Sequels always leave me a little unsettled. I talked before
about the difficulties that must face developers of a sequel, considering what
to change, if those changes will be well received by the gamers, and so on.
Though I mostly hate that sequels make for longer reviews, because it's usually
important to have played the first game, thus I ultimately end up covering a
bit of both. Dead Space 2 is but one example where it is important to
understand the significance and the style of the original game in order to fully
appreciate, or disapprove of, the changes brought forth in the next iteration
of the series.
I found the first Dead Space to be a great game, though not
without it's fair share of issues, particularly on the PC. One of the key
things that made the game so good was the atmosphere - that creepy/paranoid
feeling you'd get since enemies could suddenly burst out of the numerous vents
scattered throughout every room, thus requiring you to always be on guard.
Additionally, the game moved along at a slower clip than most other games in
the action category, thereby building the suspense of waiting for the next guy
that wants to eat your face to jump out at you, and could be best compared to
some of the classic Resident Evil games.
Actually Resident Evil is a pretty good comparison, with the
generally slower pace of the game, and levels that largely involved you
starting at one point, solving puzzles, killing enemies, and so forth, until
you make it to the deepest part of the level, and then coming all the way back
to the start, usually encountering some new enemies in areas you thought you
already cleared, or being punished for not taking the proper precaution with
bodies. They also share a "save at certain points in the game only"
system and an inventory system for managing your arsenal of weapons and general
lack of ammo. Heck, you could even call the mutated corpses that are the
Necromorphs of Dead Space zombies, and you wouldn't be too far off.
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If I had any talent whatsoever in Photoshop or another graphics
program, I might try and merge that with the Resident Evil 2 title screen. |
Perhaps what the series is most known for though, is the
strategic dismemberment system, where the best way to kill enemies is to cut
off their appendages. This of course flies in the face of every instinct I've
developed from years of playing FPS games, which is to shoot it in the head,
and makes Dead Space pretty unique. Usually I'll aim for the legs on an enemy
first, using a weapon that fires a horizontal beam to main them to the point
they collapse on the ground, dragging their bodies towards me with their
remaining limbs. This will buy you critical breathing room when dealing with
multiple enemies at once, and then you use a vertical firing weapon to pick of
the arm or two needed to finish them off. Interestingly enough, this all
generally requires a fair amount of accuracy, so those head shot skills still
come in handy.
The final bit of background on Dead Space worth mentioning
before moving onto the sequel involves the story. Dead Space was set on a space
ship, the USG Ishimura, which became a ghost ship after a strange artifact
known as the marker, the center piece of a religion called Unitology that the
devs swear is in no way based on Scientology, that apparently reanimates dead
flesh into these bizarre monsters that proceed to kill everything in sight. You
play Isaac Clarke, an engineer sent on a repair team to find out why the
Ishimura has dropped out of contact, but with the ulterior motive of finding
his girlfriend Nicole, who is aboard that same ship. The trailer, which
provides you with this same background, makes for good watching, and it seems
like, in the right hands, the game could make a great movie (one is currently
in development).
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Nicole, sometime before things get really, really bad in
the first game. |
The rest of the story is just as good. You get separated
from your team, and everything gets really bad, really fast. I won't go into
details, but when you start learning the motives behind different characters'
actions, who lives and who dies, and just what is really real, you'll see why I
enjoyed the game. Oddly enough, Isaac suffers from that whole mute and no face
syndrome that many other protagonists have throughout gaming history, like
Samus Aran. This does seem a bit strange, particularly when people are going
into a monologue about what you need to
do, letting you know you'll be headed into a dangerous area, and you never once
speak out and say that's a bad idea, or you'll get right on it, or give any
reply to indicate you are, in fact, human.
To one extent or another, all these things are changed in
the sequel. Sometimes the result is better, while at others, it is worse.
Take the atmosphere of the game as one example. Dead Space 2
does not have the same slow, paranoia building feel to it that the first game
does. New enemies that, while attacking in hordes, allow you to be far less
meticulous with your shot placement, new weapons that even include a sniper
rifle, and an environment that rarely requires you to back track into areas
you've already visited, and are either rewarded or punished for properly
disposed of bodies or not, all change the pace of the game, and allow you to
play it much more as an action game than a survival/horror experience, as with
the first one. Actually, there were only a handful of fear inducing moments in
this game, but there were all "jumpy," usually involving a body
falling out of the ceiling in an otherwise deserted room.
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My personal favorite for creepy game moments: A washing
machine that has a crying sound coming from inside of it. |
Some of these more action oriented changes make for
improvements, such as the ability to free float in zero-g situations, rather
than the slow jump from point to point of the original. Others, like the
addition of the new javelin weapon, which is essentially a spear launcher, are
fun, but unnecessary, as I just used my trustworthy weapon set from the first
game, which consists of the Plasma Cutter, Riffle, Flamethrower, and Line Gun, to
handle anything the game threw at me. New enemies, like the stalkers that like
to hide behind walls or crates, and generally work as a group to attack you,
that is, when they finally charge around the corner from wherever they are
hiding, are interesting, but not groundbreaking.
The story in the sequel simply is not as good. Isaac wakes
up three years after the events of the first game, with no memory of the time
that has past in between. Things have started going to hell on the Sprawl, a
gigantic space station, which you must escape, just like you did the Ishimura. Thankfully,
over the course of three years, Isaac has learned how to talk. Admittedly, that
does do some damage to the horror aspect of the game, but the trade off is it
does wonders for the character development, since he can actually develop
relationships with other character in the game, making attempts to keep people
calm, or express concern about the plan a mysterious benefactor has outlined
for his survival, all of which make Isaac more relatable, but do place his
emotions in place of what the player might naturally experience, and at times,
you wonder if the voice actors had the proper motivation, or where in the right
emotional state, to really sell the whole "I'm being attacked by mutated
corpses that come back to life and want to kill me when I just want to get off
this ship" vibe.
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One of the more colorful characters you'll meet in Dead
Space 2. |
There are two ways to look at the changes in Dead Space 2.
Either you consider them in light of the original, which you are like to do if
you've played both, or you look at it as it's own separate game. If you held
the previous game in high regards, unfortunately, Dead Space 2 is not that
game, though Dead Space 3 looks like it will fall much further into the solidly
action category. While all the mechanics of the original are there, from
upgrading your equipment to combat techniques, the feel just isn't the same. In
the first game, for example, you weren't in danger of being sucked out a broken
window into the vacuum of space unless you shot the close window switch in
time. The game is just more of an action game than survival/horror, and so
while I'd still advise trying it out, don't expect the same thing as before.
If you look at the game separately, or potentially with the
passage of enough time between playing 1 and 2, then this is a pretty good
game. The shift towards action suits my style more, and I definitely approve of
the quicker pace of the game. I really enjoyed the greater character
development found in this game, and while it didn't have the same number of
twists as the last game did, there are still a few curve balls in the story I
hadn't seen coming. I do miss some of the puzzles found in the first game, and
am very disappointed that PC gamers get zero DLCs for this game, as I was
particularly looking forward to one that follows some of the characters from
Dead Space Extraction, which I've also played, but at least you can rebind keys
this time, and don't need a 360 controller to play. The game is good enough
that I would even consider playing through it again at some point, though not
on the hard core difficulty, which only grants you three saves and you revert
to your last save on death, because I don't want to divvy up the 13 hours I put
into this game into three saves. Either way, both Dead Space games seem to come
up on sale pretty often, usually around $5. That is a good deal for a good game
- 7 out of 10.
So, the final breakdown:
Score: 7/10
Suggested Price: $5