Space, the final frontier... for horror. Dead Space 2 has set a new benchmark for horror, action and even science-fiction; expanding upon the original in every way conceivable. From the intense opening sequence that sees series protagonist, Isaac Clarke, escaping from a mental facility; arms wrapped and held in a straight-jacket while avoiding a seemingly endless outbreak of Necromorphs, Dead Space 2 never lets up. Not for a single minute. The level of polish and poise throughout is among the best in the business - there are few games out there capable of displaying such maturity and consistency in design, and even fewer development studios capable of making it happen at this level - Visceral Games should be applauded for the job they’ve done here.
If you’re unfamiliar with Dead Space, go out and buy the first one, play it through, then buy the second one and repeat the process. Both games can stand proudly alongside each other; Dead Space 2 clearly showing just that little bit more thanks to the maturity factor, but knowing the pedigree, and just why you are where you are (and in a straight-jacket, no less), is important to the consistency of the universe Visceral have crafted. And make no mistake, the story-writing powers that be at Visceral, have really let loose with their expansion of all things Dead Space lore.

As Isaac, who was sole survivor of the outbreak that occurred on the USG Ishimura, and victor of one hell of an epic boss-battle at the end of the first game, his spoils are nothing more than a heady dose of drugs, the aforementioned straight-jacket and a lot of unanswered questions. You literally do awake in a hospital, bound and on the move - the building is crumbling around you as Necromorphs smash through windows, doors and walls hungry for your limbs. But unlike the first game, in the first few moments of Dead Space 2 you have no weapons, and no means to fight. Even when your hands are eventually cut free from your restraints, the only tool you have is a torch.
The “on-edge” experience throughout Dead Space 2 is amplified to the nines, and in many, many parts, leaves the first game for so much space dust. There’s also a much greater emphasis on epic set-pieces; the kind of stuff that would have Nathan Drake turning away, totally emasculated. There’s a slew of new enemy-types, such as the Stalkers, who are so devastating, surviving your first encounter with them awards you its own Achievement, as well as a greater host of mini-bosses, sub-bosses and, well,
bosses. But it’s not just reanimated corpses with razor-sharp limbs you’re fighting in Dead Space 2, there’re also sinister corporations, mental religious zealots and Isaac’s own deeply emotional internal struggle.
All of this is paced beautifully, and offered to you in entirely in-game cuts, text and speech. There’re no CG buy-ins, nothing over-the-top in the ‘aesthetic’ delivery department - from the outset you’re almost always in control, and the few moments you aren’t, you’ll probably be thankful, because your hands are going to be too busy picking your jaw up from the ground anyway.
There’s a deeper story here, too. And you’ll notice I’ve avoided much of it, and with good reason. The first game was more of an experience; a splice of life within this twisted universe, while Dead Space 2 is oh-so much more. It takes the themes and glossed-over ideas of the first game to new heights, as if the team always planned to take you on this ride - teasing you at first, before pulling you into its narrative nexus; a vortex of gross wonderment.
On the Ishimura, you found out details regarding the ship's inner-workings alongside reports of what had transpired to lead you there in the first place. On the Sprawl, things are fleshed out on a grander scale - there's much to consume in the game's Unitology religion; a clear and concise play on today's Scientology, while the sheer building of the Sprawl itself, along with man's deeper ventures into space, is meaty lore for the dinner table. For the discerning sci-fi fans out there, you're going to have your investigative tickler
tickled pink with what's in story store.
But beyond the stunning visuals, engrossing on-the-fly narrative, intensely epic set-pieces, gruesome (and imaginative) enemies, incredible sound and piss-your-pants scares, is the game’s combat, and it’s here the team have really dialled things up to 11.
In the first game, everything was new. The Necromorphs were new, the game’s style of horror and suspense was new and you
knew nothing about why. Here, however, the team are more than aware Dead Space aficionados are coming in armed with knowledge, and knowledge is power. And while there’s definitely a lot here to keep you on your toes, your arsenal is greater, the tactical options at your finger-tips are greater and everything feels much more fleshed out and satisfying as a result.

Old weapons return with better secondary fire functions (barring your Plasma Cutter, that baby is like vinyl - it just gets better with age), while newer weapons give you even more recourse to deal with the myriad enemies you’ll be constantly swamped with. The Javelin Gun, for instance, fires a single bolt that will pierce a Nercomorph and either knock them down, or send them flying to a wall to be hung up on it, like some twisted holiday decoration. However, the Javelin’s secondary fire function, which is an electrical charge, can be used to take out multiple enemies if you time it right. You can even aim for a spot on the floor, instead of soft Necromorph flesh and just set a simple trap to give you some breathing room.
Other familiar tools also return, such as Stasis, which you can use to slow enemies momentarily in their tracks, or to slow down functional items in the world for a bit of puzzle-solving, and just like the first game, you can collect or buy Nodes to then upgrade weapons, suits and items at Work Benches. And even this carried over system has been tweaked for a more satisfying experience.
And that’s the crux of this game. At no point throughout my play through have I felt short-changed. There’s so much more to see and do. Isaac is an engineer by trade, which is what got him into all this mess in the first place, yet in the first game there weren’t enough scenarios or puzzles to really explore this. Dead Space 2 does though, and you’ll be hacking terminals, commandeering tools and crawling through claustrophobic vents throughout the game, stopping momentarily to stare at the awe-inspiring view of the Sprawl, the city in which you’ve awoken; nestled upon the shattered remains of one of the first moons humans ever mined, Titan. Off in the distance, you’ll see the haunting beauty that is Saturn and her rings. It really is breathtaking.

Speaking of which, Dead Space 2 carries with it even more nail-biting moments out in the coldness of space, with the new ability to control Isaac in zero-g a full 360 degrees, thanks to one of his new suits. There are countless puzzles and enemy encounters in moments like these, and as you would expect, physics, inertia and all the proper science are in-check. It’s something the team prides themselves on, as you’ll learn in my interview with producer, Shereif Fattouh, which we’ll be posting later in the week.
It’s the attention to detail that carries everything so seamlessly throughout, and if it’s not in your face, it’s in your periphery, or in your rear-speakers. From the incredibly functional city and its believable components and “lived-in” feel, to the creepy sounds off in the distance; that single spanner dropping from up on high to create a disturbing and disrupting echo, Dead Space 2 will unnerve you, it will scare you and it will grab you, by the throat, or your legs as you scurry to get away, and devour you. Whole.
Posted 01:36am 25/1/11
Posted 01:37am 25/1/11
Posted 01:41am 25/1/11
Posted 01:49am 25/1/11
Posted 02:25am 25/1/11
Fuxake, I haven't finished the first one yet :[
Posted 03:36am 25/1/11
I've been looking forward to this since I heard about it and the fact that it has multiplayer blew my mind. Whilst I'd like a co-op campaign (an instant 'buy' when games have this), I guess 4v4 would be a nice change from L4D/2 Vs.
Posted 04:11am 25/1/11
Posted 07:10am 25/1/11
Posted 07:59am 25/1/11
I'll buy my copy today...
Posted 09:48am 25/1/11
http://www.ozgameshop.com/xbox-360-games/dead-space-2-xbox-360
$45 if you want the PC version
http://www.ozgameshop.com/pc-games/dead-space-2-game-pc
Posted 10:10am 25/1/11
Posted 10:13am 25/1/11
Posted 10:33am 25/1/11
Posted 11:16am 25/1/11
Really would like to know this also, I found ds1 was good but totally ruined by my mouse being all 'floaty' and weird. Thats the only reason I wasn't excited about this one.
Posted 11:30am 25/1/11
Posted 02:16pm 25/1/11
Posted 02:32pm 25/1/11
Posted 02:39pm 25/1/11
I want to play the 1st one before the 2nd one. Not goodinuff !
Posted 03:00pm 25/1/11
Posted 03:02pm 25/1/11
Posted 03:42pm 25/1/11
Posted 05:30pm 25/1/11
hahaha, gold.
Fixah the first one is cheap as s*** and theres a $17 sale thing happening at EB atm (dunno about QLD), pick it up when you go and get ds2 :P
Posted 08:25pm 25/1/11
Posted 09:39pm 25/1/11
Posted 09:43pm 25/1/11
Posted 09:49pm 25/1/11
Posted 12:25am 26/1/11
Posted 01:23am 26/1/11
I'd buy this if that's the case. The case being all keys can be re-mapped.
Posted 09:17am 26/1/11
Americans are playing right now damnit!
Posted 09:41am 26/1/11
Posted 09:42am 26/1/11
controls were fine (mouse)
Posted 07:55am 28/1/11
Posted 10:02am 28/1/11
Posted 10:12am 28/1/11
Posted 10:24am 28/1/11
So far I like++
Posted 10:27am 28/1/11
Also, I fully plan on playing it with a 360 controller. I played the first one on Xbox, and the controls felt great. It's not the kind of game I'd want to play with a keyboard and mouse. Haven't downloaded it yet though, plan to get it this weekend.
Posted 01:37pm 28/1/11
Anyone tried the multiplayer yet?
Posted 02:06pm 28/1/11
Posted 02:12pm 28/1/11
The system itself is to not allow for easy dismemberment - you need to feel overwhelmed and clunky the whole time, hence it being far more comfortable to play with a 360 controller on PC or just on the console in general
Posted 02:30pm 28/1/11
Posted 06:07pm 28/1/11
Super syched about DS2 and really wanna play it.
Posted 08:43pm 28/1/11
Like I said, don't really know if thats how it worked, but thats how it seemed to me, I always had a healthy collection of ammo for all the guns I was carrying at the time.
Posted 09:00pm 28/1/11
Might do it this weekend.
Posted 12:07am 29/1/11
EDIT - Ok straight away aiming is back to normal. In fact I was so used to DS1 sensitivity I had to reduce it from 50 down to 15. Also the way you can project that line onto the floor but also select what the line goes to is awesome, be it bench, store or obejective.
Oh, and it's doom 3 all over again.
Ok bit further in now, maybe about an hour and you sure get money and power nodes faster thats for sure. I'm not sure if this is really going to be hard or not though. I forget exactly what setting i'm on (think it was the 1 above normal) and i'm sheering off limbs in 1 hit so hope it gets harder or I may have to quit and redo the 1 1/2 hours or so I've put in on the hardest setting I can do.
last edited by DM at 00:06:14 29/Jan/11
last edited by DM at 00:07:43 29/Jan/11
Posted 09:57am 29/1/11
I found the best strategy was to only buy two weapons, upgrade them to the max & sell any other ammo I happen to pickup.
Posted 11:42am 29/1/11
Posted 02:00pm 29/1/11
Also I hope there are many chapters because i'm flying through them. 3 hours played and 6 chapters done. Hope theres like 20 of them or something then i'll be happy. So far it's decent for $60 but sure wouldn't want to pay $90 - $100 for it.
Posted 04:18pm 29/1/11
Gun stats can be scene at 42 seconds.
Posted 05:26pm 29/1/11
Posted 08:53pm 29/1/11
Still feel robbed that i payed $5 to hire it.....
Posted 09:22pm 29/1/11
From the Gaming-Age review and all I can say to that is, my arse. Maybe i'm just a tough bastard to scare but the kind of horror that DS2 offers isn't effective against me. Things that jump out, and loud noises very rarely frighten me. Ok so I admit there have been 3 things that made me jump but I prefer the japanese horror style that very few games have, where it's more about creating atmosphere than actually having things jump out at you. DS1 did this pretty well I think with it being rather quiet and heaving the claws and feet rustle around above you in the vents and hearing low growls.
last edited by DM at 21:22:57 29/Jan/11
Posted 09:21pm 29/1/11
Posted 09:34pm 29/1/11
too bad, i liked the first one. something about isaac's attitude to his situation made him seem like an ideal chinese sweat shop worker
Posted 07:55am 30/1/11
Posted 09:49pm 30/1/11
is there similar problems in DS2 on the PC?
edit: oh thundercracker already made mention of this. carry on
Posted 07:40am 31/1/11
Spoiler:
I just finished Chapter 7 & I loved it - free falling through space, moving the solar array dishes etc.
The raptor monsters ('Clever Girl') scare the bejesus out of me. Thank Christ for detonator mines...
Posted 12:05pm 31/1/11
Posted 12:22pm 31/1/11
Posted 10:48pm 31/1/11
You can't even remap the f*****g keys
Doesn't recognise the thumb buttons on a mouse.
and how the F*** do you get rid of lame arse 3rd person view?
Posted 10:52pm 31/1/11
Sounds like a game best played on a console with a controller.
Posted 11:31pm 31/1/11
Step lied to me :(
Posted 09:05am 01/2/11
Game is good.
Remapped my keys fine on PC. Just a shame you need so many different keys, I need it to be simplified.
Right Ckick target and hold, then press Kinetic while holding right button, now hold them both and target something now release left button.. all while running backwards from things that jump out at you. Ok, it's not that hard to do but still, I miss shoot them in the face with rocket, run to red.
Posted 10:09am 01/2/11
Posted 02:33pm 01/2/11
I was going to play on the 2nd hardest difficulty (not including hardcore) but I'm thinking of upping it, would this make the game better or worse?
Posted 03:07pm 01/2/11
And i constantly have no ammo, gets annoying with less than a clips worth in all my guns, usually not a problem when its one or two c****, but when they decide to give me a set piece where i am swarmed it gets annoying and is just a "reload til i find which spot to sit and spam" type situation.
Mouse control is fine on pc, pov is seems hugely zoomed in though which is my only real complaint about it's consoleness so far.
Posted 03:43pm 02/2/11
Posted 04:52pm 02/2/11
gave it a whirl on ps3 last night, bout halfway through.. seems a mild improvement over the fist one at best so far. the first one didn't really compel me to bother finishing it at about the same point. i'd probably do the same here, but i may persevere with this one cause i got a nice new plasma tele and console games are a bit dry atm.
very generous score. to be honest, i never really dug the nectomorphs. this games quake 2 setting with awkward monsters somewhere between alien/res-evil, with slightly better than doom3 shiny graphics... but on a console, big screen, lights off, it does have a nice atmosphere.
last edited by autolux at 16:52:53 02/Feb/11
Posted 05:15pm 02/2/11
Posted 05:48pm 02/2/11
I've been watchin my bro play through it on Xbox (while I've been finishing up the first on steam) and it looks like much of the same,which is fine by me. If it ain't broke don't fix it.
Posted 06:49pm 02/2/11
Thought third but typed first.
I need a holiday.
Posted 06:58pm 02/2/11
Also don't like how you can own these monsters in the head and they still keep coming... yet 3 shots in the body and they drop. Or have super bad aim, shoot a leg and you're fine.
Posted 11:43am 04/2/11
I hope this is not going to be a trend in games cause I'll be farked. Maybe I'll just have to start getting used to "W" for move forward from now on :(
I'm 28 now and been playing this way since the release of Quake1 (14 years ago??) I believe this was the original config for quake 1? is it too late for me to change now? or has mouse 2 for move forward going to be embedded in my brain forever!?!?!
The other strange thing about my config is that keys "A" and "S" are swapped around so "A" is back and "S" is strafe left.. All this config strangeness came from one game, I think it was quake 1, could have been duke 3d, not sure and unfortunately just stuck with it.
Also as others have said here, mouse aiming is f*****g wack.
Posted 11:02am 21/2/11
Nope. Ultimate Doom series
(also "a" = aimup ["z" = aimdown] for original Duke3d)
Good luck with the internal key-remapping (I play original key configs regardless of how annoying it can be to avoid this very problem; also adaptability skill +1: memory skill +1: patience skill +1: config scripting skill -1)