Dead Space 2: First Game Footage

Another of the big E3 reveals is the Dead Space sequel. The trailer shows zero-G action, some peculiar slow-mo stuff (is that bullet time? I am not sure what’s going on) and lots of the xenomorphs being blasted with space-guns/tools.


  1. ErikM says:

    It wasn’t bullet-time. So far as I recall it was in the first game and was called stasis. Looks kind of neat!

    • Samuel Bigos says:

      It’s just to help the console players who can’t shoot off limbs without aiming for 10 seconds.

    • subedii says:

      Yeah it was in the first game. And Stasis was often a big help on the hardest difficulty, mouse or no mouse.

      That said, I almost never used those recharge packs that were dropped.

    • pupsikaso says:

      “It’s just to help the console players who can’t shoot off limbs without aiming for 10 seconds.”

      With the way the mouse handled on the port stasis was very helpful.

    • wazups2x says:

      “With the way the mouse handled on the port stasis was very helpful.”

      Yeah, no kidding, They butchered the mouse controls in the PC port.

    • Brendan says:

      For people complaining about the sluggish mouse, TURN OFF VSYNC.

      I couldn’t actually even play the game without turning it off.

    • DJ Phantoon says:

      Yeah, Stasis! I never used it to shoot anything important, I used it to limit the amount of Necromorphs that could hit me. Or, if I was really low on ammo and high on Stasis I’d use it to slow down one so I could beat the hell out of him.

      Want to see more of the thrusters in zero-G. That looks much better than more angry Necromorphs.

  2. kyrieee says:

    Maybe this one will actually be playable with a mouse…

    • Samuel Bigos says:

      The first one was perfectly playable with a mouse…

    • Dominic White says:

      Yeah, this thread is going to be 30% complaining about it being multiplatform, 50% complaining about how mouse acceleration is actually worse than AIDS, and is utterly impossible to play with it on, despite most people being completely unaware of what it is, or even when it’s on or not.

    • kyrieee says:

      My game was unplayable
      You would agree had you tried to play it

    • Samuel Bigos says:

      If you disabled vsync it would have been fine. Just your lack of ability to search for a problem and fix it.

    • c-Row says:

      Less booze, more Google. DS1 was perfectly playable with a mouse if you looked into the issue for more than 5 seconds.

    • Taillefer says:

      Actually, that doesn’t always work. There were at least two different fixes.

      The easy fix was turning VSync off in game, which didn’t help me. Or you had force it on through the NVControl Panel thing or equivalent, which worked. Or something like that anyway.

    • subedii says:

      I did try to play it. I completed it on the hardest difficulty.

      With a mouse it was fine to be honest. I’m sure some sections of the game would’ve been much harder with a gamepad (like the infamous asteroid segment).

    • kyrieee says:

      Don’t be so quick to assume things

      I did disable V-Sync, both ingame and in the drivers

    • Taillefer says:

      I thought you had to force it on in the drivers, even though it was off in game.
      But I may be remembering wrong.

      Anyway, I believe you if you say it didn’t work. These things happen.

    • Radiant says:

      It was only un-playable if you had the settingds too high for your pc.
      The 360 version only went up to 720p so if you tried to push it to 19×10 without the horse power then you had a torrid time.

  3. Miked says:

    They should use every opportunity to play the masks on/off animation, so cool!

  4. HidesHisEyes says:

    LIMBS, shoot for the LIMBS!

    • nil says:

      Are you shooting at the LIMBS yet? Remember, you need to shoot at the LIMBS!

      Yeah, that wasn’t the greatest bit of design.

  5. Huggster says:

    Looks the same as the first. How many trailers have a huge monster leaning down and screeching at you at the end?
    Wake me up when it gets interesting. The first was a 7/10 at most, distinctly average.

  6. Baka says:

    I’m one of the few guys who really enjoyed the first one for what it was, I’m anxious for this one!

    • Wulf says:

      There are two distinct problems with liking Dead Space, and from everything I’ve seen thus far, these are the only two reasons for it. They are big, scary reasons.

      1.) It has bugs which are easily fixed.

      A lot of the banging that’s gone on about Alpha Protocol too is about this, it seems that PC gamers these days are so mollycoddled that they’ve forgotten how to use the almost idiot-proof Internet, and apply a solution that would take them two or three minutes to do at most (and that’s being generous). This is, of course, too much effort. They’d rather be getting drunk than doing something smart.

      2.) It’s different.

      The weapons were very peculiar, and what I hear from a lot of people is that they wanted it to be more like, say, BioShock 2. No stamping, no weird physics weapons, just point-click-die. So weapons like the force gun, and those that shot literal planes of damage, or damaging objects were simply too much to grasp. The gravity gun in Half-Life 2 was too much for some, and Dead Space was all gravity gun, in a way, or at least weaponry that was as innovative as.

      Yep, big, scary, totally valid reasons.

      We’re probably going to see the same complaints about 2. Oh well, c’est la vie.

      For what it’s worth, I’m with you, and I thought it was a brilliant game. Not least for its aesthetics, including slightly-creepy-but-incredible technorganic suits and computer-brain interface holograms everywhere.

      I want more of that. Yes please.

    • subedii says:

      Glad to see someone else appreciated Alpha Protocol as well. Really good game, most of the complaints I saw about it could be claimed about Fallout 3, and with far greater accuracy.

    • drewski says:

      I thought the weapons were a bit fake original really. They were pretending to be original but mostly weren’t. Some of the alt-fires were fun, though.

      I liked the little amount of time I had with it at a friend’s house. Enough to buy it on special, for some day when I’ve got the money to buy a computer that will run it myself.

    • Radiant says:

      I did spend an inordinate amount of time stamping on dead bodies.

      My misses caught me in one frenzied stamping session to which I could only stammer that “They will come back as DOUBLE HARD BASTARDS. Yes even the ones wearing bags on their heads. No I do not know why they are like that but I just need to remove a few more limbs without using up my ammo.”

    • DJ Phantoon says:

      I wouldn’t say the guns were THAT innovative, but otherwise, yeah. That’s pretty much the thing.

      Hell, now that Steam is putting every game they can on a Mac, people should just go get one if they can’t follow simple directions.

      I think the problem is they really, really don’t wanna learn anything.

  7. Roadrunnerr says:

    Looks very promising. I hope they’ve changed the weapons so they’re more balanced, what I found with the first one is that if you just stuck with the first pistol, and continued to upgrade it, it would continue to be better than all the other weapons. (Excluding the saw thingy, but that didn’t do long distance.)
    You know, that slow mo bit is also in Dead Space one :|

    • subedii says:

      I actually thought the weapon balance was really good, apart from the flamer (which was pretty much useless all round). I wouldn’t really put the plasma cutter as the best. It was good for most occasions, but depending on the situation, other weapons filled the role better.

      The Ripper, well, you wouldn’t want to be using that on the hardest difficulties.

      Personally my go-to weapon was the Pulse Rifle, it was a very well rounded weapon.

    • Spork says:

      I found the flamer dead useful for cooking those hordes of small squeaky things. Very satisfying.

    • DJ Phantoon says:

      I used the Force Gun the most after I tried out every weapon. It cleared the little buggers just as well as the flamer did, plus its secondary fire could be used in Zero-G.

      Did not see the use of the Ripper, seemed fun but useless on higher difficulties
      The… Pulse Cannon? Was ridiculously powerful but not actually very useful. Would have preferred if all guns were found in the world so you got an excuse to try ’em.

      I found the Pulse Rifle was something I used a lot even though it wasn’t actually all that good.

  8. Navagon says:

    The first one was alright… after I had haxed up the controls to something more reasonable. Looking forward to seeing what’s made of this one, but hopefully the PC port is less of a damn port this time.

  9. Peter Radiator Full Pig says:

    Horray for trailers that contain footage!

  10. 3rd Grade Math Teacher says:

    I think you will find that something average is 5/10.

  11. Radiant says:

    The first was to Resident Evil what Jason X was to Friday the 13th.

    At first glance this is to Deadspace what Deadspace was to Deadspace?

  12. Epsz says:

    Well, that looked massively uninteresting.

  13. Pamplemousse says:

    Am I the only person who though that the previous game produced an amazing atmosphere? The game, although not pushing any boundaries (except in HUD design, that really was superb), was almost at the peak of its genre.

    Meh, I’m looking forward to it.

    However, it is a shame that they haven’t really showcased any of their new weapons but kept with the boring ol’ pistol.

    • Huggster says:

      The atmosphere was okay but it was not amazing.
      The vacuum bits were brilliant, as was the regenerator.

      I am just playing through “Condemned” – now that has atmosphere.

    • subedii says:

      You’re not the only one. I thought the first game was exceptionally well designed and had a brilliant atmosphere to it. Some of the best sound design I’ve ever seen (er… heard) in a game.

      I’d easily put it amongst the best games of 2008.

      And I think you’ll find that they did showcase a new weapon. Appears to be some kind of rivet or stake gun.

    • drewski says:

      It was a bit too obvious a rip-off of System Shock 2 for me to really dig the atmosphere, but as far as modern shooters go, better than most, yep.

    • Damien Stark says:

      I loved it as well. I’ll second the sound design and the interface excellence.
      Dead Space combined many of the things I loved about the Resident Evil games with System Shock, and a dash of Event Horizon for flavor.
      I think the atmosphere was quite good, and I still find myself thinking about the Planet Cracker Ishimura.

  14. Peter says:

    I’ll go with a ‘meh’ here.

    • DrGonzo says:

      Me too. Played a few hours of the first and had to stop from boredom. It was the same corridor then the same room for an entire game!

  15. Alexander Norris says:

    That was some very Looking Glass music there, during the combat bits.

  16. Vivian says:

    What is it with helmets these days? Ever since iron man everyone has to have a helmet that pops out of their collar like a venetian blind. Was it such a fucking chore to just pick the damn thing up and wear it? I mean, apart from the obviously bullshittery in having a helmet that actually can protect your head fold up smaller than a napkin, what happens if you facing the wrong way when it unfolds? You get your eyeholes next to your ear, thats what.

    • subedii says:

      I believe the reason would be “Because it looks cool”. It’s a basic rule of most entertainment media, and hey, it works for me.

      As for turning your head, I’d presume that if the suit is smart enough to find your head in the first place, it’s smart enough to know what direction you’re looking.

    • bakaohki says:

      Looks cool – but looking cool and feeling invulnerable in your Iron Man ™ suit is everything but scary. To the devs: add Harry Mason with casual clothes from silent hill, kthxby.

    • subedii says:

      Eh? Apart from the snap-together helmet, in visual appearance the suit is pretty much just a redesign of the one from the first game.

      And whilst you could upgrade it with some additional protection, it certainly didn’t make you feel invulnerable. You should see some of the unpleasant things that could happen to Isaac in his “invulnerable” suit in the first game.

    • Jake says:

      Couldn’t agree more, you can’t make a good horror game where your character is a total badass in a cool robot suit that can easily dismember all enemies to slow them down, or use stasis to slow them down and otherwise control them.

      Good horror, like Silent Hill is where your character has a distinct lack of control over the situation (or literally a lack of control sometimes with the dodgy camera). In Dead Space you were just too tough and the weapons too powerful (especially the pistol) which prevented the game from ever being genuinely scary – occasionally it made you jump sure, but making people jump is not proper horror!

      Dead Space had some excellent ideas, such as the HUD free display, but it showed a fairly typical lack of understanding of what makes a game scary. Vulnerable characters and a lack of control are key to any good horror game: Silent Hill, Fatal Frame, Penumbra, Call of Cthulu, etc.

      Make the guns much weaker and with limited, not purchasable munition, the enemies less numerous and more of an event when they are encountered, reduce communication with other people to increase the sense of isolation, get rid of the minigames and try to reduce the sense that your character is really dealing with this situation as if it was just another day at the office, do all this and it would be an excellent game.

    • Jake says:

      I mean, couldn’t agree with bakaohki more. Isaac doesn’t feel vulnerable compared to the Silent Hill protagonists. Not entirely because of his space suit though to be fair, more because of his powerful weapons.

    • subedii says:

      You’re basically asking for Dead Space to be modelled after Silent Hill when they were both extremely different styles of game nominally linked by the term “horror”.

      Dead Space was far more of an action game, or action horror. Silent was more psychological horror. Lack of control works for Silent Hill, but it would never work for Dead Space (or let’s face it, Resident Evil 4, off of which the gameplay mechanics were heavily modelled).

      For that, I felt Dead Space managed an impressive amount of atmosphere to it, and certainly didn’t rely on jump out scares for that. Personally I felt there were relatively few of those in the game, most attacks were usually telegraphed in advance and in obvious places, what made them work was the build up to them. I certainly never felt that Isaac was invulnerable, especially not at the higher difficulty levels.

      Actually that is one thing I keep hearing from other threads on the game, if you want to start Dead Space, start it on hard, not normal. In some ways I guess that difficulty may have been misjudged, but part of the problem is that you need to bear in mind most of the people who play Dead Space probably aren’t as au-fait with controlling games like this as the average gamer is. I’m guessing they judged the difficulty for players who were new to the genre.

    • Jake says:

      If I remember I played it on hard, and put all upgrades into my pistol and armour. I played it on the xbox and it was still pretty easy, except for the asteroid bit which took about an hour and nearly made me kill myself.

      I am not saying it has to be exactly like Silent Hill (although I wish something else would be), but I felt Dead Space was a really good effort at making a horror game and they just missed the mark by a relatively small amount. Some of the elements were excellent, the HUD free design needs to be emulated in other games. But there was a definite lack of understanding of what makes a game really scary in my opinion. By lack of control I mostly meant, a lack of control over the situation rather than the character.

      There were no moments of dread where, say, you have no ammo or no effective weapon and just have to run away. There were no tension building moments where there was just silence and the expectation of something bad happening became unbearable. Being in constant radio contact really reduced the sense of isolation, which should have been huge being nearly all alone in an empty spaceship.

      The beauty of 3rd person Horror games is that you want to protect the character you can see – it’s like watching a horror film, you can scream ‘don’t go even there’ even as you push forward on the keys. But Isaac was not an empathetic character, he was presented as a faceless (literally) blank slate character, like a FPS horror character. This is a mistake because you can’t imagine a third person character as yourself in the same way you can in an FPS – say in Penumbra. Compared to Harry or Heather from Silent Hill you don’t really care about Isaac walking into danger. It’s a double whammy of not really caring about him and assuming he can handle himself anyway. Plus the story was not so much a story as running endless errands: the set-up is fantastic, but there are no reveals or plot hooks, you just walk in, see what has happened then try to get out in various ways.

      I don’t think the two types of game – action horror and psychological horror need to be mutually exclusive. I think Dead Space aspired to be a psychological horror game, and that it was pretty close to succeeding. Get in some good writers and pace the gameplay a bit and it could be a truly exceptional game.

    • drewski says:

      I think you’re confusing “what you wanted” with “what the developers had in mind”.

      It’s pretty clearly an action game with horror influences, rather than a horror game with action gameplay (if that makes sense), from my perspective.

    • Wulf says:

      I still think you’re projecting too much onto it, Jake.

      Things are enjoyed most when one can accept them for what they are, and that takes a degree of open-mindedness. Now one particularly interesting point I’d like to bring up right away is the separation of player and character, which I don’t believe is needed at all in this kind of game, and would only serve to get in the way. the reason being is that the game tries to place you in the body of the character, you’re not yelling at a stupid character to not do something, you’re there, doing the… er, do.

      The point is is that you’re there, as Isaac, and it’s your mistakes or folly decide the outcome of the storyline. So what happens next? Any mistake that you make falls on your shoulders, not theirs, and to be honest, I feel that there’s a certain amount of disconnect in a game like Silent Hill, which is actually more like watching a movie. I’m not saying that Dead Space doesn’t need a character, but he’d need to be more like Gordon Freeman, or Mike from Alpha Protocol. And definitely nothing like the characters of Silent Hill, because that just wouldn’t work.

      Dead Space is a different kind of game in that genre, as it wants to be interactive, that’s why it has the stomp, and it stops to do interesting things with magnetic boots or zero-grav games, it wants you to be connected with the character, not separated from the character through a sheet of glass, shouting at them, and feeling totally out of control, and thus passing any burden or responsibility off to the characters. It wants to give you complete control, and it wants that sensation of complete control to perhaps scare you a bit. It’s the atmosphere and that sense of complete control that can be more scary than the rare cheap shock moment that is in there, and it can serve as well as the psychological horror in Silent Hill.

      I mean, I didn’t find a lot of Dead Space scary, because it wasn’t keyed into my brain in such a way for me to find it scary. That’s usually what separates a horror movie and a B-Movie, as I’ve pointed out before. It’s a simple question of subjective view and fear. Do you find it scary? Then it’s a horror movie. Otherwise it’s a B-Movie. There was, however, a point in the later levels with the organic goo all over the corridors that really got me, and often I’d come up with excuses to not press on into the next area of organic muck. That really freaked me out. And it was my choice when to press on, and how.

      So I’m all for accepting Dead Space for what it is. I want complete control in a game like that, and I want a strong connect with the character, being the character, not just as some Joe whom I have nothing to do with. After all, this is a game, and I hope to be able to get my head inside the game.

    • Jake says:

      Yeah that’s fair enough, I never meant to make it sound like I just wanted Dead Space to be a copy of Silent Hill, although again, I wish something would be. I think the thing that bothers me is that it is strange there is a difference between action horror and psychological horror: surely all horror is psychological? Dead Space seemed to me like it wanted to be a horror game, it wanted to create a sense of isolation and dread but then it was just an action game with gross things in it, and for the most part the horror got forgotten. You are right, this is probably the exact game they wanted to make, but personally I can’t help feel that is a bit of a shame when it had so much potential to be (in my opinion) more.

      I would argue though that characterisation is essential in a third person horror game, or probably even all third person games. I think a third person game does create a sense that you are watching a film or watching a character or actor do things even when you are controlling them – something that is usually accentuated by cutscenes, and first person obviously makes everything personal and immersive. To go back to the best examples I can think of, in Silent Hill 2 you are worrying about Harry getting hurt, in Penumbra you are worried about yourself getting hurt. I think this is one of the main reasons why Dead Space was not very scary, there was no sense of investment in the character, or much of a sense of vulnerability.

    • bakaohki says:

      I haven’t asked for Silent Hill gameplay, I asked for a feeling of *fright and desperation* above. I played through Dead space on normal (I usually pick easy with games, I’m not an experienced gamer) and after a while it felt like a game park tour, joyfully cutting off limbs from monsters which look totally identical to me.

      Also note that the hud-free display is nothing new: I particularly enjoyed Ico, but if you want a scarier genre, Clocktower’s ps2 version with the heartbeat was quite okay – Dead Space was an action shooter with a crap storyline (a mishmash from Alien, Event Horizon and whatnot) and useless dummy unmotivated paper-thin actors – my expectations were too high, now I’ll just skip the second part: or at least that’s what’s on my mind after seeing the terribly boring tech demo trailer.

  17. Jeremy says:

    Turn VSync off. Enjoy.

  18. Pilouuuu says:

    It looks like a GOOD Doom 3 meets Resident Evil. Looks cool.

  19. Toyoch says:

    Meh..looks exactly like the first one. Was an okay game, atmosphere was good during the first levels – after which, like in any horror game, you begin to think “Hey, if I activate this lever I’m sure some monsters will spawn..whoop de doo, surprise..*yawn”
    After chapter 8 or whatever I got tired and never played it again.
    Now even more of the same? I mean okay, it’s a horror FPS..not much room for innovation I guess. But the same monsters, the same level design, etc..should’ve just published this as a DLC..

  20. Gabriel says:

    Whatever happened to aim at the head?

    • Dominic White says:

      If you decapitate a Necromorph, it just goes into a berserk rage, often making it more dangerous than usual.

  21. OldRat says:

    “lots of the xenomorphs being blasted with space-guns/tools.”

    Don’t you mean necromorphs? A xenomorph is the critter that makes you feel awkward about your sexuality and likes to thrust into soft, quivering flesh with its big, throbbing, rigid… tongue. Also bleeds acid and hangs out in ventilation shafts.

    • cjlr says:

      Xenomorph just means strange form, even if they overused the term in later Alien installments.

      Necromorph means… dead form. And the one thing they definitely weren’t was dead. At first. Until I killed them. But still, stupid name. I guess some schmuck thought it sounded cool?

    • Heliocentric says:

      @rat just like Kieron

    • Wulf says:

      Or… it could imply something parasitic, such as a form which utilises the dead. And it actually was just that. Much in the same vein as a necromancer is a mage whose speciality is putting the dead to good use.

    • Heliocentric says:

      @Wulf like i just said.

    • cjlr says:

      … And necromancer means one who divines via the dead, which in a more fanciful interpretation means speaking with the dead, and from there it’s a small step to straight out raising and controlling the dead.

      Necrosite, I guess, would be loosely ‘eater of the dead’, or similar, or even necrophage… ‘-morph’ just doesn’t work, unles they are dead!

      I should just not care so much about etymology, I suppose.

    • Radiant says:

      So… my ex from uni was a xenomorph?
      Fucking figures,

    • Wulf says:


      What if they’re both?

      I watched the movie, the animated comics, and decoded all the stuff in the game, so I probably have more information on this than the average person does. What I got from it is that they’re being animated by some kind of parasite, but that the actual bodies have undergone necrosis, so they are dead, and what we have is a sort of puppetmaster dealie.

      Therefore, they are actually dead, but the thing controlling them (that’s linked up to a massive hivemind) isn’t.

    • Wulf says:


      Like you said where, what?


  22. Jess says:

    I won dead space and i was thinking
    besides the first final is there a alternate final or something??

    like a 2nd final if u beat the game again

    • Samuel Bigos says:

      Not that I know of.

      If you complete the game, you can play it again with a new suit of armour but that’s it. However, if you chose to play again like this, you can’t change difficulty, so if you wanted to play the game again on the hardest setting, you can’t use the new suit of armour. Kinda sucks.

  23. Year 6 Maths Teacher says:

    If you’re talking about median, yes. If you’re talking about mean or mode, probably not.

    It’s also spelled Maths. There’s no such thing as a mathematic.

  24. Phil says:

    I know its a stretch but….Extration was realy realy good, terror-rail-shocker with superb gunplay. Fullstop. Secret Wii hit for me.

    • Wulf says:

      Really? Huh! I was worried that the nature of the Wii (which seems to drag most things down into the dirt, aside from happy, party games which are designed for it and are actually quite good) would kill it. I’m not one to turn down moar Dead Space. So yes, I think I shall have to look into that!

    • DJ Phantoon says:

      I happened to like Metroid.

    • Wulf says:

      The Wii had a Metroid that wasn’t a port of the GameCube games?

      Damn, my Wii info is outdated! :D

    • Dominic White says:

      Erm.. Yeah. The Wii got Metroid Prime 3 shortly after launch. The gamecube ports didn’t happen until a full year later. You may be travelling backwards through time, because your info isn’t outdated. It just misses vital parts of data from a long time ago.

    • DJ Phantoon says:

      Yeah. Metroid Prime 3 did away with the obnoxious ammo system they put in Metroid Prime 2 after apparent brain damage (Missiles and Super Bombs still have ammo of course)

    • Dominic White says:

      Ammo was only an issue in Prime 2 if you failed to pick up on the fact that if you use Light shots, more Dark ammo will drop, and vice versa. You’ll be generating more bullets than you use 90% of the time if you cotton on to that very elementary fact.

    • DJ Phantoon says:

      What, you weren’t spamming Annihilator shots during the final boss fight?

      Anyways, it’s not really the mechanic, it’s the fact it was ever even there.

    • Wulf says:

      So I now have two Wii games to check out.

      Blast it all, as if I didn’t have enough to play all ready. I’d sort of comfortably slotted the Wii into a niche for party games, things like Bomberman and Tetris, possibly so that I wouldn’t have yet another gaming system to spend hours in front of.

      Oh well, c’est la vie. >.>

    • Jad says:

      If you’re down with rail-shooter/light-gun games, House of the Dead: Overkill for the Wii is fantastic. Pitch-perfect exploitation/grindhouse aesthetic, seriously funky soundtrack, hilarious dialog. Great co-op. A warning however, it is around 4-5 hours long, so probably a good rental or purchase when cheap.

      As for Dead Space 2, I am currently playing the original (seriously, I just quit out after playing for an hour or so and came to RPS to calm my nerves a bit ), and so I am interested in the new one.

      It certainly is more an action game than a horror game, but what I really feels like is the “scary” levels from various shooters, such as Ravenholm, extended into a full game. Ravenholm was tense and frightening, but you wouldn’t call it psychological horror, or claim that Freeman was especially vulnerable. Its more a case of atmosphere and pacing than explicit survival horror mechanics.

    • Nick says:

      Another vote for House of the Dead: Overkill here, it has the odd crash bug that can kick in at certain points, but aside from that it is pretty damn funny with its over the top exploitation characters and piss takes of the voice acting in previous games. Its also pretty good as far as rail shooters go.

    • Dominic White says:

      I really can’t wholeheartedly reccomend HOTD: Overkill. It has fantastic style, humor, design, music, etc. It’s just not a very good lightgun game – not even close to being as good as the first two HOTD games, and the engine creaks and chugs when rendering more than a couple of enemies at once.

      Oh, and the bosses. They blew.

      I’d still reccomend it as a must-have rental, but it’s not a keeper.

  25. Jorlin says:

    That pretty much looked like more of the same,,, I really liked dead space on PC… the first five levels were great… after that I really was bored by the very same just with slightly different paceing… I cannot imagine how this is going to change after seeing this trailer…

  26. DD says:

    Really enjoyed the first Dead Space. Found the atmosphere and style to be very effective and giving me the spooks. This just looks like an awesome sequel!

  27. mcnostril says:

    I’m pretty annoyed by the new suit design. The suits in dead space looked mean. Like some horrible gothic engineer, like it came out straight from event horizon. Even the military suits had that scary, uncomfortable look to them (although less so than Isaac’s suit).

    This new suit looks like some aborted mecha. It looks like it came out of some bad anime (especially the helmet). My favorite part of Dead Space was the visual design, which borrowed from a lot of sources, and managed to make everything look somewhat rugged and unpleasant. This just seems like they were thinking “how do we make this cool?” like they do in those terrible jrpgs with impossibly cool characters and their spiky hair and humongous phallic swords. It really bugs me because Isaac’s suit is pretty much the most iconic thing the game had going for it, and now they’ve changed it for worse…

    Oh well.

    Hopefully the game is as immersive as the previous one. It was pretty standard gameplay, but visually polished to the point that it was this polish that carried the whole game. It’d be interesting to see if they can pair up this spit shine with some good gameplay and story.

    • Wulf says:

      Doesn’t look that bad at all to me, it just looks like he had an upgrade.

      To be honest, it still looks wonderfully unsettling to my eyes. I love the way the suit moves around, in an almost organic way, almost as if to say “I’M-A EAT YOUR HEAD!” seconds before his head is engulfed by the helmet.

      Am I the only person who read that into it? Maybe it’s just my imagination, but I’m fairly sure they intended to make it look that way. I really hope the suit moves frequently too, for whatever reason. I hope that upgrades involve the suit moving bits of itself around, and replacing bits with other bits, and generally looking like a technoviral mess.

      Of course, this tells me once again that I really should be a creative director for a game.

  28. Nick says:

    Ahh Xenomorphs.. Aliens is one of my favourite films of all time. (of ALL time).

  29. David Z. says:

    Eric Brosius works at Harmonix now.

    link to

  30. Ryx says:

    bald space marine 2

    • Psychopomp says:

      But, Isaac is neither bald, nor a space marine…

    • Wulf says:

      *hands Ryx a +12 Belt of the Observer, with bonus rolls against Overlook Details.*

      Here, you’re going to need this!

  31. bill says:


    I’m with you on the helmet thing! Let’s start a Campaign for Real Helmets!

    I blame Lost in Space and CGi. It wasn’t Lost in Space that started the whole “lets use obvious CGi for everything” phases in movies, but it was out at it’s peak… and i think they were the first guys to go with the Fold Out Venitian blind effect…

  32. Tei says:

    *looks the screenshot*

    the main character is facepalming, this is never a good sign

    • Dominic White says:

      He did that at the end of DS1 as well. Dude got all kinds of messed up in the head on his last adventure. Word is that he’s even more psychologically unstable for this one.

  33. Adrian says:

    Looks just like dead space 1 which is exactly what i wanted :)

  34. medwards says:

    I cannot say this enough: Cryostasis was better. Atmosphere, sound design, story (even that wonky weirdness that makes up the ending). After awhile you just get used to waiting for the necromorphs to burst out of the nearest available vent/growing tube/whatever and then you methodically chop off their limbs. By 3 chapters in this was par for course and the backtracking that the game made you do ALL THE TIME became quite tedious. Boss fights were cool, but they seriously needed to shorten the game up a bit.

    Cryostasis I was scared almost all of the time. And intrigued. Less so on both counts with DS. That said, it is an alright title that I will buy on discount, but I highly highly highly recommend Cryostasis first.

    (the way I go on about it you would think I was a paid upper for 1C)

  35. Ravenger says:

    Let’s have fully rebindable keys this time, please. Us left handers tend to get annoyed when we can’t use the arrow keys for movement. Good thing there was a user hack to bind the unbindable in the game.

    • Dominic White says:

      I’m left-handed and can use WSAD just fine. My solution involves moving the keyboard a little further to the right.