I'm not sure where to begin to describe the differences and problems, because of which there are unfortunately few. The differences compared with their predecessors might say a few words. The game has become a classic shooter (I'm almost inclined to use the word degenerate) and the typical for the series Strategic Dismemberment is as good as no result of enemy masses no longer use. Opponents rush into such an amount and from all directions on the one hand that it is glad the wave at all to survive somehow. For the targets on specific body parts remains since only in the rarest cases space.
The second major change concerns the weapons. Here we have chosen to be absolutely free to compile the arms of the various sections and plans themselves. This part the game is so complex that it's me frankly been difficult to me at all to take the time to concern myself with it. One can cobble together his weapon of countless different parts and hope that something comes out of it, which allows you to keep the enemy hordes at bay. I do not have a lot of experimentation and am actually the whole game remained over at my gun that I have improved little by little.
Here is an example based on my configuration.
These were a semiautomatic assault rifle with ammunition and fire extended magazine as the lower tool I have a standard laser cutter mounted. Plus, there's eight different boards for improvements such as faster reloading, more damage or higher fire frequency.
Not only the building of weapons has become very complex, there is now a commodity system. Objects, ammo and upgrades to the suits will now gefertig on the workbench of raw materials that can be found in part in the battle itself, but collected partly by small robots for the game character. I had at the end of three of these robots that I had to re-emit over and over again. I asked myself what a playful value thereby bring me these interruptions, less would be really more been here. So the whole thing degenerates to work and an artificial stretch of the season. Speaking stretch when it comes to game time. As in the first installment of the series Dead Space 3 is now again increasingly on backtracking. It is very often returned to pick a point on the map to the next and back to something. Of course, every time waiting again a horde of enemies along the way.
Most seriously has me in this game, the bad balancing disturbed, which runs like a thread through the entire game. I am now sure that the game is basically designed for more than one player and is just not designed that it makes sense to play it alone. There is no other to tell me, for example, that one is just so overwhelmed with too weak weapons in very small spaces of opponents hordes. For two players that would be just right, alone, however, one sees no country. Fittingly, we find healing items and ammunition in an amount such that very soon no longer knows what to do with all that stuff. The suits can be practically almost completely expand at the beginning, which already anmutet very strange. And so on.
A serious shortcoming is (not only) in my opinion the total messed storage system. This does what it wants, and it is totally a matter of luck where you get in back into the game and what items you carry with you. If in doubt prefer not to switch off and finish the game if possible in one go. The playing time is relatively long for a Dead Space, but this course is to a large extent on backtracking.
The final chapters are even downright agony because climbing locations and space jumps are repeated so often that half of them would have been sufficient.
The story is still interesting and extends the Dead Space setting makes sense only on the total out of place acting love story you would like to do without in my opinion. It was one of the highlights of the game, was promoted as one of the apparently pubescent brawlers by a shot to the head in the happy hunting grounds for me. Of course, if it went to the very end happily ever after with Beziehungskram.
Dead Space 3 is heavily scripted and just at the beginning you will be interrupted every few seconds by a scripted sequence. In moderation, of course that is fine and the action sequences are usually nice to look at, Dead Sapce 3 exaggerates however clearly. Add to this the modern QuickTime events without the Wohlwill commented hardly a game today. Here it is then either W or press E, which is conveniently displayed on the back of the main character.
Disturbing are also the most frequent puzzles and minigames. These puzzles are often totally unnecessary and usually so simple that they are happy to be able to give would have to. It is put together objects as in Tetris style, rearrange circuits or "chop" terminal on simplest type UDN way. The sad climax was the setting of the balanced power for a generator and a lift for me. This puzzle took me safely a few minutes and I solved it by pure luck. Needless, please omit the next part.
I can really recommend Dead Space 3 is very limited.
Newcomers who like to play in the Coop and do not know the old parts can safely access. Dead Space veterans however as I have to clench my teeth whether the major changes and defects that have this game. Paradoxically, Dead Space 1 was the bright spot of all who had the drift of the Resident Evil series found in a pure shooter a great alternative. Now that fate has unfortunately Dead Space overtaken, so fast it can go.