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Dead Space 2 Review

Posted in PC, PlayStation, Reviews, Xbox by Heber Hanly // 03.02.2011

It’s strange to think that it’s been almost 3 years since the last Dead Space was released and yet here we are in 2011 being served up another dish of severed limbs, blood spattered hallways and homage-so-close-to-the-original-it-could-be-copyright-infringement. But does this highly hyped and heavily advertised sequel live up to its critically acclaimed predecessor?  The short answer is no.

The original Dead Space was a highly enjoyable affair altogether, it was tense and atmospheric (never quite hit the scary button), had tight controls and was a hell of a lot of fun. Now Dead Space borrowed heavily from games like Resident Evil, Silent Hill and the Half Life Series. It also borrowed from films like Event Horizon, Sunshine and 2001: A Space Odyssey but still managed to feel fresh and original. This is not a surprise however as Dead Space was merely a genre piece and obviously had elements indicative of that genre. If you look at its influences, they also have borrowed heavily. Sunshine from 2001: A Space Odyssey and Silent Hill from Resident Evil.  It was using these elements in a way that didn’t feel stale or uninteresting that was the challenge and one I believe Dead Space rose up to and even superseded.

Dead Space 2 somewhat unfortunately craps on all the progress the first one achieved.  They have made it unbearably linear which manages to suck out any tension or atmosphere they wish to achieve. The first game required some back tracking but I found this to be entirely necessary as it created tension; you didn’t know whether an area you had already walked through 3 times would be infested with necromorphs (the games enemy) on its 4th traversal. This back tracking was also made acceptable with a very handy objective marker which required no pause menu to access (another old idea that was interestingly implemented). But, unfortunately, this feature has been rendered almost entirely useless. Even the addition of markers for save points, shops and tool benches are redundant as they almost always point in the same direction as the objective and are often grouped together. I know it seems an odd complaint; to argue that you always know where you have to go but it made the game feel small and controlled. This is a bad thing to do when you’re trying to frighten your audience.

Other elements which created tension have been removed, such as Isaac being a silent protagonist; something that, in theory, I am not against but begin to dislike when they make him spout out crummy, lame and cliché action guy dialogue. ‘Fuck you and fuck the marker’ Oh Isaac, how much I preferred you when I thought you were the strong, silent type. The story is also nonsensical and disinteresting. It was also woefully unclear and therefore not engaging in the least bit. While the story in the first game wasn’t wholly original it did have some twists that you didn’t see coming, in this one all the story elements are so signposted that it feels like parody. In fact there are some elements that are definitely put in as jokes. At one point a character remarks how it’s a good thing you aren’t entering the medical bay literally seconds before you are left with no option. At least in Half Life 2 they mentioned Ravenholm more than 5 seconds before the corridor ceiling collapsed. The end of the game also feels more like a punch line than a climax.

The problem is they’ve gotten an interesting formula to create a survival horror game with a somewhat focus on action and turned it into an all out action rollercoaster ride and it doesn’t sit well. They haven’t changed the enemy types and in fact all they have seemed to do is make Isaac slightly faster at moving. Here’s a little tip, when something moves slowly it can sometimes be called ‘pacing’.  Speaking of pacing, the game seems to lose its shit around the tenth chapter when it just throws a bunch of seemingly random ass enemies at you with no particular rhyme or reason. It does however recover itself slightly in its final moments.

There are some good aspects to Dead Space 2, such as its very tight control system and it is astoundingly beautiful. However the first game also controlled well and, while didn’t have has high production value as this game, was very pretty while also having pacing, atmosphere and relatively well told story. Also the multiplayer in Dead Space 2 is way more fun than it has any right to be but is still feels rushed and not something I will still be playing in 3 months time.

Dead Space 2 is not a pain to play, it is quick and easy and most people will probably enjoy the experience. It just didn’t expand on any of the elements I enjoyed of the first game. It could have turned an interesting, yet derivative, story into its own universe with a large scope and compelling characters. It could have tweaked many of the issues with the first game (of which there were many) and made it a great series. Unfortunately it has been whittled down to hackneyed schlock of the lowest order. It is a bad sequel. There will be no doubt a Dead Space 3 in 2013 and I will probably play it but as of this moment, I have absolutely no excitement or hope for it.

Just who is Heber Hanly

  • Asd

    Dunno what you are talking about. DS2 is one of the best games ever made. Get a life, jerk

  • http://www.chronicreload.com/ Stephen Colfer

    Yeah Heber! You ass, why don’t you like the things I like!?!