<p>Dead Space 3 has been a bit of hit and miss with gamers&period; While it does maintain some identity in relation to the old games&comma; steadily the Dead Space series has been moving away from its initial survival horror roots&period; The games have tended to become more action oriented and this has spawned backlash over the recent outing&comma; Dead Space 3&period; Rumors of cancellation of the series may have been premature&comma; but it speaks volumes of how fans view the series and ultimately how fans view EA&period; This article will look to explore some ways Dead Space 4 can regain fans&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<h3> 5&rpar; Weaker Weapons<&sol;h3>&NewLine;<p>For someone who began the series as an engineer&comma; Isaac Clarke sure manages to get his hands on a lot of weapons&period; That&&num;8217&semi;s not that big a problem&comma; except these weapons happen to be very good at what they do&period; This is made obvious by how useful the plasma cutter&comma; the initial game weapon&comma; is throughout the series&period; Sure it&&num;8217&semi;s not always the best choice&comma; but it gets the job done well 90&percnt; of the time&period; Such immense firepower really does decrease the feel of horror&comma; whether action or survival oriented&comma; that a game can showcase&period; Why be worried when you&&num;8217&semi;ve got heavy-duty weapons to back you up&quest; Granted&comma; the game gets harder on harder difficulty levels&comma; requiring use of stasis and kinesis&comma; but more can be done&period;<&sol;p>&NewLine;<h3>4&rpar; Remove Shared Ammo<&sol;h3>&NewLine;<p>A weird addition to Dead Space 3 was the shared ammo feature between all weapons&period; I feel like this was made to compensate for customizable weapons&period; Even so&comma; it made the game feel totally flat&period; Any ammo you picked up just got added to your weapons&period; Scavenging for stuff became less important because of this&period; No longer did you have to manage your inventory that well either&period; It just felt like a sloppy take on what should be important elements in normal games&comma; let alone a &&num;8216&semi;survival&&num;8217&semi; horror game&period; Dead Space 4 should revert to the former methods of dealing with ammo&period;<&sol;p>&NewLine;<h3>3&rpar; Less Action Oriented<&sol;h3>&NewLine;<p>Let&&num;8217&semi;s face it&comma; the Dead Space series has gotten more action oriented over the years&period; DS3 seems to take that step even further though&comma; with numerous monsters practically everywhere you turn&period; This becomes boring because to combat these monsters&comma; all you do is shoot from third-person perspective&period; Just like you would in any other TPS game&period; It becomes mundane&period; Add to that the fact that Isaac is a pretty heavy and slow character&comma; thus you don&&num;8217&semi;t feel like you are in good control of a character in an action game&period; It&&num;8217&semi;s still above average for sure&comma; but it becomes routine too easily&period; I&&num;8217&semi;ve had to stop playing half-way through these games because of this&period; I&&num;8217&semi;d tend to return around a couple of weeks later when the gameplay feels fresh again&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<h3>2&rpar; Feature A New Main Character<&sol;h3>&NewLine;<p>One of the reasons why games like Resident Evil and Silent Hill garner a lot of fans is because of the variety in characters that take part in those games&period; Those games tend to introduce new characters with new backgrounds to explore and learning about how they relate to the world of those games is exciting&period; With Dead Space&comma; we&&num;8217&semi;ve been trudging along with Isaac for just too long&period; We know his background and the fact that he is somewhat special&period; He&&num;8217&semi;s no longer an enigma to the gamer who wants to learn more about the main character&period; His journey has become somewhat predictable&comma; so a new main character would freshen things up a lot&period;<&sol;p>&NewLine;<h3>1&rpar; Utilise Sound<&sol;h3>&NewLine;<p>Oddly enough&comma; for a horror game&comma; Dead Space doesn&&num;8217&semi;t utilise sound that well&period; In general&comma; the gamer tends to hear monsters and such as they start attacking and all that&comma; and the tense music during those times is cool&comma; but that&&num;8217&semi;s it for the most part&period; Sound is a powerful tool in horror games&comma; and Dead Space doesn&&num;8217&semi;t really take advantage of it&period; This should definitely be looked into in the next game&period; I&&num;8217&semi;m not just talking about the way monsters behave and the sounds they make&comma; 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  1. they should make a new protagonist like a miner or just an ordinary person with the feeling of vulnerability. with a touch of being alone like the first one XD

  2. dead space 1 + 2 have, hands down, the best use of horror sound in any game ever. ds3 was a bit of a letdown in that regard though

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