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The Design of Dead Space - Part 2

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Game Maker's Toolkit12:22Open on YouTube
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The bottom line

Dead Space 2 shifts the series from slow horror to fast action, and it is a pretty good game. That shift trades away the tension that defined the first game, which tests how far a franchise can change.

Key takeaways

  • Modest sales pushed the sequel away from horror and toward action. 0:18
    • EA Games head Frank Gibeau said both Dead Space and Mirror's Edge had "some degree of success" but "didn't quite meet our expectations".
    • The rework added a stronger story and a multiplayer mode, and moved the focus from horror to action.
  • Non-stop rollercoaster pacing leaves no room for dread. 0:51
    • The 9 hour linear campaign jumps from combat to set piece to cutscene to minigame with little rest between.
    • In the church scene, a long action cutscene is followed straight away by a quiet, creepy corridor. The result is more startling than scary.
  • Combat is now built around blasting, not careful tactics. 2:45
    • Isaac and the camera are faster, battles happen in cramped rooms, and ammo is rarely short outside the harder modes.
    • Enemies are faster, more plentiful and easier to kill. The new pack monsters go down in one shot even on Zealot mode.
  • Many refinements make Dead Space 2 a strong game in its own right. 6:34
    • Power nodes are plentiful, guns can be respecced and ammo drops for guns you don't own, so players try more weapons.
    • There are better puzzles, more varied locations such as a haunted elementary school, and free-flying zero-g sections.
  • The action tone suits Isaac's arc but the game never commits to one vision. 10:11
    • Like Ripley's shift from Alien to Aliens, Isaac is now a confident fighter. A PTSD-style flashback to the Ishimura hints at a deeper idea.
    • That idea gets lost among body horror, jump scares and gore, including stomping downed enemies for items.

Fans want something that is new and different, but without sacrificing what made the first game special. Expectations must be met, and exceeded, at the same time.

Mark Brown, Game Maker's Toolkit

Chapter summaries

0:00 Pacing built like an action movie

Dead Space 2 whiplashes from dread to explosions
Cutting straight from a blockbuster set piece back to a quiet corridor makes the game startling rather than scary.

Dead Space 2 trades the first game's slow build for constant forward motion.

  • The sequel plays more like Uncharted than Resident Evil. 0:57
    • The first game was Resident Evil in space.
    • The sequel runs like the disc is coated in butter.
    • Each stretch is a different activity: combat, set piece, cutscene, hacking minigame, zero-g section or simple physics puzzle.
    • The first game raised tension with quiet moments and atmospheric sound design, and the sequel has no time for either.

2:38 Combat and enemies built for blasting

Every combat dial in Dead Space 2 turned toward blasting
Dead SpaceDead Space 2
MovementSlower Isaac and cameraFaster, more responsive
ArenasRoom to retreatElevators, giant drill
AmmoScarce, a sliver of stasisRarely runs dry
Enemy mixSpecialists like the dividerSlasher and leaper packs
ToughnessPicked apart limb by limbPack dies in one shot
Faster controls, cramped rooms, plentiful ammo and swarms of weak enemies make fights play more like Serious Sam than survival horror.

Speed, tight spaces and weaker enemies turn fights into firefights.

  • Faster controls and tight rooms push combat away from stop-and-pop. 2:45
    • The faster camera moves the game further from the rhythm of Resident Evil 4.
    • The first game's fights were nervous because players had only a sliver of stasis and a few ripper blades.
    • Some fights happen in elevators and on top of a giant drill, with no room to move.
    • Kinesis is much better, with sharp objects that pin enemies to walls. Plentiful ammo makes it less needed.
  • Enemy design is the biggest cause of the action feel. 3:54
    • Rare specialty monsters like the pregnant and the divider give way to packs of slashers and leapers.
    • The pack's dozens of fast toddlers are scary like Left 4 Dead but suit a Serious Sam style firefight.
    • The twitcher is gone because most enemies already sprint at Isaac.
    • The twitcher was a late-game soldier fused with stasis tech.
  • Stalkers and new weapons keep some tension alive. 5:25
    • Stalkers hide behind boxes like Jurassic Park raptors. They peek out and then charge to knock Isaac down.
    • New tools include the trip-mine detonator, a javelin gun and a seeker rifle.
    • The javelin gun can electrify the last-fired harpoon.
    • The seeker rifle is a sniper rifle, impractical for such close combat.

6:11 Fixes, a talking Isaac and heavy lore

Dead Space 2 rewires the economy to reward trying guns
Small changes to drops and upgrades remove the reasons to hoard, so players naturally use the whole arsenal.

The sequel repairs the first game's weapon economy, but a voiced Isaac and a lore-heavy story weaken its quieter strengths.

  • The first game gave players little reason to try many guns. 6:11
    • Money was better spent on ammo and health than on new weapons.
    • A designer should encourage players to use every tool available.
    • Expensive upgrades stayed locked into the weapon they were bought for.
    • Ammo only dropped for the gun you were holding.
  • A voiced Isaac adds story but breaks immersion. 7:23
    • The first game had no heads up display and a mute hero, so you could step into his shoes.
    • The sequel keeps the in-world interface but adds snarky quips.
    • The voice exists to give a fuller narrative, which the first game struggled with.
    • It plays like a second rate Nathan Drake, as in his reply of Crap. at the medical deck.
  • The sequel over-explains a lore that the first game only hinted at. 8:14
    • The first game teased small details about the necromorphs, the marker and unitology.
    • The sequel even sends you to a museum dedicated to its history.
    • The wider franchise has two animated movies, three comics, two novels and three spin-off games.
    • One spin-off, the Wii light-gun game Dead Space: Extraction, is rather good.

9:01 Action, gore and the sequel's dilemma

Many small changes and a taste for gore pull the series from its core, yet the sequel just about balances new and familiar.

  • Small design choices all push the game toward action. 9:18
    • The map is gone, and stasis has its own reload button, so there is no need to open the inventory mid-battle.
    • The spooky regenerating enemy arrives so late that he is harmless.
    • By then you are armed to the teeth, and he is about as threatening as a puppy.
    • Isaac also moves more nimbly, and enemies are faster and more plentiful.
  • Gore replaces subtlety. 11:13
    • Isaac's death animations are ridiculously over the top.
    • The marketing line was Your Mom Hates Dead Space 2.
    • Psychological moments sit beside body horror, jump scares and an exploding baby.
    • The sequel turns downed enemies into chunky tomato puree.
  • The sequel only just meets the sequel challenge, and leaves a bigger question. 11:55
    • It just about threads that needle between new and familiar.
    • How far can a franchise change before fans of the original no longer recognise it?
    • Dead Space 3 is the next test of that question.
    • Franchises do change, as with the first two Alien films.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Shows how Dead Space 2 turned a slow survival horror game into an action game through pacing, enemy design, resources and level layout, and what a franchise gains and loses by doing so. The worked example is Isaac's church sequence, where a gunship cutscene sits right next to a quiet creepy corridor and spoils the dread.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript148 lines
0:09

EA's new slate of original games might have been a hit with critics and hardcore gamers, but they didn't exactly set the sales charts on fire. Mirror's Edge and Dead Space both had "some degree of success," according to Frank Gibeau, head of the EA Games label, but "they didn't quite meet our expectations". So Redwood Shores - now named Visceral Games - would need to rework Dead Space its sequel, with a stronger story, the bizarre addition of a multiplayer mode, and a move away from horror - to focus on the action.

0:51

Perhaps the most obvious place to see this shift happen, is in the game's rollercoaster pacing. Dead Space 2 has the breathless forward momentum of a Hollywood action movie - and so, if the first Dead Space was Resident Evil in space, then Dead Space 2 feels more like Uncharted. In space. In this sequel, you dart around a space station, bouncing from area to area in a linear trek through the game's breezy 9 hour campaign. And you leap from combat encounter to set piece to cutscene to hacking minigame to zero-g section to simple physics puzzle... with little breathing room in between.

1:36

Dead Space 2 moves along like the disc is coated in butter, with a hyperactive obsession with never letting the player get bored. And it's easy to see how this can work against the game's horror roots. Take this section. Isaac is hunting for necromorphs in the shadows of a spooky, gothic church. Only, he then opens a door and then finds himself stuck in a cutscene where he narrowly avoids gunship fire, gets jumped by a big monster, crashes through a window, hurtles out into space, and shoots an explosive barrel to blow the beast into smithereens.

2:10

All that, before being catapulted back into a window, and straight into a creepy, atmospheric corridor with shifting shadows and unsettling noises. Where Dead Space 1 ramped up tension through quiet moments and atmospheric sound design, Dead Space 2 simply doesn't have time and just lashes back and forth between low key dread and high octane thrills in a way that's more startling than scary. Combat has shifted closer towards action, too, though the changes are a bit more subtle.

2:45

Isaac is now slightly faster and more responsive, with a speedy camera, dragging the game further away from Leon's stop-and-pop rhythm in Resident Evil 4. And where Dead Space 1's battles were about the nervous tension of not knowing how you were going to deal with a creeping army of different necromorphs, using only a slither of stasis and a handful of ripper blades, Dead Space 2's battles are much more often about blasting away at anything that moves.

3:12

That's sometimes down to the level design. Many battles in Dead Space 2 take place in completely cramped rooms including elevators and on top of a giant drill. Not much room to manoeuvre there. It's sometimes down to resources - your mileage may vary but I rarely ran dry on ammo in this game, outside of the higher difficulty modes. And that's a shame - Dead Space has much better kinesis this time, with lots of sharp objects that pin enemies to the wall, and hefty objects that can knock necromorphs down on their arse. There's less need to use this when you're stocked up on bullets.

3:48

But the more action-oriented combat is most often down to enemy design. So while Dead Space 2 does feature almost every monster from the first game, the speciality monsters like the pregnant and divider are way less common and you spend much more time fighting packs of generic zombies like the slasher and leaper. The only missing enemy from the first game is the twitcher - a late-game zombified soldier who had fused with the stasis power-up in their suit, causing them to sprint at Isaac much faster. Not necessary, when most enemies in Dead Space 2 are faster by default, and make an absolute bee line for Isaac at every opportunity.

4:30

Enemies are also more plentiful, but each one is easier to kill. This is clearly seen in one of the new enemies in Dead Space 2: the pack, which is a huge group of child-like monsters who run full pelt at Isaac - but each go down in a single shot, even on the super hard Zealot mode. Far from picking off a few limbs and then running to a better vantage point to consider your strategy - you're just going to blast away at these toddlers until everything on screen is dead.

5:01

There's certainly something scary about being set upon by dozens of fast-moving zombies, while you're stood in the corner of a tiny room. It worked for Left 4 Dead, after all. But this wide-eyed terror is a very different type of scare to the original Dead Space, and one that is, conveniently, much more conducive to a crazy firefight. More like Serious Sam than anything else. Not every fight is like this, of course. Another new enemy, called the stalker, is like a raptor from Jurassic Park. These scaly weirdos fight in groups and hide behind boxes. They'll poke their noses out and, if they get a bead on you, barrel into Isaac and knock him down.

5:43

It makes for these brilliant moments of quiet, nervous tension that shift into spikes of loud chaos. Hopefully you're carrying the trip-mine-laying detonator gun - one of the new weapons for Dead Space 2. Other new tools include a super fun javelin gun, where you can make your last-fired harpoon electrified. And a seeker rifle, which is basically a sniper rifle and completely impractical for this game's in-your-face combat.

6:10

One issue that cropped up in Dead Space 1, was that you were rarely encouraged to switch guns after you had purchased four weapons. Money was better spent on ammo and health, expensive upgrades got locked into weapons, and you only ever found ammo for the guns you were currently holding. That's no good: a designer should encourage players to use all the tools at their disposal. Dead Space 2 goes some way to fix this: power nodes are now given out like sweets, and you can respec guns to get your nodes back. Plus, you'll find ammo for guns you don't have.

6:45

All this meant I naturally wanted to use different weapons throughout the adventure. Good stuff. In fact, this sequel refines the first game in a number of ways. There are more interesting puzzles this time around: like one where you have to find a corpse to open a door with a retina scanner. And there's a much greater variety of locations, including a memorable romp through a haunted elementary school, an intriguing computer area that's run by a suspicious artificial intelligence, and parts that take place way out in space.

7:16

Speaking of which, you can now fly about freely in Zero-G sections, rather than jumping from wall to wall. One less popular change from Dead Space 1 to 2, is that silent protagonist Isaac is no longer silent. In the first Dead Space, the developers really wanted to immerse you in the game, and so did away with traditional gaming elements like a heads up display, and kept Isaac mute so you could more easily put yourself in his big, stompy shoes.

7:46

Dead Space 2 keeps the diegetic HUD, but Isaac now kills the mood by dispensing snarky quips like a second rate Nathan Drake. ELLIE: They're swarming in through a hole in the medical deck. At least you won't have to go through there. PA: Unexpected obstruction ahead. Shutting down. Welcome to the medical deck. ISAAC: Crap. Isaac's voice is also there to give Dead Space 2 a more fully fledged narrative - something that the first Dead Space certainly struggled with.

8:14

Though, where that game was subtle with its storytelling - teasing out tiny details about the necromorphs, the marker, and the unitology religion - Dead Space 2 is one of those games that's been sniffing its own farts and thinks its lore is so interesting that you'll want to endlessly hear it, read it, and even go to a friggin' museum dedicated to it. VOICE: ...history. Buried at the impact site of a crater near the Yucatán Peninsula he uncovered a divine- Uhhhhh booooring But, someone out there must find this stuff fascinating, or else they wouldn't have released two animated movies, three comics, two novels, and three spin-off games - including the rather good light-gun game Dead Space: Extraction, for Nintendo Wii.

9:01

So while Dead Space 2 makes a lot of welcome changes to the series, and is - on its own merits, a pretty good game with stellar pacing and intense variety - it does drag the series away from the essence of Dead Space, towards something more focused on action. You can see it in Isaac's more nimble movement, the faster and more plentiful enemies, the removal of the map, the way stasis now has a dedicated reload button so there's absolutely no need to visit your inventory during battles, and the fact that this game's spooky regenerating enemy comes at the very end of the game when you're armed to the teeth and he's about as threatening as a puppy.

9:39

But is that necessarily a bad thing? It's not uncommon for a media franchise to change over time, after all. I mean, it worked well for the first two Alien movies. The first Alien is a moody, claustrophobic horror film about a woman who is being stalked by an extraterrestrial killer. For the sequel, Aliens, Ripley essentially gets her own back by leading a crew of marines to wipe out the xenomorph queen. It's still a horror movie, but the story now demands a greater focus on action.

10:11

And you can see a similar thing happen in Dead Space 2. Isaac is much more confident and he's a more capable warrior, who is less freaked out by the necromorphs. DAINA: You have to dismember the creatures to stop them. ISAAC: I know. I've had a lot of practice. So action makes sense. But - he's left mentally twisted by the events of the first game, and the loss of his girlfriend. So she haunts him throughout the adventure, and there's this great bit where he has to go back to the Ishimura ship from Dead Space 1 and you get hit by the same jump scares as the first game - only for Isaac to realise he was actually having a PTSD-style flashback.

10:50

And I can kind of see that... but I think I would be giving the game a bit too much credit with that reading. Dead Space 2 can't sit still long enough to really sell an interesting, singular vision like that. For every psychological freak-out, there's another bit of body horror, a jump scare, or an exploding baby - all presented with the subtlety of, well, a poke in the eye with a sharp stick. Mostly, the sequel just goes for gore and guts. Isaac's death animations are ridiculously over the top, and in this game, Necromorphs don't drop items when they die - but after you give them one last hit, encouraging you to stomp downed enemies, and turn them into detached limbs and chunky tomato puree.

11:33

You can see this summed up in the game's marketing campaign, "Your Mom Hates Dead Space 2". DEFINITELY NOT AN ACTRESS: It's gross! I hated it! Sequels are hard to make though - fans want something that is new and different, but without sacrificing what made the first game special. Expectations must be met, and exceeded, at the same time. I think Dead Space 2 just about threads that needle - but how much can a franchise evolve and expand before it becomes unrecognisable to fans of the original?

12:05

Next time, Dead Space 3.