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 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
| Dead Space | Dead Space 2 | |
|---|---|---|
| Movement | Slower Isaac and camera | Faster, more responsive |
| Arenas | Room to retreat | Elevators, giant drill |
| Ammo | Scarce, a sliver of stasis | Rarely runs dry |
| Enemy mix | Specialists like the divider | Slasher and leaper packs |
| Toughness | Picked apart limb by limb | Pack dies in one shot |
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
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.
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