quick. That's my concern here. Quicker than babies. Yes. I could be misrepresenting that. Um, like a sloth, like a sloth. Um, actually claws, like a sloth too. So. Hmm.
00:30:00
Speaker
It's pretty apt. They should have had a sloth in the game. Yeah. Speaking of enemies, I was going to say, I mean, obviously there's like a whole roster. Were there any ones that like really stood out to you like, I enjoy this design or I fucking hate encountering these or like that burns on my fucking ammo.
00:30:19
Speaker
I have a lot of them. I think they teach you different parts about the game. I'm going to take a really easy option and just pick the basic slasher. And the reason I like it is because it's a thinking person's enemy. And by that, I mean, if you just, like you were saying, if you body shot them with all your ammo, it's incredibly ammo inefficient. You'll find yourself spending money on ammo. And they take forever to kill. It'll take a lot of damage.
00:30:46
Speaker
But if you're like, Hey, leg shot, blade shot. So like after you take out a leg, it has to like kind of crawl at you and then it'll use its two four incisor blades. So like crawl towards you. You take out one of those and the standard enemy is dead. So you just strategically dismembered it. You have beaten the game of dead space. You've fulfilled the marketing and it feels good to like pull off a couple of precision shots on them.
00:31:15
Speaker
Yeah. And I'll, I think all enemies that once you've taken out a leg and they kind of fall over, they initially need to kind of like do like a little pushup to like never use my forearms to crawl now. So the kind of, as them pushing themselves up, start to crawl with that, like you can use that time lag to shoot off their fucking arm.
00:31:34
Speaker
Yeah, exactly. A lot of them are just like you learn the animation a little bit for how it jitters and moves at you. Do you have one that you think was particularly memorable and interesting?
00:31:47
Speaker
I always remembered the babies for each playthrough. I'm like, oh, these guys. They put out through every little snake arms before they shoot you. If they're on the ground, you can have the plasma cutter in a horizontal fashion and give it two pop shots that way. Or if they're on a wall, you can switch it to vertical and do two pop shots that way. So I thought that was cool how you had to mix it up for them.
00:32:13
Speaker
Um, they're also like nigh and vulnerable if they're like appendages aren't out. They take, you can use 25 shots, nigh and vulnerable. You can also use Kinesis and throw an explosive cylinder at them. I really underutilized Kinesis as far as that was concerned. Cause I would forget.
00:32:38
Speaker
Um, but they, they're, they're really interesting in me. I think a lot of the damage I took from the game through the game was actually due to them, both just due to the fact they can be on a wall and you don't see them, especially in a hectic fight, but also because like, um, there's in the, uh, the vacuum sections where you don't have air, there's no sound and like,
00:32:59
Speaker
If there is sound, it's coming through as like reverberations of impacts and things like that, which I love. You hear yourself walking and you hear and feel, if you're shooting your gun, that literal tactile feedback.
00:33:15
Speaker
But the enemies that have that tail of like, oh, this screech means this enemy? No. No, yeah. You usually see one out of the corner of your eye, you're like, oh, fuck. And you also learn with the game mechanics, oh, I'm in an area where there's no oxygen and there's no sound, there's probably going to be some enemies spawning. So they'll have the little babies or they'll have the two armed jumpers with the tails. Oh, yeah. They always probably ate the most of my ammo throughout the game.
00:33:43
Speaker
They're really, it's hard to get a precision dismemberment shot on them. Yeah. Quick. I want to shoot off their arms, but then they've moved again. Yeah, I guess they really don't really use stasis. They're like low to the ground and they can still do some like attacks even if you get one limb off. I did want to mention just an aside for the zero for the vacuum areas. One thing I appreciate, it's kind of a mercy that the game gives you.
00:34:11
Speaker
usually if an area is indoors and it's a vacuum the cold has like frozen everything over with like some ice of some sort which makes light like reflect all over the place and it looks like super saturated and washed out.
00:34:27
Speaker
So, you very rarely, I think, have to deal with a vacuum, so you're dealing with your air meter and not being able to see anything. They let you usually see pretty well in the vacuums. Yeah. I feel like as far as lighting goes throughout the game, it's very ambiance-y because you're in a kind of destroyed to shit mining ship.
00:34:52
Speaker
Yeah. It still has some working electronics, but a lot of them are kind of on the outs. Occasionally, you'll have some spitsy lights.
00:35:01
Speaker
which is probably the most annoying, but those are usually more so for like ambiance like a hallway versus enemies are here. Right. Yeah. You're not fighting in a rave or anything like that. No strobe enemies. Thank God. I don't think I could deal with that on top of anything else. How do you feel about the more scripted enemy type sequences or scripted sequences in general?
00:35:25
Speaker
Yeah, I think they I think they can work. So the one that stood out for me is the the regenerator type enemy, which just like it stocks you for basically like half of the game. And this is this and the replay in particular, this is like, is this game Resident Evil? And I was like, oh, yeah, it kind of is Resident Evil. It's Resident Evil. Yeah. Yeah. Or like Silent Hill Pyramid Head or whatever. The inventory is very Resident Evil. Like it's a third person shooter. I'm like, hmm.
00:35:55
Speaker
But yeah, the Regenerator is like, it's like a standard slasher, a little beefier. It's clear that its human form kind of has its arms grown into the chest. And then it has like extra arms off the side for the actual blades. You can't hurt it at all in the chest. You can take off limbs, but they regrow and it keeps chasing you.
00:36:15
Speaker
Yes. I think every time you encounter it, you have to run away from it or have some environmental thing kill it. I think the first time you have to get into a cryo chamber and freeze it by essentially dismembering it in a certain place, being like, you wait here. I'm going to go press that button.
00:36:35
Speaker
Yeah. And you can get an amplified effect. If you take the limbs off and then you stasis it, it's like, I'm going to recover real slow. You just sit there. Think about what you've done. Yeah. There's a part towards the end of the game where I counter it again. I'm like, motherfucker. So I just shot off the legs. I'm looking around. I'm like, what do I got to do? It's like, come back here. I'm like, you wait. I will find this. Yeah.
00:37:04
Speaker
It's completely viable. It also, um, if you're close enough to it, it'll like crawl after you, um, rather than going into it's like regeneration phase. Um, so if you shoot the limbs off and then you don't get super far away from it, it'll crawl instead of regenerate. Or if you get super far away from it, it's like, all right, bye. And then we'll crawl through the nearest event and be like, I'm back. Yeah. Welcome. Uh, no, it's, it's a cool enemy. Um,
00:37:34
Speaker
It is very much that trip though, right? Like other games in the horror genre have this exact type of enemy. Run away from it till you can kill it, sort of. Yeah. Dead Space 2 also has this enemy, basically. It's not the same one, but it's the same one. Are you saying Dead Space 2 ripped off Dead Space 1? I know. It's very derivative. But yeah, that's probably.
00:37:59
Speaker
Probably one of the better set piece ones. The game has some set piece moments that I think are kind of flat on replay. Oh, yeah. There's an Asteroids minigame. So I just liked all of the minigames personally. Yeah.
00:38:19
Speaker
There's like two canon sequences where you have to like shoot stuff. But again, this is like an Xbox 360 controller game. 100% all the way through. I used keyboard and mouse. Yeah. Did you? I did. Yeah. First time. Yeah.
00:38:35
Speaker
I wish I knew this before we started recording. So I didn't use it because I'm a true gamer. But when I got to those canon sequences, it was such a pain in the dick. I literally had to switch the keyboard and mouse because like they're just throwing rocks at you and it's the whole game. Like it's very slow to move because again, you're not the first person, you're not the master chief.
00:38:58
Speaker
Your eyes like the engineer Clark. So like you're a little bit clumsy with some things. So trying to operate like a heavy artillery gun wasn't working so hard with controller.
00:39:09
Speaker
Yeah, it's like a B-52 bomber style seat you're sitting in there and shooting dual cannons at stuff. It goes on too long and the fact that it existed at all was a little bit too long. There's a few sequences like that in the game where I'm just like, can I not just fight things? Like, can you just try to kill me again?
00:39:29
Speaker
Like, I don't really need this. It's like, when they have certain things like that that come out the first time, it's really cool and exciting. And then the second time you see like, Oh, okay. The third time you're like, did you run out of ideas? It starts to feel a little bit overplayed, like the, the tentacle arms. Oh yeah. Yeah. Although I love this.
00:39:52
Speaker
Do you want to explain what the? Yeah. Yeah. Oh, yeah. I was, I was just going to end the episode here, but that works too. So yeah, the, the tentacle arms, the reason I love them is because the game justifies them. Like you see these holes in the wall well before one of them ever emerges from a hole to grab you. And it's a very, it's like, I would call it like a doom hole.
00:40:13
Speaker
This is probably the way I would describe it, because there's this aura around it and it kind of just leads into blackness. And you're like, this is just like a demon hole. That's all this is. It's just a hole for demons. And you usually pass by this area and then on the return trip,
00:40:32
Speaker
in the first case. When you see it again, that's when the tentacle comes out and grabs you. But it's a sequence of pulling you closer and closer to instant death and disorienting Isaac every single time it pulls him along the ground. You got to try to aim and shoot the glowing weak spot that these games always have. Again, Legend of Zelda. Yeah.
00:40:57
Speaker
Yeah, but I feel like the first time I went through and those existed, it was really cool and it made you the little things that kind of pepper in there a reminder that you're not safe. Because certain things, if you go to the train station, which is at the
00:41:14
Speaker
The whole Tramp system allows you to navigate through the ship and the different levels. Yeah. But when you see that, you're like, oh, I'm good. Or if you see a shop or a bench, you're like, okay, these are my safe things.

Plot Twists and the Church of Unitarianism

00:41:25
Speaker
I know what to do here. But everywhere else, you get skeptical until you just cover the formula a little bit.
00:41:33
Speaker
But then when you have a certain things kind of pop up it gets you back on edge Which yeah, I feel ideally the game should have you on edge the whole time I'm excited and curious to continue, but I'm also wary of dying
00:41:47
Speaker
Yeah, the game only you mentioned like the the shop and like the workbench and I believe on replay because they're watching out for it There's only one point in the game where you're explicitly attacked right after you leave a workbench It's in one specific level, but they literally just spawn an enemy behind you to make you scared and otherwise
00:42:13
Speaker
If you get attacked while you're in the benches cuz you like just didn't clear the area like no no give me a moment yeah like we haven't really talked much about the story but I like the the sci-fi setting. For dead space obviously the name is somewhat direct.
00:42:33
Speaker
And what they're trying to convey here, they're just like, horror game, dead, sci-fi, space, dead space. There you go. But they very much, and I don't want to get into like the other games, obviously, like the series as a whole.
00:42:52
Speaker
But coming back and playing through the first one, it's clear that they seeded some concepts, ideas, and even foreshadowing for the entire series in the first one, which is something that I almost never see because people don't think that far ahead.
00:43:08
Speaker
Yeah. If we're going back to something like Halo, it's very much a, you can tie it all in one bow, and Halo 1 is its own game. Of course, you build off it into Halo 2, but it's not like anything from Halo 1. You're like, well, what's going to happen in the next one? Whereas as Dead Space progresses, you learn more about how the ship got to be how it is.
00:43:32
Speaker
Yeah. And what other key players are involved and what's going on, you think? And then there's like twists and turns as you go. Yeah, some better than others, but... Yeah, some felt like, yeah, we kind of knew about that. I actually forgot the one twist.
00:43:49
Speaker
Which twist? We're doing full spoilers on this. 13 years old. What's the lady who you enter the ship with? So the lady that arrives with you? Kendra.
00:44:05
Speaker
So, when Kendra betrays you at the end, I was like, oh, okay. Because I had forgotten about that from what I played many, many years ago. And they don't hint it at all, as far as I know. Yeah, they kind of do the opposite. Like, Hammond is the douchebag. Like, he's just trying, he's like focused on getting the job done. And you kind of have the impression he knows more about what's going on. And he probably does.
00:44:31
Speaker
And then he has a redemption moment at the very end was like no I'll hold him back you get out of here and I just like watch him instead of running away as he dies over the course of 10 seconds. Because he actually you can't run away you have to kill the enemy that killed him after the enemy breaks into the room. But he has redemptive moment where is Kendra is always like.
00:44:54
Speaker
She's the one that is more on your side and it's easier to empathize with her take on this outbreak. She seems like a reasonable person throughout the game. And then she isn't. Women, am I right?
00:45:11
Speaker
But one of the things that might have actually counted as illusion on the way to her quote unquote betrayal is you start to see kind of like these markings and you start to hear about like this cult or this church of Unitarianism and how it's like kind of tied in with the Necromorphs kind of question mark.
00:45:34
Speaker
Yeah. So like you start to realize the existence of that before she's like, I was working for the church all along. Yeah. Yeah. Yeah. I was, I told, told Dave on the side here, but like unitology is like the name of the religions are unitology.
00:45:51
Speaker
Well, Unitarianism could be another name. I'm not 100% sure, but the religion is prevalent through all of the games. So you hear that word a lot if you go on to play the rest of the Dead Space series. But yeah, they're like actual death cult. Crazy.
00:46:18
Speaker
they don't market it as such but yeah they don't immediately they're like hey just you know we're gonna just we should preserve your bodies rather than incinerating them and like if your people if your family die you know they're going on to a better place and you should be happy for them and stuff like that
00:46:39
Speaker
And then you get like towards the end of the game and there's just like people with bags, like sacks over their heads with like holes in their forehead. And you're like, I think something's wrong. It's.
00:46:53
Speaker
As you read through some of the logs or listen to some of the audio logs, basically you find out that the ship was there illegally. It wasn't actually on a mining mission. It was specifically trying to recover something called the icon. Yeah, the marker in this case. The icon of Sen. Again, very Doom-like. The key? Yeah, yeah. Grab the magical item in question. Yeah.
00:47:24
Speaker
I forget if the marker is supposed to...
00:47:28
Speaker
control the hive mind that essentially is controlling the necromorphs? Yeah, I mean. Keeping it at bay. Without going into the rest of the series and the way they fill in information on the marker, what they know is wherever the marker goes, people see these hallucinations of the dead. And that necromorphs tend to pop up. OK.
00:47:57
Speaker
I don't want to akin it to like the side emitter from Starcraft. It has an attractive power for the Necromorphs. Yeah, 100% like provides them a beacon of like influence where they can sort of be controlled by. And I think they do in Dead Space One. They have the theory that it's controlled by the hive mind.
00:48:20
Speaker
Um, but, uh, yeah, uh, it might be a spoiler for later. It doesn't really matter too much, but the markers themselves have the, um, uh, if people study them and decipher the language, they can find the recombinatorial DNA sequence that, um, changes human DNA into necromorph. Um,
00:48:44
Speaker
So basically they're like, they're traps, right? And they, they, they seed this idea and this psychopath and this phobia. And then if people study them and they're like, Oh, we've cracked the code. This is what, you know, the knowledge in it is about. They end up making the necromorph DNA that sets everything off.
00:49:05
Speaker
Yeah, so it's also boogie boogie shit. Yeah, but essentially it is. But like the whole game plot essentially based around a bunch of people are trying to recover that and failed. And then your team, specifically Kendra, I don't know Hammond's affiliation because he dies. He does. Yeah, I don't think he's a unitologist. I think he's just a hard arse.
00:49:33
Speaker
basically worries that. But basically she's meant to retrieve it and you're just helping along because you literally do all the legwork throughout the entire game, call back to stomping.
00:49:46
Speaker
Yeah, basically the church wants the marker at the end of the day. They want it extracted from this colony. So like the colony down on the planet has had this massive outbreak and you go there at the end of the game to where like the hive mind is, which is the final boss. It's just a big boss with a bunch of tendrils and weak points.
00:50:05
Speaker
It's Resident Evil. It's Las Placas, I think, something like that. But yeah, the markers already screwed everything up down there. And Nicole, Isaac's girlfriend, wants you to bring the marker back. To make us whole, which is another phrase you will hear a lot through the Dead Space series.
00:50:27
Speaker
yeah if anybody says that be suspicious yeah right you're like i had a really good night just make us whole you're like um yes yeah i mean she's immediately suspicious from the get-go
00:50:45
Speaker
Also, I like that you pointed out to me the level names, the first character of each level title spells out Nicole is dead. I always forget that piece, but I'm always reminded that something's up with her because as you're playing through the game as Isaac, anytime you encounter another NPC like Kendra Hammond, a crazy doctor who's on the ship, they're always behind a pane of glass.
00:51:13
Speaker
Yeah. Except for like towards the very end, I think he's somebody like in a distance, but you never come close to people. Yeah. They're always on the other side of something, but Nicole, she can get like five feet from you. Yeah.
00:51:26
Speaker
That seems odd. Okay, whatever. That's just, that's my mind playing tricks on me, right? But then you come to like certain sections where you have to like kill enemies and then you go to a dead end room where you came in the only entrance and Nicole's like, hey, what's up? We should do this one thing. I'm like, how did you not have to deal with all this bullshit? That's the sus reaction very much. Yeah, it's all very sus.
00:51:51
Speaker
But yeah, she's dead and you are literally hallucinating shit throughout the game because of the marker. Yeah, there was a fan theory for a long time that the markers could only make people hallucinate individuals who had died. And to this day, I think that they should have just stuck with that. That would have been a cool
00:52:13
Speaker
constraint. But unfortunately, there's like a few times in the series where individuals hallucinate live, people who are still alive. So they, they undermined that. And I was like, nah, don't throw that away. That's great. That was an interesting keep.
00:52:29
Speaker
Mm-hmm.

Innovative Interface Design in Dead Space

00:52:30
Speaker
That's kind of the message of Dead Space in a bit, though. There's things that are awesome about it. We didn't really touch on the interface. Oh, can we? Can we? Yeah, let's touch on the interface. We got time for it. Holy shit. One of the best things about this game is how everything's laid out. If you want to pull up your menu, you get a little projection from your fucking suit. You can come around. You're still in that third-person view. And you're like, these are my items.
00:52:56
Speaker
Love it. If you go to the shop, your character kind of leans in. It becomes a little more menu-y. Yeah.
00:53:04
Speaker
But you're looking at it in the world. Yes. That's how everything is. And it's just, hey, where's my health at? It's on your spine. Don't worry about it. Oh, yeah, yeah. It's really standard. Yeah. So you're just like, oh, how are our engineers holding up? And you look over the workforce, and they've all got two red bars on their backs.
00:53:27
Speaker
Not that great. As you upgrade your suit too, when you spend enough money in the shop, you step into the shop. Did these doors close and you have that when, oh my God, I'm forgetting Star Wars lore.
00:53:48
Speaker
I'm not sure. Solo gets frozen in carbonite. It has like that little beam of light, like a welding torch. And then the doors open, you come out with like more armor plating on your engineer suit. You just look more badass. Yeah, no, it's it's really good. I got to tell, I got to tell an anecdote from the first time I played this game. So like, so I was back in Washington state and I was streaming the game for Jenny before, like I met my now wife for the listeners.
00:54:17
Speaker
and she was like not feeling well or whatever. And usually she doesn't even like horror anyway, so maybe this was an early sign that she was into me, I don't know. But I also did not really like horror, so while going through the game, I was playing songs from like Dora the Explorer. So we had like, we did it, we did it, like every time we cleared a room or something like that. And then whenever I upgraded the suit and it went to this like closed,
00:54:46
Speaker
uh, like cylinder and the beam of light coming down. I played a clip that's like, uh, the, like I am iron man. And then he just emerges and it was just, it was so great. Completely ruined the atmosphere of the game, but memorable to this day. I mean, it seems like it worked out. Yeah, right. Yeah. Clearly the right call. So if you can, if you're interested in someone stream, um, that's based for them. So one to one success ratio. Um,
00:55:17
Speaker
Yeah, no, it's really cool. The interface is good. Yeah. And I think that a lot of games really haven't surpassed it since then. They don't all have to. It's fine to not go in that direction, especially if you actually sacrifice usability. But again, this game is Resident Evil, so not having maximum usability was kind of part of the point.
00:55:42
Speaker
Like if you're fumbling to use a medpack in combat, you're like, or like stasis recharge, open your inventory, like dealing with this holographic UI while you're getting slashed.
00:55:55
Speaker
Well, if I recall, you can use health on the fly. You can. There is a clip button for that. But for everything else, like stasis, you do have to go to the menu, or I think air canisters as well. Yeah, me too. If you huff oxygen like a noob. You can reload on the fly, thank God. But having that type of inventory scarcity makes it feel much more impactful when you upgrade your suit. You're like, I can hold more shit. You're like, thank God.
00:56:23
Speaker
I didn't have to abandon that ammo. I could have either used or sold. You're just kind of like going through stomping boxes, just collecting a whole bunch of shit. I went into the final fight because I like had already maxed out everything I wanted. I just had a lot of money. I was like, jump it all in plasma ammo for the plasma cutter, the basic gun that's now maxed out. So it's godlike. So like in the final fight, I just like
00:56:45
Speaker
dragged behind me, dragged behind me, a palette just completely covered in ammo. There's like a forklift of ammo following me into the fight. And I'm like, you just stay there. You're going to need that. Yeah. It does a really good job of pacing overall.
00:57:04
Speaker
Obviously, you're first going through and just exploring as an engineer, and then as you discover more mysterious things and encounter more enemies, you're still interested and curious about what's happening, but nothing ever feels rushed. Even if it's like, hey, you have to run now sequence. You're not quick. There's also, you pointed out to me, I don't know if I would have noticed otherwise, there is no music.
00:57:28
Speaker
There's no music in the game. There's some background, very quiet ambient sounds, but there's not music in a level or a boss fight. It's just like, hey, you're exploring a ship. What did you expect? They use classical tones and things like that when you're attacked, or if you see an enemy as a tell.
00:57:49
Speaker
To like highlight the horror. It's the same. It's a similar idea to like jump scare sharp string tone. Yeah, right Just with like a little bit more diversity to it. But Yeah, it makes the game way scarier not listening to door the explore
00:58:07
Speaker
Oh, you didn't do that this playthrough? I thought about it at one point, though, early on. The game does a really good job of starting you out as basically super weak and capable of dying to pretty much anything. And then by the end of it, you're just like, bring the masses, let them break themselves upon my armadillo suit of like plus 20 armor or whatever.
00:58:29
Speaker
I had one of the explodey guys blow up like right in my face. I was like, I took like three bars of damage from that. That's I have a lot of hell. Yeah, it's it feels good to be late game for sure. Mm hmm. Nothing really caught me off guard at that point. I felt like if I heard an enemy, I pull up my gun. I'm like, where are your legs at? Blam. Where's your arm at? Blam. I was never that accurate, but still like
00:58:58
Speaker
I felt comfortable encountering those situations where it's like, it's anime time. I'm like, pulls out guns. Let's go. Yeah, exactly.
00:59:09
Speaker
No, it's really solid. I really like the mechanics of Dead Space as a series. I'm going to leave the others open in case we ever... I feel like we'd probably skip two, but maybe three someday. It's co-op, so that's the only reason. I remember, I think you and Dan played through or you were in the game.
00:59:29
Speaker
I played through it with two or three different people at this point, but it's surprisingly playable. But all of the horror is gone by that point. It's entirely just a co-op shooter, basically.
00:59:48
Speaker
I don't know. There's cool stuff I love about Dead Space and it's unfortunate.

Future of the Dead Space Series

00:59:51
Speaker
Like it seems like the series is gone at this point. I think so. Like three without spoiling anything ends on a bit of either probably cliffhanger. And I suspect that if they were going to resurrect it, it would have happened already.
01:00:11
Speaker
reanimate it maybe. But I don't know, it's still really cool to go through and play and it holds up surprisingly well for a 13 year old game. That's a shooter, no less. Yeah. I just really like going back and playing through.
01:00:32
Speaker
I think I broke up in like two weeks just because other games and being distracted or not wanting to. But in that first week, the whole time I played at Not Sober and it was choice. Yeah. It felt good to just like sit in and get lost in the mystery of the ship.
01:00:50
Speaker
Yeah, like the level layout is fairly linear. But even so, you very much feel like a person who's exploring a possible death trap at all times. And you're just kind of putting some fuses back together to make things work. So you can go over here and just try to make your way through it. But the whole time I was very invested.
01:01:12
Speaker
I think it's really obvious as you go through the game that it was a labor of love. So this is an EA game. Occasionally, EA publishes games that are good. It happens. Statistically, it's going to happen. I wish we knew this was EA before we recorded this episode.
01:01:32
Speaker
I know, right? But the developers just clearly put a lot of effort into getting the core loop right, getting the gunplay right, getting the resource management right. Even if you're doing really well, there's going to be points in the game where you're like,
01:01:48
Speaker
You never feel like you're just so in control of the situation. You could just start carving your name into the side of the ship when you're in space, wasting all your ammo. And that tension, I think, is really useful. Maybe not the nerdiest thing. The most juvenile thing is that the level name spelled out, Nicole said, like you said.
01:02:12
Speaker
But the sign that they could come back and like have the names like, like, are they code name kids next door is like that active member of development. They just came back into this. Um, but that little like games are meant to be fun. Part of my brain is like, that's cool. That is cool though. You know,
01:02:31
Speaker
Yeah. I like little extra things that are added for the people who are working on it and giving it about it, that people who play can then later appreciate like, that was a really cool thing that they did. And they did it just because of that. Yeah. It's not because investors like, hold on, what if the level name spelled out something? Right. Yeah. Focus tests have shown this will increase the sales by 2%. Yeah. It's totally just a bonus thing. Exactly. So.
01:03:01
Speaker
So thumbs up, recommend Dead Space even in the year 2021 as we approach the future. It's a game that like, it's worth a play through if you get it on sale. I don't know how much it is now at full price. It's probably always. But yeah, it's definitely a throwback, but a good experience. If you want to like dip your toes into like the spoopy genre. Hmm.
01:03:29
Speaker
Oh yeah. I think I want to go as far as like amnesia. So it's $20 retail. I would definitely wait for a sale. Yeah. Get for like 10 or less or whatever. But, uh, yeah, I can't remember to being quite as memorable, but I would, I would play one. And if you enjoy that experience, play through number three with a friend and it's a, it's a pretty good time. Being dead in space has never been so fun. Yeah.
01:03:59
Speaker
And all in all, I'm glad we could fill some of your dead air with some dead space. Nice. Yours was better. Let's go back and remove mine. Okay. As always, if you guys have feedback to help us with ideas, you can send those ideas in to soapstonepodcast at gmail.com.
01:04:19
Speaker
Or you could join the discussion on Facebook at facebook.com slash soapstone podcast And I thank you guys for continuing to listen. You keep us alive in these trying times And as always we'll see you in the next one. I agree with what shake said. Have a good night