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Thursday, February 3, 2011

Dead Space 2 Review


Dead Space 2 provided a bit of a problem for me. For one, I haven't written a review in a while so I'm a bit out of practice. For two, this is the first time I have ever reviewed multiplayer as well as factor it into the main game. In a game like Halo, that places a huge emphasis on multiplayer, I would have considered reviewing them separately, like we did with Reach. I opted out of doing that, though, for reasons that probably only make sense to me. So without further adieu, here is my review.

Dead Space has long been the symbol, at least for me, of the rebirth of Electronic Arts. After years of becoming the bad guy and profiting off of yearly bland, shit sequels, they took some time off and came back with a vengeance publishing several great titles, including Isaac Clarke's first horrifying adventure on the Ishimura. It was such a new experience for me that it was probably one of my favorite games of 2008. I know that it took a lot of influence from Resident Evil 4, but in a lot of ways I think it was better. Calm down fanboys, I'm right. For one, you could shoot AAAAND move at the same time. For two, the atmosphere creeped me out more than Resi 4's ever did. And for three, no dumb skank to escort around. But, I'm getting off topic.

Essentially, what I'm saying is, I thought Dead Space would be kind of hard to top. While I was excited for a sequel, I was afraid it might just be more of the same. While that isn't completely not true, it expands in a lot of places that makes it one of the best adventures I've had since I embarked on John Marston's quest to protect his family. It's not a revolution, but it sure is an evolution.

Story wise, it expands on what we've heard before. Unitologists are dumb and think that just because most of the world thinks their salvation equals a horrible death and transformation into a hideous monster that it shouldn't discourage them from unleashing it on the universe anyway. Fuckers. Also, they're religion is based on a lie and the man they claim to have died as a martyr actually did everything in his power to keep the center of their affections hidden, the marker. Basically, it's an alien artifact that keeps necromorphs from leaving their place of origin... or something. I never actually figured that out. But Isaac destroyed it which essentially wiped out the scourge... or so he thought.

The game starts off with Isaac waking up in an institution, not knowing how long he has been out. He is immediately thrust back into the fray, in one of the best opening sequences I have ever seen, as necromorphs have invaded the Sprawl, a city built on another planet. Isaac then must do what he does best as he takes on hordes of the monsters while dealing with his past. So how is the game better than the first? Let's go through it.

LOCATION
While the Ishimura was a great setting for the first game, it did get a little monotonous near the end. This all changes on the Sprawl. As an actual city, the environments vary a lot, which succeeds in throwing you off a lot more. You also feel like you're in a bigger, more realistic place and in a game like Dead Space that's important. It really hammers home the point that this place was inhabited by thousands of people that have all met an untimely death. It's sadder... and scarier.Sure, it has the highest population of undead monsters, but it also has a very active theatre community.

IT'S SCARIER
While the first game managed to frighten and unnerve me often, the second takes it further. Sure, hearing a common childrens' song sang in a slow, creepy voice and seeing people driven so insane all they can do his headbutt a wall until their head has a bloody dent in it is unsettling, but Dead Space 2... it's something else. I'm not going to give much of anything away, but there is one moment that takes place in a nursery that probably tops all of the human drama from the first game all on it's own. All except for Isaac's, maybe. The inclusion of new enemies also ups the ante. While the original necromorphs were pretty scary, we've de-limbed enough of them to be a little more comfortable... until the game puts you in a pitch black room with them, but that's not what I'm talking about. I don't remember their actual name, but I just call them raptors. For one, they're smart. They hide in the room and you'll occasionally see one move to new cover in the distance. They'll toy with you, and there are often several of them. You finally take aim at one and then the worst thing in the world happens. You hear a blood-curdling attack screech. You try to turn around, but it's too late. One throws you to the ground damaging you and then runs away before you can see where it went. You try to run. You turn a corner, but one is already there waiting. It knocks you down and tears off your head. You restart from your last save and stare into the room while crying because you know what lies ahead. You turn off the game and then end your life. Yup, Dead Space 2 is that hardcore.

Isaac sure knows how to pick 'em

ISAAC TALKS
I don't have a problem with playing as a silent protagonist, but there were some moments in Dead Space 1 when Isaac really needed to fucking talk. Well, he does now and it really adds to the character. You can really see his character progression come through and his confidence grow merely because he discusses things and emotes through words now. Also, he kind of has a soft voice which spits in the face of the gravely-voiced space marine stereotype.

MORE GUNS AND SPECIAL UPGRADES
This kind of falls into the evolution thing I was talking about earlier. All of the original guns are back plus a few new ones that I honestly didn't even buy. The mine gun would have probably come in handy against those raptors, though *shudders*. Once again, everything can be upgraded with power nodes just like in the first one. They even threw in some special powers that certain guns can get via the power nodes. The only one I got made my plasma cutter rounds set enemies on fire. So yeah, have fun with that.

HOLY SHIT MOMENTS
The cinematic fights are back and some of the ejection moments left me breathless. And shooting a window out to decompress the room sending necromorphs flailing into space while trying to shoot the emergency lockdown never gets old. I'm going to cut it off there, because I don't want to ruin anything.

I can see my space house from here!

If the single player was all there was to talk about, I would probably end things here. Hell, I might of even given the game a 10. Sure, sometimes there are difficulty spikes and things can get less scary when you die in the same place over and over again, but there has to be a real fear of death. The line between scary and difficult is either microscopic or non-existent and I honestly can't fault the game for that. Besides, for me it was just those raptors... those damnable raptors...

So, how about that multiplayer? It's actually really well implemented. It's a pretty simple idea that we've seen before, but it works. Basically, one 4-person team of humans tries to complete objectives while a 4-person team of necromorphs tries to stop them. The humans have the rifle and one other weapon of their choice (they unlock more as they level up). When you're a necromorph, you can choose between the pack (toddler), the baby one, a puker, and a spitter (you know, the ones with blades). There's only a few maps, but they are well designed. The real incentive to keep playing is leveling up. As you do so you unlock new suits, increased clip size, better necromorph abilities, and so on. While the suits are just for show, every upgrade actually feels useful which is more than I can say for some games. But are there problems? Unfortunately, yeah there are.

While the one mode of play is the only one that could make sense, it's still the ONLY one. The real issue, though, are the occasional GAME-BREAKING glitches. The worst one I've come upon has to be the disappearing objective. Say your team unlocks the next objective, which happens to be something you have to carry to another part of the map, BUT... it's not there. The very things the humans need to progress just doesn't exist. That basically leaves them to try to rack up as many kills as possible before they suffer an inevitable defeat. It's one of the most frustrating things I've ever had happen to me in a game. Other than that, sometimes, as a necromorph, I'll jump on a human who is completing an objective just before he finishes, only to just fall off. I wasn't shot or killed, I just latch on... and fall off. He then completes the objective which might even change the course of the game. I yell the dirty words when that happens.

D'AWWWWWWWWW :-D

So there you have it. Dead Space 2 has one of the most satisfying campaigns I've played in a while and also offers a pretty good multiplayer experience. Totally worth your time and money.

9 out of 10.
But seriously, if we did intermediate scores I'd probably give it a 9.5... but we don't so I won't.

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