It's like Resident Evil, but in space. That was the first impression I had of Dead Space before I took the time to sit down and actually play through it. After finishing the game, Dead Space became one of of my favorite mature-rated games for the PS3. Not only was it a unique experience that warranted multiple playthroughs, it took place in a cool universe and was a solid gem from Visceral Games. I did have some quibbles with it though, like the Zero Gravity segments and with backtracking. With Dead Space 2 shipping recently, let's see if it's worth reliving the horror a second time.
It's been three years since the USG Ishimura incident. CEC Engineer Isaac Clarke is being held in a hospital on the Sprawl, a massive space station constructed on one of the moons orbiting Saturn. It doesn't take long before the Sprawl spirals out of control with a Necromorph outbreak, the same kind that wreaked havoc on the doomed Ishimura. As Isaac sets out to escape the Necromorphs flooding the hospital, he meets up with a handful of other survivors who guide him throughout the infected metropolis.
The eight-to-ten hour story takes the player through various locales, including a Unitologist church, an elementary school, an apartment complex, and even space itself. There's still a healthy amount of text and audio logs scattered around the levels to check out, and believe it or not, Isaac Clarke has lost his Gordon Freeman condition and engages others in conversation or talks himself through his own dementia. It's a welcome change, but one that's not explained.
As for the core game, Visceral Games has axed the back and forth gameplay between an area and the tram from the first game and instead focuses on linear progression throughout the Sprawl. This helps drive the story forward, but some of the situations that arise can get a bit repetitive. Isaac will have to get from one point to the next, but X is broken, Y needs to be replaced, or Z has an obstruction. These issues that popped up felt a bit unnatural, sometimes to the point where the characters themselves accept that if something can go wrong, it will.
For those that missed out on the series the first time around, Dead Space is a third-person shooter with a focus on “strategic dismemberment” when it comes to combat (more on that later), all enveloped in a horror survival world. At first that world was a large empty industrial ship, but now in Dead Space 2, it's a whole station filled with warm bodies just waiting for Necromorph assimilation. Necromorphs are an alien life-form which take the genetic DNA of human corpses and reanimates them into grotesque beings that attack indiscriminately, which is bad for Isaac Clarke, but fun for the player.
The Necromorphs take many shapes and sizes, offering a wide mix of enemy types to take down in bloody fashion. Is one trying to attack with its two large razors arms? Blast them off with your Plasma Cutter and use Kinesis to impale the beast against a wall with its own limb. Another charging headfirst? Slow it to a crawl with stasis and then fire a Ripper saw blade at its legs to cripple it. Another trying to puke on you? Take out its head and legs and then set it on fire with the Flamethrower. Whatever the challenge, taking the time to remove limbs and/or figuring out ways to improve your chances is what sets the game apart from many other games in the genre. Headshots may work occasionally, but that's the exception, not the rule.
Highlights:
Strong Points: Intense horror elements and creepy environments; Zero Gravity areas control much easier compared to the first game; cinematic moments are pretty slick; story is meaty and offers plenty of new background into the Dead Space universe; reason to play through multiple times
Weak Points: Not as awe-inspiring as the first game; storytelling could've been smoother; environments aren't that memorable; online play won't hold your attention for that long
For veteran players, get ready to take down some new nasties. First up, the Pack; these monstrous looking children attack in groups, shrieking as they try to grapple and slash at Isaac with their large claws. Then there are the Crawlers, slow-moving bloated infants that explode in a shower of blood and acid. A new proximity mine Necromporph shows up on walls and ceilings which make running around an environment a bad decision. Groups of nimble beasties that hide in the shadows and ram Isaac at a moment's notice make for a fun challenge, too. It's fine that enemies from the first game return, but the new additions fit well, and bring some welcome difficulty.
Weapons and armor have gotten a nice once-over which aids in giving the game a more fresh feel. The original weapons make their return, some with different alternative fire mechanisms, and even some new ones are thrown into the mix. There's the Javelin Gun that launches enemies up and away into walls, a tactical trip-mine weapon for added safety, and even a rifle with a zoom function for ranged sniping. A respec option opens up part way through the story so the power nodes used for one weapon's upgrades can be moved into another when you find a favorite. The stasis ability recharges automatically after a minute or so, and since the enemies here are faster and more coordinated, it's wise to use it during combat.
Issues like the wonky Zero Gravity control from the previous game are thankfully remedied this time around. Instead of pointing at a surface and jumping towards it (which made the camera act up), the player is given full control over Isaac with the aid of jet boots. The camera can be oriented to the ground in case all the flips and twists of gliding around get disorientating. Likewise, depressing the R3 analog stick gives several lit paths leading to the next objective, save point, work bench, or store which helps out a lot given that the area maps have been omitted for this sequel.
Morality Score - 34% Violence 0/10 Language 0/10 Sexual Content/Nudity 6/10 Occult/Supernatural 8/10 Cultural/Moral/Ethical 10/10
While Dead Space didn't scare me like it did other players, the sequel easily cranks up the horror to 11, offering plenty of jumps, gnarly deaths, and freakish moments sure to get anyone's heart racing. Playing with both the sound turned up and the lights off really adds to the experience. The setpiece moments between the large boss encounters, depressurizing rooms that suck everything into the vacuum of space, rushing from one side of a Necromorph-filled train to the other, or even escaping a gunship all add a much needed sense of excitement that helps counter-balance the tense horror. Don't even get me started on how slick Isaac looks jettisoning through certain areas with his new equipment.
While there's more detailed changes that could be explained, let's switch gears and talk about multiplayer. The new online component sees two teams of four players facing off against each other, Security versus the Necromorphs. The five levels here involve simple objectives for both teams to follow. One requires a Security member to pick up an item and make his way towards a console so it can activate the next objective. Once the carrier drops off the item, another objective pops up, like activating two panels and then making it to an Escape Pod zone to win the match. The opposing team will do their best to stall the other through constant attacks until the timer runs out. Other levels may requiring defending a power structure, or even a Marker if playing as the Necromorphs. There's only about five or so different objectives given in each map, again, just relying on the tried-and-true capture-the-flag or control point mechanic.
Sounds boring, right? It did to me at first, and then I continued playing a few matches. Those twenty minutes or so of skirmishes turned into a few hours. See, one reason that this online portion is actually fun is because of how both sides handle. As the humans, each player is given a Pulse Rifle and a secondary weapon, as well as a shot or two of stasis. As the team works together, whether it's watching each others' backs, slowing a frontal attack with stasis, or even calling out targets, there's a lot to enjoy when people are communicating and knocking out these objectives one after the other. Smacking a grappled Necromorph off an ally is always good too. Though there's a lot of firepower behind a Security member, going it lone-wolf style helps no one out and usually loses many a game.
As a Necromorph, you're given a few different options. While they are all weaker health-wise, a player can choose from up to four different classes, each with their own special attacks. The Pack is a nimble little fella who's main goal is to ambush and grapple onto enemies. Then there's the Spitter for pure ranged damage, the Lurker who scurries around on walls, and the Puker, a guy who snares others and spews acid on them. After you select your class, you'll select a vent to pop out of, so the player can decide how close they want to spawn to an enemy in case they want to help ambush, or just help jump them seconds after spawning.
The chaos that ensues for the several minutes in each map can be both exhilarating if the whole team is working together, or frustrating if someone's not wanting to be a team player. Regardless of how badly or great a round goes, each kill, ally grapple rescue, heal, or completed objective awards experience points. These points go towards leveling up characters; unlocking weapons and armor for the humans, and giving passive bonuses for the Necromorphs. Even though there's a generous level cap, without some kind of future map DLC, I honestly can't see this online segment lasting but a week or two given the small amount of maps. Is it fun? It can be. Was an online portion needed? No, but if it's your thing, it fits nicely with the game overall. The online is just not spectacular given what's out on the market already.
Presentation-wise, both the visuals and audio portion have gotten a nice bump in quality. Character models are much sharper, environments are believably detailed, and the lighting and shadow effects look pretty sweet. Voice acting from Isaac and the other cast do a fine job, the weapon reports come off strong and powerful, and the Necromorphs' cries of pain and anger as limbs are removed fit perfectly. The small touches like screams behind closed apartment doors, or the muted sound in space help convey a sense of dread and realism. Oh, and the squishy sound that is made when Isaac stomps repeatedly on Necromorph corpses can be a bit exaggerated.
Though I go into further detail in the disclaimer below, do know that the game can get pretty hairy in both the content matter and with the gore. Elements like suicide, mental illness, gruesome deaths, and more all show up in the game constantly, and as such, please check out that section below. While enjoyable to me purely as a videogame, some folks may not be able to stomach what's in the game. There's a demo out on PSN and XBL for those apprehensive about buying.
As great as the whole package is, there are some issues the game has that keep it from truly shining. Though the story is deeper this time around, the way it plays out can feel a bit disjointed in both delivery and what's being said. While the levels that comprise the campaign may have a handful of incredible scripted sequences, individual environments don't stand out as they did in the first game. Furthermore, the Sprawl itself feels more confined than expansive, and with so many corridors packed with enemies, it can get a bit claustrophobic.
Even still, the sequel is a fine showing, adding a lot more than I hoped for, but it lost some of its charm in the process. It's fun, a whole lot more scary, and it furthers the cool lore that previous players have come to expect. So while it didn't have the same kind of impact like the original Dead Space did, there's more than enough reason to check out Dead Space 2. It takes two steps forward and one step back, but that's not necessarily a bad thing.
Im sorry but this rating is far of on the chart. Reason being it has no sexual themes in this game and expetially no nudity whatsoever, and as for the occult section i no there is a false religion most of the doctrines being atheist, but come on, don't christians act like the crazy Jesus freaks but its different in this situation just with a different person. But may i remind you that this game is fake and everyone i no who's played this game thought it was scary. I feal pity for the children who's parents have turned down possibly the greatest game ever just by reading your bad review. Please change this review or i will file a lawsuit for not having the citations for these Dead Space photos. Thank you
Are You Serious?
2
Thursday, 01 September 2011 09:30
Patrick Frye
If you have any complaints about the review, or the pictures, take it up with Carol at ccgr.org. She has given me permission to reprint their articles but I'm not responsible for the content. Suing me would be like suing Matt Drudge for the content he links to. Just plain stupid. The full review includes the explanations on "objectionable material" including the fact that the Necromorphs, including the female versions, are nude and the discussion of the Unitology religion. Personally, I feel sorry for the children whose irresponsible parents actually let them play a game like Dead Space before they are emotionally mature. This is not like Halo where many teenagers should be perfectly fine with the content. I say "many" because there ARE exceptions...one being a 13-year old nephew of a friend who imitated his Halo matches by beating up his younger sister and then preceding to mime teabagging her. Otherwise, the game gets high marks (90%) for gameplay so your argument is dead in space...
If you have any complaints about the review, or the pictures, take it up with Carol at ccgr.org. She has given me permission to reprint their articles but I'm not responsible for the content. Suing me would be like suing Matt Drudge for the content he links to. Just plain stupid. The full review includes the explanations on "objectionable material" including the fact that the Necromorphs, including the female versions, are nude and the discussion of the Unitology religion. Personally, I feel sorry for the children whose irresponsible parents actually let them play a game like Dead Space before they are emotionally mature. This is not like Halo where many teenagers should be perfectly fine with the content. I say "many" because there ARE exceptions...one being a 13-year old nephew of a friend who imitated his Halo matches by beating up his younger sister and then preceding to mime teabagging her. Otherwise, the game gets high marks (90%) for gameplay so your argument is dead in space...