![]() The sounds of firing weapons get lost in the sea of necromorphs’ screams and banging music, leaving next to no impact when the shots connect with the target even the iconic Plasma Cutter, the weapon made awesome by its distinct, sharp sound effects, was lost in translation – all it’s capable of now is but a distant, unimpressive thump that you rarely even get to hear because of how poorly audio is mixed in this game. Extraction is a huge letdown in that department: the audio files are all of noticeably lower quality, and during intense fight sequences, they blend together in a cacophony of incomprehensible noises. Everything from gun shots to monster growls to audio messages was recorded in pristine quality with crystal clarity simply walking around in that game was tense because of how seriously the team at Visceral took sound design. I have my fair share of criticisms of that game, but the one thing I think it does exceptionally well is sound. The sound design of Dead Space 1 was immaculate. Shooting is fine, the dismemberment system from DS1 was carried over with no issues, there’s a good variety of monster types and firearms for you to use – on paper, we have a decent shooter on our hands however, there’s one crucial area this game sorely lacks in, and that is sound design. Mechanically, Extraction is largely competent. You would think that a first-person on-rails shooter would be more difficult to screw up than a fully interactive third-person action-horror game, but it turns out it’s not this simple. ![]() I expected to love it – I enjoy rail shooters quite a bit, and I thought Dead Space 1 was a pretty good game, so I was fairly certain that brutally slaughtering my way through hordes of necromorphs in an arcade light gun manner would be a good laugh… But I had no idea what a dreadful mess I was in for. Dead Space: Extraction severely disappointed me. ![]()
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