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DEAD SPACE 2 - OFFICIAL SITE

EA SITE

DEAD SPACE 2

Back in 2008, EA made a solemn promise that they would strive to improve the overall quality of their output, changing the face of the studio from a factory line of sports franchises and mediocrity, to a beacon for solid gaming. One of the first titles to be released in the wake of this announcement was Visceral games Dead Space, an immensely enjoyable and atmospheric survival horror that, despite being a Frankenstein of other games of its ilk, managed to have a unique identity all its own.

Now comes the inevitable sequel, in which Visceral and EA attempt to emulate the critical and commercial success of their golden goose. An attempt, Im happy to report, that has been wholly successful. Dead Space 2 doesnt make any dramatic changes to the formula that made the first game so successful, it just refines it and grafts on some extra meat to create a stunning and robust sequel.




STORY

Dead Space 2 kicks off 3 years after the events of the first game, with the player cast once again as the engineer turned necromorph exterminator Isaac Clarke. The most surprising thing about the games opening moments is the sight of Isaacs tired visage and the sound of his gruff voice. These were things kept from us during the entirety of our spell on the Ishimura and it feels good to think of Isaac as something other than the guy in the armoured space suit.

A frantic opening (featuring Isaac trussed up in a straightjacket) throws us into another necromorph outbreak, this time on the Sprawl, a gigantic colony orbiting Saturn. Dazed and confused, Isaac soon comes into contact with would be saviour Daina and escaped mentalist Stross who both attempt to influence his path through the sprawl. The games opening chapters play out in much the same way as the first game; tight corridors, faulty illumination, random necromorph attacks, but things soon escalate as Isaac is tasked with tracking down another marker and stopping the spread of the infestation, all the while fending off the attentions of the necro horde, the Church of Unitology and Isaacs dead girlfriend. There are twists and turns aplenty and in the tradition of modern horror, most characters are dispatched shortly after theyre introduced, leaving the player consistently alone in the dark. The story mode is hugely enjoyable throughout and its an added bonus that Visceral leave breathing room for a third instalment (given the sheer size of the Sprawl, a whole franchise could be borne of this location).




VISUALS & SOUND

About 90% of Dead Spaces success comes from its wonderful atmosphere, this is achieved through the use of some fiendish environmental design and brilliantly cinematic sound. The constant sense of foreboding and dread is almost palpable and throughout Dead Space 2s single player story, this tension never lets up.

Well executed jump scares punctuate your journey through the sprawl, monitors suddenly flutter to life, steam pipes explode, sprinkler systems spring to life and shadows flit in front of Isaac as he creeps around this doomed metropolis. The sound suite is equally important in crafting the scares, whether its the terrifying moans of the enemy, bloodcurdling screams of ill fated sprawl residents or the deafening silence of deep space, Dead Space 2 is a full on sensory assault.

The biggest improvement of this sequel is the dramatic change in setting, re-locating the action from a claustrophobic spaceship to a heavily populated cityscape. Cluttered plazas, shopping centres, toy stores, creepy churches, even creepier nursery schools, the Sprawls horrors are all the more effective because they are grounded in reality (some of the more unsettling sequences see Isaac raiding deserted apartments). There is no big graphical leap in DS2 but it does present a finer version of Viscerals engine, with some spectacular QuickTime events occurring during boss battles and the frequent hull breaches that showcase some impressive particle effects. Overall, Dead Space 2 is a great looking game and a definite visual highlight of this generation.



GAMEPLAY

With its tight over the shoulder perspective and stop-start gunplay lifted straight from games like Resident Evil 4, the first Dead Space game utilised some solid survival horror tenets and the ability to hack the limbs off the blood-thirsty abominations attacking you was a unique mechanic, luckily that system is still in place for the sequel. Elsewhere, the series trademark cinematic set pieces are here in force, swapping out slow burn horror for blockbuster thrills, these scenes are exhilarating and OTT. Ranging from a teeth rattling train crash that leaves our hero hanging upside down, to a brawl with a giant necromorph on the side of a gunship, these action beats are a great reprieve from all that corridor creeping.

This time around the pacing isnt affected by needless backtracking, Isaac is rarely in the same location twice and all puzzles are situated in close proximity (although, as before, there are some large scale conundrums out in the cold of space).

Isaac has undergone some slight modifications to his repertoire that make the action different enough to not be a complete retread. The engineer can now actually engineer, with some hacking mini-games calling upon Isaacs unique skill set and his anti-gravity abilities are no longer restricted to surface to surface jumps, now there are boosters on Isaacs suit, meaning he can float freely and, on occasion, go all Iron Man on our ass and jet through space at ridiculous speeds (dont engineers have safety regulations in the future?). New enemy types are numerous and terrifying, Isaac is now plagued by grotesque child necros, crafty stalkers that hide from him before rushing in for the kill, and exploding babies….yes, you read that right. There is also returning enemy models from the previous game and a smattering of chunky boss battles. Its a varied rogues gallery, meaning there is always something new waiting around a corner to scare the hell out of you.




MULTIPLAYER

Much like 2010s Bioshock sequel, Dead Space 2 contains an online multiplayer that is arguably not needed. It seems to be the trend these days to shoe horn multiplayer into every release, either to earn those extra DLC dollars or simply to extend the life of the product in question. This may be the case with Visceral/EA including multiplayer in DS2, but what is here is enjoyable enough. Structured somewhere in between Left 4 Dead and species mash-ups like Alien Vs. Predator.

Humans take part in an objective based skirmish on a healthy selection of claustrophobic maps and the necromorphs run around trying to eviscerate them. The first few hours of Dead Space multiplayer can be thoroughly enjoyable, a squad of humans that stick together can hold their own while strategically placed spawn points and secondary abilities help the necromorphs counter the space age weaponry.

At this early stage the action seems a little imbalanced in favour of the necros, mainly because their numbers are bolstered by AI enemies that spawn constantly, making it messy and confusing for a human to get a bead on a player controlled beastie. Humans do get the firepower however, as well as their stasis abilities and a handy team heal that can turn the tide in a pinch.

The atmosphere of the single player translates well to the multiplayer, its a nerve wracking experience being separated from your squad mates, and human controlled necros are a frightening concept. Controlling the mutated freaks is awkward at first, but the difficulty curve is forgiving. Each necromorph has an individual skill, casting 4 enemy models in different generic MP roles like melle, speed, ranged and stealth although its often far too tempting to wait 5 seconds and respawn as a Slasher, a class with balanced abilities.

Overall, the multiplayer doesnt feel as tacked on as certain online modes (Bioshock 2, im looking at you!), but it may be unlikely that unlock able suits and weapons will keep players coming back to it, perhaps some extra maps, modes and character will arrive via DLC.




VERDICT

Dead Space 2’s single player is a spectacular experience, dripping with atmosphere and supported by sky high production values, Isaac Clarke’s second adventure is the best survival horror of this generation. Multiplayer is an interesting curio, enjoyable enough and well executed, by interest in this 3rd person L4D clone soon wanes.

That aside, Visceral has put together a generous package, with extra difficulty modes and a new game + that encourages further play, gamers will be poking around in the claustrophobic corridors of the Sprawl until the inevitable third instalment arrives.


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