Dead Space 2 | Review


By: Ryan Seiler 
Originally posted at Project-Blu.com on July 17, 2011    

Isaac Clarke, the unfortunate engineer of Dead Space, makes his return, along with a horde of necromorphs, a new marker, and the all-powerful plasma cutter in Dead Space 2. Visceral Games's first installment in the franchise was an instant blockbuster and kept the already minuscule survival horror genre alive. Does its sequel stand up to Dead Space's standards or surpass them entirely?

Story
Dead Space 2 takes place on The Sprawl, a space station city located on the remnants of Saturn's moon Titan, three years after the events onboard the USG Ishimura. Isaac Clarke is woken up in a psyche ward by a man named Franco who tries to free him from being trapped in a straightjacket and tied down to an observation table. But before he can release Isaac completely, he is attacked by a necromorph and quickly begins to transform. Isaac struggles to get past the frenzied crew member who thrashes wildly, eventually reducing into a necromorph. His transformation is viewed in its entirety by the player and is a stunning feat of art and programming. His skin stretches and tears, his body bends and contorts, necromorphic limbs explode from within him until Isaac kicks the creature off and manages to run free.

Isaac, is now alone, bound in a straitjacket, and is completely vulnerable and exposed. Starting the game off with Isaac so obviously weak introduces the player first to a man, and then the inevitable walking suit with guns, as the first game did. -- (Smart move on Visceral’s side seeing as how they practically beg you to feel for Isaac as a scared pitiful human being by game’s end.) -- Thus begins a tutorial of sorts as the player is introduced to the “walk” and then “sprint” buttons as Isaac runs a gauntlet of necromorphs invading the psyche ward. Soon he finds his way to an operating table with a man still strapped down for surgery; a surgical plasma cutter is aimed carefully at his chest by a robotic arm. Just then, a necromorph bolts into the room and before you can detach the gun and kill the abomination, the man is already dead. Eventually you find your way to a shop where you can equip yourself in an engineering suit. This level slowly, creatively and intensely teaches the player how the game operates by introducing one new game mechanic at a time; first running and evading enemies, then shooting, and then finally using shops and the importance of suits.


A new marker has been constructed on The Sprawl and has brought with it a necromorph outbreak. Isaac finds himself on a déjà vu-inducing mission to destroy it and makes uneasy bonds with fellow shipmates. One ally, Nolan Stross, a psychologically disturbed engineer, claims to know how to destroy the new marker. Another is Ellie Langford, a young British pilot that unwillingly accepts the help of Isaac, but not the crazed Stross.

A few levels into the game you come across a unitologist church. Unitologists are a cult of marker worshipers. The level really does a good job of showing the ignorance of the church and how corrupt it is. The original game might have gotten some bad press for its apparent anti-religious views but Dead Space 2 seems to have a particular religion with an 'ology' suffix in mind. Unitology is a level-based religion in which the more money you give to the church the higher rank you receive. There is also a creepy indoctrination room in the church that sells the idea of a false and money driven cult.

Visceral Games has given Isaac the ability to talk since the first Dead Space and also a new dementia, brought on by the events on board the Ishimura, that manifests itself as his once living girlfriend. This works well and helps the player connect with Isaac and also helps him feel like a real human who was tormented by death and managed to survive.

Video logs and audio logs are one of the main story components and get the story across to the player when a cutscene or in game sequence doesn't. It's very effective and makes you feel alone without ever being truly alone. Due to Isaac’s amnesia, each audio/video log is jam packed with exposition. Luckily it’s not too obvious. The writing is clever enough to seem as if we understand the world as well as the characters, so having information thrown at us is welcomed.


After the first installment in a horror story the enemy tends to lack that which made it so scary in the first place. What makes a good horror enemy is the ‘unknown.’ By that I mean not knowing everything, and preferably not knowing anything at all is what makes enemies scary to us. Usually by the end of the first story the antagonists have given up what made them mysterious.  Umbrella Corp. isn’t so scary once you have played through six games of it being the bad guy and you have learned all there is to know about them. Before playing through Dead Space 2 I was worried that this would be the case. I knew where necromorphs come from, I knew about the marker, and I knew about the people who would want to use it as a weapon; so what else could I discover that would still fill me with curious dread? Well, the setting changed and there is a new marker, Isaac is somehow linked with it’s creation, and amnesia certainly doesn’t help. The mystery of Dead Space 2 isn’t in finding out about the antagonists, but more about how Isaac, the protagonist, is connected with the devastation around you.

 One disappointment was remembering how well I got to know the Ishimura. Being on a ship and exploring it in its entirety really gave the player time to understand their location and get to know the place. The Sprawl doesn't have that aspect. I never really knew where I was on The Sprawl other than in a school or a factory. The Ishimura felt like a mansion in an old horror game, you really get to know her by games end.
Story 8/10

Gameplay
Dead Space 2 plays very similar to its predecessor with no large changes. The game is still a third-person over the shoulder shooter. You still have four weapon slots, laser guided aiming, and plenty of unique ways to dismember your enemies.


Strategic dismemberment is still the way to go, but you can more easily kill an enemy with multiple shots to the body in Dead Space 2 than the original. The idea behind strategic dismemberment is to shoot the limbs off of your reincarnated foes until they become immobilized and die. Unlike most zombies, a shot to the head won’t result in instant death; instead it will cause the necromorph to charge at the player thrashing its appendages in rage. Different necromorphs also require some strategy beyond cutting off arms and legs. One, interestingly enough called and exploder, has an oversized glowing limb that when shot will cause it to blow up resulting in splash damage to surrounding necromorphs. Another is called a pregnant, (they got creative with the names), and if its stomach is ruptured will let loose a wave of small crab-like necromorphs that can cause a great deal of damage if not destroyed in time.

There is a new type of necromorph called stalkers that are incredibly scary and cunning. They attack in packs and are reminiscent of velociraptors from Jurassic Park; you even get an achievement called "Clever Girls" for killing a few. They are found in maze-like areas and will peak around corners or over obstacles at Isaac to get a better look before charging and attacking. Shooting around the room and trying to get into a flanking position before screaming and leaping out at Isaac is their main plan of attack; it is predictable and yet unnerving. Their programmed attacks are extremely effective at conveying intelligence. You really get the sense that you are being watched and that something is biding it's time before striking.

Zero-G was a fun but under-used component of the original Dead Space. Dead Space 2 uses the wide open expanses of The Sprawl to good use in creating varied zero-G environments. Instead of leaping from wall to wall relying on magnetic boots like in the original, Dead Space 2 uses boosters on Isaac's suit to get him around the space station. The zero-G areas come in two forms, one being free floating wide open rooms where there is no apparent up or down which results in vertigo inducing puzzles, or in free-fall like minigames. Other games have done this before where the player is in free fall and has to avoid falling debris. In Dead Space 2 this is mixed up a little when you have areas like a speeding train that has a missing car. Isaac must leap out of one car and speed through the gap to reach the other car in front.

Guns are undeniably the most important part of gameplay in Dead Space 2. Each weapon has a unique and devastating attack, and also has an upgrade tree that allows for more firepower, ammo, etc.  The plasma cutter is again the default weapon and is one of the most handy video game weapons of all time. I found myself using it for about 90% of the game and only ever switched weapons when faced with multiple small enemies attacking at once, which call for a rapid shot weapons or one with splash damage.


Dead Space 2 has ‘weight’. By that I mean every action is felt by Isaac and the player. When Isaac walks he realistically stomps with the weight of a space suit, every weapon has a loud crack-boom firing sequence that sends Isaac back a little with recoil, and even down to the upgrade bench opening, it slams down under its own weight. Most video games don't seem to care about weight, and the player subconsciously picks up on this, resulting in the player feeling disconnected to the game. For example, Half life 2 doesn't carry weight. The player floats through the world like they’re in a steady-cam, relying on the sound of footsteps to convey that they are indeed walking.

The gameplay in Dead Space 2 feels like the first Resident Evil all over again, but set on the planet LV-426 from Aliens. It’s welcoming to play a horror game that is so well done but at the same time it feels like we have been trained for this gameplay for years.
Gameplay 9/10

Presentation
The Sprawl is a beautifully horrifying place to be. With Saturn always right outside of any window and the metal architecture reflecting the best lighting in a game so far, Dead Space 2 is breathtaking. Not being restricted to a single mining ship the art style and architecture are free to go wild. The church levels have a gothic dark malevolent feel and the preschool is so happy and cheerful but at the same time so empty.


The graphics have been greatly increased since Dead Space and you can really tell during all the close ups on the characters faces. Blood is a huge part of the game as well and it's used just about everywhere, really slamming it into your face that you’re in a hell-hole.

Startling scares are what Dead Space does best. It's no Amnesia with its scary atmosphere and few scares. Quite the opposite; everything seems to jump out at you even clock alarms and elementary school play set pieces.

Visceral Games knows how to make you feel uncomfortable.  There is now better example of this in Dead Space 2 than the audio. The Sprawl is a city, a city under attack by the living dead. That doesn’t just mean screams and moans. The ambience of Dead Space 2 is something to behold. The best way to explain this is to describe an early level I played.  About an hour into the game Isaac wanders through an apartment complex.  The fire in the lobby is raging, malfunctioning machinery sparking and the remaining stranded occupants held up in their rooms. As you pass by rooms you can hear the muffled sounds coming from within. One room may have a terrified mother calming down her children and the next might have the sound of a woman being attacked by her resurrected lover. Over the loudspeaker, talking to nobody is the A.I. directing people out of the burning building. Level after level Isaac is surrounded by endlessly detailed soundscapes. It’s a shame that you will be running for your life though most of them.

The music is, well, jumpy, and follows a classic horror feel with the slight vibration of violins to create tension and then the blare of the brass section when something jumps out at you. It’s effective, and old as dirt.

Dead Space 2’s replayability is made to be rewarding. There is incentive to play back through, especially since you can carry your armor and guns with you to your next playthrough. Playing the campaign again is a test of willpower at higher difficulties. Also new suits and a hilarious new gun, the hand cannon, make the game far more enjoyable the second or third time played.
Presentation 9/10

Overall
Dead Space 2 is the best shooter horror yet in this generation of games and continues to be a fantastically scary franchise. It’s worth buying but if you’re not going to replay it I suggest renting. I'm not sure what Visceral Games has planned, but I'm ready for whatever is in store for Isaac Clarke next.
Dead Space 2  8.3/10

Game Info
Platform: PC, Playstation 3,  Xbox 360
ESRB: M
PEGI: 18
Publisher: Electronic Arts
Developer: Visceral Games
Release Date: January 25, 2011

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