![]() It makes up for this loss by piling a lot more enemies into the game. In its jump from the claustrophobic corridors of the USG Ishimura to the more varied spaces of the Sprawl Dead Space 2 loses some of that tightly wound terror it had in the first game. With the majority of the Sprawl’s population dead, insane or reanimated as necromorphs Isaac must destroy the new marker and absolve himself of the guilt caused by being unable to save Nicole Brennan, his girlfriend on the Ishimura. All hell has broken loose after Hans Tiedemann, Director of the Sprawl, has reverse-engineered a new Marker like the one Isaac destroyed three years ago on Aegis VII. Sole survivor Isaac Clarke, engineer turned catatonic mental patient, wakes up on the Sprawl a metropolitan space station orbiting the remains of Titan. It’s 2511, three years after the USG Ishimura incident. What Dead Space 2 did was deepen the game world and open up a whole new door on psychological terror even as it fleshed out the gross and gory body horror that made it famous. Functionally Dead Space 2’s core mechanics were the same as the original game’s: repurposed mining tools as weapons, zero-g combat, stasis, kinesis and the twisted monsters known as necromorphs. Any sequel, especially a second game in a series, should know that in order to be worth its salt it should be bigger and better. Say what you will about sequel slumps for any other game but Dead Space 2 went hard. ![]() A hideous combination of human babies and maggots. ![]() Maggots are already babies (OK larvae, sue me) so I can only be talking about one thing.
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