As a lot as I beloved being spooked aboard the USG Ishimura, playing by way of Dead Space 2 over a decade later is more engrossing and fun than I remembered.
Released 27 months after the original game – back when development cycles weren’t absurdly long – Dead Space 2 found success in early 2011, but history and online dialogue haven’t elevated it to cult standing like they did with the 2008 classic. Going back to it, ahead of this month’s shiny remake of the original, to confirm my suspicions, I can now proudly declare it’s the perfect installment of Visceral’s trilogy. Come at me.
I vividly remember Useless Area being a huge sleeper hit in late 2008, routinely becoming one of many scariest games ever, and with such an enormous cliffhanger wrapping up the primary chapter of Isaac Clarke’s story, speak of a sequel quickly heated up. That second entry materialized just a little over two years later in Dead Space 2, a extra motion-oriented take on area-based mostly horror. If Lifeless Space, despite its larger scale, could possibly be compared structurally to Alien, then Dead Space 2 was clearly borrowing some notes from its explosive sequel, Aliens.
Perhaps it was Visceral’s plan all alongside, but Resident Evil 5’s extra motion-heavy take on its material arrived shortly after the first Useless House and obtained folks talking, so maybe that was factored into the sequel’s development. We all know that EA has all the time appreciated to chase down developments and rework formulation to hopefully broaden its player bases, so it’s not an enormous leap to think about this Resi-flavoured gear change, particularly when Useless Space three doubled down on that route and ended up dropping sight of what made the primary two video games work so well.
I additionally went again to interviews that seem to support the line of thought that Visceral at all times meant to broaden the canvas and take a look at new issues with Dead Space 2. The factor is that many of the modifications and additions affected the narrative and setting at first, which in turn brought new opportunities to the game’s total design (and not the opposite approach around). It largely performs and feels like a extra polished model of its predecessor, but the tempo and circulation of each exploration and enemy encounters was formed by the massive change of surroundings and a extra bold plot.
Swapping a derelict ship for a large space station, Titan, that’s collapsing as you shut down a government-made clusterfuck paid off instantly; players have been no longer just roaming ruinous areas looking to tinker with programs and equipment whereas preventing off Necromorphs. You have been as an alternative guided by a more active story which had a now fully-voiced Isaac questioning other characters’ motivations and dealing with his psychological deterioration brought on by the Marker. Mind you, the unique Dead House knew what it needed to inform – it simply felt constrained by survival horror conventions.
As a direct results of dropping the Metroid-ish structure of exploring different areas of a ship that we knew we’d need to discover in full as a result of chapters have been constructed round that idea, Dead Space 2 is far more of an unpredictable rollercoaster journey, one that may be both relentless (that first hour is loads) and as dread-inducing as the original’s scariest sections.
Many purists have claimed over the years this installment already felt a bit too Uncharted-ish in places, but revisiting it more than 10 years later, it remains a largely unnerving sport even when the motion is amped up for a couple of minutes. And on most events, it’s just a breezier, much less repetitive evolution of the original. That’s not a knock on the unique Lifeless Area, however a compliment to Visceral’s willingness to spice issues up and avoid retreading previous ground.
One other marked enchancment which is instantly noticeable is the enemy variety. While the primary recreation also adopted the “Metroidvania pace” so as to add new elements and challenges into the combination, Dead Space 2 hits the ground running with several enemy sorts coming at you, as the dev crew knew full well the element of surprise (at least with an initial reveal of the Necromorphs) simply wasn’t there anymore. In actual fact, the game’s first hour already options a brief boss encounter after an enormous set piece. The center-pounding tension is all there – however it is available in doses of various sizes and isn’t all the time tied to “oh, so now I’m coming into a big unexplored area of the map the place something bad will certainly happen.”
I already mentioned how Dead Space 2 opened up the series’ world and overarching storyline in an enormous method, and that brings us to a slightly deeper forged of supporting characters. After giving Isaac a voice and making him a chatty working-class dude, this was a no-brainer. Ellie is a likable ally and meshes nicely with Isaac’s worst fears and regrets as he keeps being haunted by hair-rising visions of Nicole, and Administrator Tiedemann’s menace appears like an ideal riff on Weyland-Yutani’s nefarious plans in the Alien series. Look, I appreciated working with all-round decent man Zach Hammond and hating Kendra Daniels’ guts, but more often than not they have been “the people giving me orders on comms” and little else. Dead Space 2 expanded on that.
When it comes to the areas Isaac must traverse, the Unitologist Church level deserves a special point out; it plays out like a giant revelation after studying and hearing a lot about these dogmatic fundamentalists in the primary game and a very good chunk of the second, and the ambiance is absolutely on point. With gothic architectural parts that feel unlike anything in the video games and create a completely totally different kind of “haunted house” earlier than the terrifying Necromorph stalkers are revealed, I so want that vibe had lasted a while longer.
And yes, no good Dead Space 2 think piece can finish with out applauding one of the most disturbing moments in all of gaming: the rattling “needle in your eye” scene. As gory as these games are, nothing could’ve prepared us for such a cringe-inducing bit. The dangerous end result is simply the icing on the cake, because the close-up of Isaac virtually losing his s**t while controlling the machine plus the twitchy controls make the sequence a tough one to sit by without clenching your whole orifices.
We’ve but to see whether or not Motive’s Lifeless Area remake is finally pretty much as good because it appears to be like, but when they’ve managed to successfully improve the traditional without diluting its strongest chunks, I’ll be first in line campaigning for a return to the superior installment.
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