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June 7, 2012

Game Review: Dead Space 2

Note: Game reviews will contain spoilers.

Platform Shift

I played the first Dead Space on 360 awhile ago, and enjoyed it, but not so much that I felt that I needed to play the sequel once it came out.  During a rush of Steam sales (a newfound weakness of mine) the sequel was discounted to just $5, so I figured I’d give it a shot.  I have to say, it was well worth the money.  I was a little worried at first about it being a console game first and playing that on the PC.  Typically, games ported over will feel like they were rushed and their control schemes won’t feel suited to a mouse and keyboard setup, but it seems like a good amount of care was put into this version as there were no serious issues and I didn’t feel hampered or wanting a gamepad instead.  There were a few default key bindings that felt a little awkward at times, but it didn’t bother my enough to change them.  It seems like PC is starting to become a well treated platform again, as the consoles are definitely showing their age so more people are opting to play on PC again so they can start seeing additional effects that some developers are using with PC DX11 versions of their games.  I also find that I am starting to prefer playing PC games due to the fact that it is away from the kids’ room near the TV (and I don’t have to compete for screen time as much if they are up).

 

The Setup

The basic gameplay twist that Dead Space has is that instead of the usual “shoot them in the head” strategy that most games employ, in this one the point is to shoot off the limbs of the enemies (shooting them in the head generally just makes them mad).  It is an interesting approach and I am glad to see games experiment with new approaches.  It helps that the enemies are hideously disfigured humans with splayed limbs to make your job a bit easier.  They were transformed this way by an alien virus that graphically configures human flesh into bizarre, twisted abominations that you get the joys of fighting through.

The plot also deals with religion, “markers”/artifacts, and government plots a little to give the plot some weight and context, though it isn’t entirely crucial to understand all of it.  A lot of this is revealed through text and audio logs found throughout the environment.  While I can appreciate that littering these throughout the environment helps put them in a context within the world and makes them optional for people that want to skip them, it does make everything hard to follow and a little hard to piece everything together as to what exactly is going on outside of what your next objective is.  But perhaps that is a weaker point of doing the story that way instead of a linear, cutscene-based approach (which has its own weaknesses).

 

The Horror

The Dead Space series is supposed to be all about horror, and I think they accomplish this to a pretty good degree.  I would definitely describe the game with words like suspenseful, intense, and scary.  Granted, as an adult who knows that all this is just polygons, textures, and lighting effects at its core, I wasn’t exactly kept up at night with nightmares.  But I did have to take a break after an hour or so to calm down my nerves.  Granted, as the game went on I suppose I got a bit more used to it as I was able to play for longer stretches without it bothering me.  Perhaps I slowly got desensitized to it.  Or I just acquired enough of an arsenal that I wasn’t too worried about what lurked around the corners.

That brings me to a point that I want to make when it comes to the idea of horror and how some games try to be scary but then undermine the atmosphere and enemy design with their gameplay balance.  The true enemy of horror is having too much power.  This power can come in a variety of forms, such as too much information about the enemy or too powerful of weapons, but regardless of the source it will lessen the terror that the player could feel.  In order for this to work, the player needs to have a feeling of helplessness and fear of the unknown.  Some of the most anxiety-inducing moments in games comes when you only have three bullets left, no health, and there is a big monster between you and the next safe room.  If you could just waltz in and blow everything away, then you don’t have much reason to be afraid.  If you know that enemy X will spawn at location Y every time then you don’t have much reason to be afraid (of course, if it takes almost everything in your inventory to get past it that could be pretty scary).

I am reminded of a time when I was playing the Resident Evil remake on GameCube when the game surprised me in a very scary way.  In old Resident Evil games, you have a variety of rooms that you go through.  An unstated rule of the game is that enemies don’t go between these rooms.  However, one time when exploring around near the end of the game there was a common but strong enemy (a hunter for those familiar) in a room that I decided to just avoid for some reason or another.  I went into the adjoining room and looked around for a moment until the enemy that I skipped broke through the door I had just used.  I remember being rather afraid at this moment since the game broke what I perceived to be an unbreakable rule.  While I was able to dispatch the enemy, the moment still stays with me.

That actually reminds me of another good horror technique that the Resident Evil remake introduced (sorry to drone on about it, but they made that game rather scary).  The regular zombies, once killed, stayed dead on the floor (no disappearing when you left the room), but then after an undetermined (by me anyway) amount of time, then could come back as a stronger, faster zombie.  You had a way to counter this by burning the downed zombies with oil and fire, but then you had to have additional stuff in your inventory (and a limited amount to boot).  I remember that there was even a zombie that was left outside a safe room that started dead, so you had to decide to if you wanted to use some of your limited resources on it.  I believe that I decided to leave it on one playthrough to see if it would ever get up (it didn’t), but that didn’t stop me from cautiously stepping around it whenever I wanted to go past it.

Which brings me back to Dead Space 2, and something I am glad they added in.  Near the end of the game, you are introduced to an immortal enemy (at least I could never figure out a way to kill it).  This actually helped offset the complacency that I was starting to feel with the game as I was to the point where I had a pretty strong offensive so I could blast through most of the enemies without too much of an issue.  They first introduce you to the enemy by itself, so naturally I sent a long time blasting it with everything I had before I realized that it just wasn’t going to die (you could incapacitate it for brief moments while it regrew all the limbs you blasted off).  This was then followed by a quick attempt at an exit (which was foiled by me be too slow and prompted a quick load to get my health and ammo back).  The enemy is then introduced again and again as it chases you to the end of the game, along with scads of other strong enemies that you have to deal with.  I didn’t even bother killing most of the normal fodder once the black invincible one showed up, and attempted to quickly exit any area that I was currently in.  This turned the endgame into a scramble towards the finish, blasting anything that got in my way and rarely affording me a chance to catch my breath.  So now even though I was brimming to the teeth with strong weapons, I was still unable to get comfortable since there were always too many enemies to deal with and then it would show up and I’d have no choice but to get moving if I wasn’t already.  So that introduced some of that horror back into the game at the point where you felt that you were finally safe.

 

The Signoff

Ending felt a little forced, not entirely sure what was going on, I’m not a horror-buff but had a good time, would recommend

Dead Space 2 ended fairly well as far as horror games do.  The rush to the end was met with a fairly unimpressive boss fight that led to a Isaac (your main character) pretty much sitting down and accepting his fate to die while the credits scroll by.  “Just kidding!” says the game as it bursts into the solemn moment with the other main character busting in and you are off on a quick, escape from the self-destructing facility end sequence before you manage to get away safely.  It was a little jarring at first, but the fact that it ends up with Isaac actually saving the girl (and in turn her saving him at the end there) actually ended the game fairly well.  Naturally, with all things horror, you find out that the facility and marker that were destroyed were only one of many, meaning that your job is far from done.  Good for sequels as well, of course.

I admit that I am not a huge horror buff, but I appreciate the interesting dynamics that they tend to employ from the usual “just blast everything in sight” that accompanies most action-based games.  Overall, I enjoyed Dead Space 2 a lot and would recommend it to other people.  I don’t believe it sold too well, but there was enough of an interest for a sequel (I have a few impressions about it that I will talk briefly about in a later post) and several other media spinoffs.  So here is to seeing if they can keep the horror genre fresh in the coming years.

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