I'll start, as usual, with replays. I replayed 2 games this year and here they are.
REPLAYS
Atari Vault (PC)



I was hankering for some simple nostalgia towards the latter part of 2022, and I decided to spend some more time with Atari Vault. There's something to be said for the simplicity of many older games, as well as for the pure joy of trying to best a score. Granted, many of these games (both 2600 and arcade) aren't very refined by today's standards, however there are still a good number of compelling, if relatively simple, games on offer in this collection. I got pretty absorbed in the arcade version of Asteroids for a bit this time, and I had fun playing Real Sports Football on the 2600. A pretty basic representation of the sport that can still be fun head to head, but I just enjoyed the nostalgia of going back to that one from my childhood. I remember being blown away by the marketing for the “REAL” sports line from Atari back then. Sports were my life, and gaming also held a large portion of my heart, and the idea of advancements in sports gaming got my blood pumping even back then as a child. I also spent a bit of time hopping around and sampling a smattering of the 100 titles in this compilation. It's difficult to rank it due to its age and the required affinity for the era from having lived it. I'll just say that it was a 5/5 at the time, but today it's more of a 3/5 with some exceptions that are still as fun as they ever were. But for the child who spent a great deal of time with many of these titles, it's still great to experience some of that emotional rush from the past, irrespective of relative quality and complexity. This compilation is one I'll always return to for a bit of that particular nostalgic flavor. (I need to pick up the new Atari compilation. I saw how much love was poured into that one.)
Dead Space (PC)






The unknown. It's the primal, fundamental fear. It's why people fear the more profound mysteries such as death and the deepest ocean abysses. It's why kids (and some adults) are afraid of the dark. It's even why people fear more benign human experiences and even many potentially positive ones, such as starting a new job or meeting new people. That unknown is, at its root, inevitably a fear of death in all cases. The dissolution of the idea of “self” terrifies the mind, believing itself and its comfort zones to be all there is. Dwarfed by an obvious vastness far beyond comprehension, the mind and ego recoils at its own frailty and, in many instances, simply buries its head (no pun intended) in the sand at the prospects of its insignificance. And what is more vast than the immensity of space (and time), a largely silent and endless inky blackness that is potentially home to all manner of threats, real and imagined. The inherent existential dread in this type of setting is what is so compelling about space horror to me. And the Dead Space franchise embodies one of the best examples of this sort of theme.
I decided to go back and play the original, something I hadn't done since its 2008 release. There's always a bit of trepidation when returning to a beloved classic, which Dead Space most certainly is for me. Would my memories be validated by a fresh set of eyes that have undergone their own changes on the journey of life, and in a more narrow sense, how have possible changes in expectations for the medium of gaming had an effect as time has transmuted the landscape of this art form? I didn't expect to find my opinion fundamentally altered, but again, there's always a bit of nostalgic risk tied to such ventures into the past, and that warm feeling of fondness for treasured experiences is not something I wish to callously tread upon. But my confidence was high enough to dive in, and I found the intervening fourteen years to have been very kind to this seminal work of action-horror.
The most immediate and obvious thing that stands out upon reinspection is the absolute tour de force Dead Space was, and still is, in terms of audiovisual presentation. The lighting against the predominantly dark locales is both striking and brilliant in contrast and depth. The glow of Isaac Clark's visor, the digital hologram displays of character inventory and various controls panels and data terminals, the starlight through windows and the dynamic lighting and ambient occlusion in murky, foreboding hallways all combine to create varying and subtle layers of the interplay of light and dark that blend to form a rich and dense visual setting. The geometry is often enormous with blazing engines and herculean moving parts, creating a sense of scale that makes the player feel small and insignificant within this massive mining vessel. The sound is equally detailed, full of echoes, metallic clanks and various hums and unidentified noises along with sounds of whispers coming from a Marker-addled mind losing its grip - all of it comes together to induce a persistent feeling of tense vigilance. Just wandering through the ship with no action taking place gives off an incredible mood that causes you to expect the worst at any moment, wonderfully befitting a horror experience. The feeling created is one that was well ahead of the curve in terms of presentation and that remains an impressive package that still amazes today.
And as good as the presentation is, there's a wonderful action experience driving the whole thing. Not only do we have twisted extraterrestrial necromorphs to contend with, but early on we're given the edict to “cut off their limbs”, a twisted and satisfying proposition given full expression via an excellent arsenal of weaponry the rends asunder the hordes of monstrosities threatening our rescue from the USG Ishimura. There are often numerous foes to contend with and combat takes on a strategic form as we use our stasis ability to slow one threat while dealing with another, blasting away extremities and stomping the pulp out of already-dead, twisted and mutilated forms in a cathartic stress release that never gets old.
And all the ambience and action is tossed into an enticing wrapper about powerful alien technology in the Marker - a double helix shaped artifact that is devastating both physiologically and psychologically, rending flesh and creating cultish loyalty and zeal in feeble minds, taking away all sense of power, identity and hope from most - a threat that carries the potential to endanger the whole of the human species if affecting the larger populace. The pacing was wonderful as well, with puzzles, zero-gravity sections along with oxygen-limited space walk regions keep things fresh and engaging in between action-oriented encounters. The intensity ramps up nicely as things unfold and there are some real pulse-pounding moments on the journey, especially at higher difficulties where ammo and upgrades aren't so prevalent. And going back to it on PC gave me a new appreciation of the title, as it was blessed with greater fidelity from better hardware.
There are some minor gripes as there usually are in even the most enjoyable things in life. Whoever designed the asteroid turret section needs to have their developer card revoked. I can't believe this was ever focus tested. It's unnecessarily difficult with an overabundance of targets to contend with while you tried to avoid compromising hull integrity. It always takes me a few times and I usually just get through by the skin of my teeth. This time it probably took five or six tries and I survived with 2% hull integrity, lol. You could argue that it sounds “tense” and fits the theme of the game, but the section is just not fun and should have been redesigned before release. Thankfully, it's brief and you can move on. It's also a little heavy on the jump scares in terms of sudden in-your-face enemy appearances as well as false scares or sound shocks. It's not a big complaint and is mostly appropriate given the circumstances and setting, but it does reach for some cheap thrills - thrills that are, nonetheless, fun and exciting.
Overall, I was blown away *again* by this trip back to the first Dead Space. It reaffirmed its status as an all-time classic in my book. It's intense, polished, gorgeous, fun and just well-made in almost every regard. If you're a fan of cosmic horror, excellent action games, or even better - both, it's a can't-miss game that is worth playing if you've never given it a chance or revisiting if you already have. 5/5