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In 2008, EA's Redwood Shores, now known as Visceral Games, released a game that could easily contend with Resident Evil as the most influential third-person horror/action game of all time. The game was met with rave reviews, myself included, thanks to it's haunting atmosphere, wonderful pacing, and tight, responsive controls. In addition to being an excessively polished title, Visceral built a compelling universe that was robust enough to spawn a story that spanned numerous mediums. Since it's launch, the series has seen the release of several animated movies, comic books, and even a novel. Visceral has a lot to live up to with their first sequel and in a lot of ways they have delivered on their promise but does the game surpass the level of quality set by the original or does it fall short. Read on to find out.

Dead Space 2 (Xbox 360, PS3, PC)
Developer: Visceral Games
Publisher: Electronic Arts
Released: January 25, 2011

Achieving critical acclaim and mainstream success in the survival horror genre is difficult to say the least. Despite the few serious frustrations that I had with Dead Space 2, there is certainly no denying the brilliance of the formula that it loyally follows. Few games handle pacing and third person combat with as much grace and style. While the original Dead Space introduced these genre improvements, its sequel will definitely be remembered as the defining entry in what is sure to be a long running series. Rather than redesign the wheel with Dead Space 2, Visceral has built on and perfected the formula that they delivered two years ago. The result is a near perfect horror-action experience that is only hampered by a few frustrating design choices.

At first glance, Dead Space 2 is a seemingly familiar affair but it is the small advancements that make the biggest impact this time around. Whether it is the new voice given to the formerly silent hero, Isaac, or the improvements to the controversial breadcrumb mechanic, almost every aspect of this game feels like it fits and serves an important purpose. Isaac's new-found voice and personality shift the focus of the narrative entirely and ultimately result in a more focused and satisfying experience from a storytelling perspective. When you add in the beautifully detailed environments, amazing lighting effects, and the near perfect sound design, Dead Space 2, at it's base level, is an all around better game than the original.

As the story opens, Clark finds himself waking from a coma on a massive space station known as the Sprawl. In mere seconds (literally), Isaac is thrust back into the nightmare he just woke from. Necromorphs have somehow infested this enormous city and Isaac must once again do what is necessary to survive. Themes of guilt, paranoia, and atonement run rampant. The few supporting characters that do crop up do an adequate job at developing the world but they never develop enough to be considered memorable. With that said, they definitely take the story in the right direction and their presence is not unwanted.

[caption id="attachment_13509" align="aligncenter" width="600" caption="The Sprawl makes for a much more diverse world"]Dead Space 2 Screenshot[/caption]

What you shouldn't expect in Dead Space 2 is change. A few new weapons are introduced for ample dismemberment but for the most part, the core game-play remains completely unchanged. Workbenches still allow players to upgrade weapon and vitality stats by assigning nodes to various weapons and armor and the interface which players will use to interact with these elements remain unchanged. Recognizing that fans appreciated the atmospheric and forgive me for saying, visceral, nature of the original, it feels like this was their primary focus when developing a sequel. Sequences that dragged the experience of the original through the mud have been removed entirely while the more enjoyable sequences have been expanded and improved upon in some major ways. The zero-gravity sequences, for instance, have been expanded in scope while giving the player much more freedom to move around. These moments are perfectly spaced, brilliantly designed, and balanced beautifully against the numerous set peace moments littered throughout this 15+ hour experience. It is a roller-coaster ride with the perfect number of dips, loops, and slow, ominous climbs.

Dead Space 2 Screenshot
Meet the dysfunctional supporting cast of Dead Space 2

Remarkably, Visceral Games has also taken a mechanic that has often been dismissed as lazy and unnecessary in the past and made it relevant in a really smart way. When games like Fable 2 and the original Dead Space turned to the breadcrumb trail mechanic for pointing the players in the direction they need to go, critics hated it. Thankfully, Visceral has redefined the mechanic and established this as one of the most useful mechanics in the game. With a simple press of the right thumb stick, a blue line points the way to the next objective but it is actually the secondary functions of this mechanic that prove useful. Pressing up and down on the d-pad actually changes the color of the trail and leads players to the closest store, save point, or work bench, making it easier to retreat and regroup when confronted with a challenging encounter. If used properly, this tool can ultimately help shape the experience into whatever the player desires while minimizing frustration. The only downside is that the mechanic is never emphasized strongly and players are bound to forget it exists when frustrations are running high.

Unfortunately, the many positive emotions felt while playing Dead Space 2 are often counter-balanced by moments of extreme frustration. Thanks to a total disregard for typical game design conventions, Visceral often floods rooms with enemies from all angles while forcing the player to focus almost exclusively directly in front of them. Due to the fast paced nature of enemy encounters and the unavoidable urge to stay in one piece, tunnel vision often blinded me to threats that were approaching from behind or to the side. This often led to cheap deaths and lots and lots of profanity. This problem can often be handled with good use of the stasis mechanic but thanks to its imprecise targeting and short effect, this won't do a whole lot of good until it has been upgraded substantially. It's an often offensive problem with the game and it's worse to think that a simple quick turn button could have fixed this entirely.

Dead Space 2 is a lengthy single player game with great replay value to boot but EA has remained devoted to their intentions of shipping every one of their games with a multi-player component. After last year's Assassin's Creed Brotherhood, I would consider myself in full support of including a multi-player mode when it innovates and adds to the experience. Luckily, Dead Space 2 still manages to include a passable multi-player experience even when it doesn't necessarily innovate in any real way. Taking a page out of Left 4 Dead's book, the game splits the players into teams that alternate between Necromorph and Human survivors. Humans are tasked with accomplishing objectives to ensure their survival while Necromorphs can spawn from strategically chosen vents to prevent the humans from succeeding. The game is fun regardless of which team you play on and it's leveling and skill earning system is sure to be enough to keep the attention of gamers for short while. It certainly won't have the legs of a Call of Duty game but this additional mode is well designed and a worthy addition to an already satisfying package.

Dead Space 2 Screenshot
These things are the crux of the difficulty in Dead Space 2

Following up a game as refreshing as Dead Space was sure to be a challenge and after Visceral's latest outing, Dante's Inferno, I wasn't sure if they would pull it off. Luckily, Dead Space can certainly be defined as Visceral's bread and butter franchise. They have proven that they know this universe inside and out and are able to make the changes necessary to ensure that they deliver a blockbuster experience with each entry. With the exception of a few major frustrations, Dead Space 2 stands out as one of the most polished and wonderfully satisfying horror/action experiences this side of Resident Evil.

Score: 84% - Great; very few major issues

Comments

  • Avatar
    GaiusBaltar
    13 years, 9 months ago

    Maybe im looking at DS1 with rose tinted glasses, but DS2 seemed to be a far less eerie horror game and more of a corridor shooter. Like you, Nick, DS1 was on of my favorite games of the year 08 but this game probably wont break my top 10 this year. They toned back the atmosphere in exchange for a blood fest. You cant blame them because people dont buy games anymore unless GUNS BLAZING KILL MURDER KILL elements are in the game. This seems to be the same in Mass Effect to ME2 and Dragon Age to DA2.
    Some of the best moments in this game are when youre floating through space with only the sound of your breath to keep you company. I was hoping this game would be more "2001 Space Odyssey" or "Moon" and less..well..Rambo in space. Theres a cool part in this game where an AI tries to stop you from doing something and is talking to you through the ships comm system.
    The combat works but theres too much of it. The atmosphere is okay but needs to appeal to the "Im alone in space with 1000 deformed monsters" aspect alot more. The girlfriend needed to be less jump scares and more psychologically detrimental. You never feel like youre in any real danger because youre armed to the teeth and constantly hand held throughout the game. You can predict almost every scare and where every battle is going to take place. 75%.

  • Avatar
    Anom
    13 years, 9 months ago

    I don't know. To me it seems logical that your swarmed by many creatures at one time. It only makes sense. The first game had you on a spaceship with only the crew and such aboard. So about a few hundred or one thousand? Now your on a space station with thousands of men, women and children to deal with. I'd expect a lot of action if your tearing through what use to be living decks and such. Though true, you won't have that much time for horror with Rambo running through levels, but that might be horror in itself. Your facing possibly thousands of infected, and the next door you open could lead to a theater where several dozen could have been killed where they sat. Your killing off a space station, one man, woman and child at a time, and that doesn't horrify you?

    Great review Nick. Well deserving.

  • Avatar
    Arxidus
    13 years, 9 months ago

    Great review as always, but I still can't agree with people when they say this is a HORROR-action game. The game is littered with foreseeable jump scares that don't really scare me. Sure, some have startled me because I didn't expect them, but I was not genuinely scared. In all honesty, how scared can someone be when they hold your hand with the whole "objective line" thing? For such a surprisingly straight forward (dare I say linear?) game, why would they need to give you that line? If they had designed the game better, they wouldn't need to show you where you're supposed to go, you should WANT to explore this world that they created, and THEY should want you to explore this world, too. And after awhile, you stop exploring and just run along the line, occasionally going for the store or the save point, using a different color line. And maybe if the enemy encounters weren't so damn frustrating, wouldn't you want to run around and descover new things on the Sprawl?

    But the main issue I saw was the overwhelmingly positive response the game received. Don't get me wrong, it's a fun game and all, but the people that really loved this game, at least, I felt, loved it for the most off-putting reasons. For example, that crazy stupid advertising for DS2: "Your mom won't like this". Saying it's "controversial" and will therefore be an amazing game just to hype everyone up, sure it's a good marketing strategy, but c'mon now. And how not a single review for this game fails to mention the "severing of limbs". I honestly think that's the stupidest mechanic I've seen in the last couple years. "THIS GAME IS SO BADASS, FUCK YEAH, SHOOTIN ARMS OFF AND STOMPING SHIT!" Why is it when I shoot these deformed and mutated monsters in the stomach, it just knocks them back. But when I shoot off both its arms, it falls over dead. Why can't it, instead of having to stomp on every corpse, just drop the ammo or health pack when the Necromorphs die? It's just time consuming and doesn't need to be there. Would there ever be a time where I WOULDN'T want to pick up that precious 3 shots for my gun?

    Don't know man, maybe I'm nitpicking, but I didn't enjoy this game as much as everybody else.

    TLTR: 4pp is cool, you're cool, this review is cool, but I think the game's kinda meh.

  • Avatar
    Anton
    13 years, 9 months ago

    Dead Space 1 had much better pacing, characters, atmosphere and boss battles.

  • Avatar
    DesperadoDesp
    13 years, 9 months ago

    Great review nick! You made me rethink if i want to buy this game.

  • Avatar
    Carlos
    13 years, 9 months ago

    My mom loves Dead Space 2.

  • Avatar
    Kevin Schnaubelt
    13 years, 9 months ago

    I never played dead space one (for whatever reason) and i was so impressed by the demo for dead space 2 that i planed to play it, but first i told myself i would play the first one. what ended up happening is me buying dead space one, playing it at a regular pace (and loooooooving it) being VERY satified with its result and jumping STRAIGHT into dead space 2. dead space 2 FUCKING AMAZED ME, PURPLEXED ME, ENTRAGNLED ME! In its detail, in its combat, in its pacing, i beat it in one sitting clocking in at 8 hours 7 minutes (i beat dead space one in 8 hours 57 minutes so u can compare what u will). most of the frustrations i see in this (nicks) review come from what ive grown to know of nick (also brad and david), and its that their generaly crappy at games =0. my run of dead space 2 was smooooth as butter, no (cheap) deaths, unfailing understanding of all encounters and puzzles, no "trouble" with the larger enemy encounters (i was in surivial difficulty). getting ambushed by tons of enemys proved the more satifiying parts with strategic ammo use, weapon use and movement to be the biggest hit of enjoyment. where i barely survive by the skin of my teeth, i can imagine nick dieing countless times due to his suckness. id say i agree 100% with nicks review, but my score is surely altered, (and i think most peoples will be..... asuming most people are better then nick =]) to a 95%. this game has without a doubt taken my number 5 slot on my number 5 games of all time. pretty much memorizing nicks feelings towards the first dead space (things that have happened on podcasts seem to stick in my head) im surprized he dint give it more love. after all im only here writin this crap because of how much i remeber him loving dead space from the podcast years past, and how much ive grown to love is current iteration.

  • Avatar
    Kevin Schnaubelt
    13 years, 9 months ago

    o yeah, and i cant wait to hear the podcast for the full disscusion, but i listen the podcasts when im grinding on my "MMO of choice" so.... havnt got to it yet. if i listen to a podcast without doing some virtual labor i feel like im... wasteing time. THERES ORE TO BE MINED AND MONEY TO BE MADE!

  • Avatar
    Michael
    13 years, 8 months ago

    i really liked the final boss fight as frusterating as it was because it was a battle of isaac finally letting go of nicole which had alot of meaning to the story in DS2