Carver's hallucinations add a bit of drama in co-op.
Perhaps the most creative addition to Dead Space 3's online co-op mode is the game's optional co-op missions. Structured exclusively for co-op, these missions flesh out Carver's story and take full advantage of the online setting. At various points during the mission, Carver would start hallucinating. While Jeff (on the client side) would start seeing weird, psychedelic visuals, I would simply see an empty room. A later co-op mission saw Carver having a psychotic breakdown--Carver would be in the middle of a nightmare fighting off shadowy figments of his mind, while Isaac was left alone to fend off Necromorphs that had suddenly infiltrated the area. It's a cool storytelling device and it's a shame that there weren't more of these moments utilized in the main story.
Dead Space 3's co-op has some technical quirks that are hard to overlook, particularly the execution of its "drop-in, drop-out" feature. There were moments when Jeff lost his internet connection and would drop out of the game. I hoped the game would seamlessly continue until he could come back, but instead, I got a prompt noting that my partner had dropped and that I would have to be taken back to the previous checkpoint. This was a major annoyance, especially when it came after clearing out a room full of Necromorphs. While "drop-in, drop-out" co-op was touted as a major feature, it turns out that it doesn't fare too well once the game starts.
In the end, there's really nothing like experiencing a Dead Space game alone. While I had fun with co-op and marveled at some of the tweaks made from the solo campaign, I can't deny that the overall experience loses something when playing with a partner. Necromorph waves fall quicker, bosses (including the final one) are easier to defeat, and scares ultimately feel diminished. If you have a friend, it's worth running through once, but just don't expect it to feel like the quintessential Dead Space experience.
Ozzie has been playing video games since picking up his first NES controller at age 5. He has been into games ever since, only briefly stepping away during his college years. But he was pulled back in after spending years in QA circles for both THQ and Activision, mostly spending time helping to push forward the Guitar Hero series at its peak. Ozzie has become a big fan of platformers, puzzle games, shooters, and RPGs, just to name a few genres, but he’s also a huge sucker for anything with a good, compelling narrative behind it. Because what are video games if you can't enjoy a good story with a fresh Cherry Coke?