Dead Space 2
Release date25 Jan 2011
About Dead Space 2
Dead Space 2 is released by Electronic Arts in 25 Jan 2011. The game is designed by Visceral Games. Dead Space 2 is a typical representative of the Shooter genre. Playing Dead Space 2 is a pleasure. It does not matter whether it is the first or a millionth hour in Shooter, there will always be room for something new and interesting. Thrilling levels and gameplay Dead Space 2 will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
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A complete list of games like Dead Space 2 can be found at AllGame here.
Dead Space 2 is versatile and does not stand still, but it is never too late to start playing. The game, like many Shooter games has a full immersion in gaming. AllGame staff continues to play it.
Dead Space 2 is perfect for playing alone or with friends.
At AllGame you can find reviews on Dead Space 2, gameplay videos, screenshots of the game and other Shooter representatives.
This section tells the history of the world of Dead Space 2
Dead Space 2 takes place three years after the events of Dead Space, in 2511. Following his nightmarish encounter on the USG Ishimura, former engineer Isaac Clarke arrives on the Sprawl, a civilian space station built on the remains of Saturn's moon, Titan, which was broken into pieces in a planet-cracking operation. Here a new Necromorph outbreak begins. Isaac witnesses the panic that overtakes the station from the start.
Dead Space 2 - game review
Three long years have passed since the incident on the planet Aegis VII. As we witnessed at the end of the first Dead Space , Isaac Clarke managed to destroy the entity controlling the Necromorphs, and also ruined the mining colony where the Red Mark was located - an ancient artifact copied by scientists that was the key to the invasion of bloodthirsty creatures. It seemed that after this heroic deed, the engineer would be able to take a well-deserved rest. And in a way it did, although he did not necessarily like the resort.
The action of the second game in the Dead Space series takes place on Titan, the largest moon of the sixth planet of the solar system, Saturn. Clarke is in the Cluster space station, specifically in the hospital there, where he wakes up from a coma. It is not known how Isaac landed in the sanatorium - we can only suspect that the stay there is related to the events that our daredevil witnessed at Ishimura. There is no time for deeper reflection anyway - at the beginning of the game, another infection occurs, which turns the lives of people living in the Concentration into a nightmare. Alien creatures are rapidly increasing their ranks, because every killed person is immediately incorporated into the bloodthirsty horde.
Clarke has no choice. In order to survive in a hostile environment, she has to face the Necromorphs again. This time, however, not only monsters are his enemy. The engineer has obvious problems with his own psyche, as we are convinced by hallucinations related to his late girlfriend - Nicole Brennan. So Isaac is fighting both the Necro-Plague and himself. By the way, he also tries to answer the basic question: what the hell is going on here?
The plot in Dead Space 2 was run quite smoothly. The next pieces of the puzzle are revealed gradually and almost to the very end it is difficult to predict how it will all turn out. A little more emphasis than in the "one" is on dialogue, due to the fact that Isaac began to speak. The creators did not forget about placing a large number of text messages and audio recordings in the game, revealing a lot of information about the station and its inhabitants. Unfortunately, the story itself leaves a lot to be desired and at times you can get the impression that the writers have reconsidered a bit - I don't want to go into details here, so as not to spoil anyone's fun, but the story in the first Dead Space, although not original, made a much better impression. You can feel huge disappointment especially after the grand finale. The endgame is terribly lame, the authors did not show any interesting idea to end the game with style. However, they have not forgotten to leave a gate for possible continuations. In fact, after such an ending, fifteen Dead Spaces can be created.
The game also seems to be less organized in completely different, seemingly prosaic issues. While the presence of mining tools on the planetbreaker did not raise any objections, it is hard to accept the fact that the plasma saw - Clarke's main attribute - is, by chance, in a medical complex.
In the first game, the need to fight in closed rooms was also cleverly explained, which is common in both installments of the series. When Necromorphs appeared in the area, Ishimura's system ordered a quarantine and would not allow anyone to leave the contaminated room until it stopped recording alien life forms. Clarke had to kill them then to move on - logical, right? In Dead Space 2, the problem was solved less convincingly. In the Cluster, the order of the day is simply to cut off the power, and energy is not restored until the last enemy is dead. Why then, I don't know, but after one such incident it started to irritate me. For comparison - in the "one" I did not pay attention to it at all.
Okay, I complained to myself - now it's time to praise the new Dead Space . The biggest plus is of course the fantastically realized action. If someone liked this specific, sluggish pace of the game from the original and does not mind that Isaac Clarke turns at the speed of a turtle, you will easily fall in love with the "two". The authors improved the controls, slightly accelerated the engineer himself, and increased the field of view a bit, but still the shooting is hard to call lively. Dead Space 2 requires angelic patience, because the clashes with creatures are very similar to each other and tiring in the long run. It is true that in the game we come across some variations every now and then, in the form of a simple logical puzzle, and again in the form of an exciting action almost entirely based on scripts (the train ride breaks the head!), But the essence of the struggle was the laborious progress, preferably immediately with the weapon ready to fire, to reduce any losses in health to a minimum.
The enemy menagerie has increased by a few new Necromorphs, which is also a plus. They are especially brilliant with creatures that move faster than Isaac himself - any clashes with opponents who can move around the board at an express pace clearly increase the attractiveness of the fights. I must admit that there were moments when I stood in the doorway, afraid to take a few steps forward, because I knew that the nearby Stalkers would immediately try to ram me. I am also glad that the difficulty level has increased significantly. The chrysalises attack in larger groups, and direct contact also occurs more often than in the original, so you have to be pretty naked to get out of trouble. However, the real massacre awaits in the last chapters. The creators stuffed so many opponents on the boards that the fight becomes hellishly tiring. And Isaac is not a tough guy. He loses his health quickly, and he usually has little ammo - if you think that completing a "two" with a plasma saw in the paw is as easy as before, good luck.
The enlargement of Clarke's handheld arsenal also deserves another praise - now he can choose from a few really interesting guns. In addition to those known from the original, there are completely new inventions, incl. a bolt gun, similar to that of the Painkiller and the second BioShock, and a sniper rifle that deals very high damage. Weapons can be improved in workshops found here and there, just like in the original. Of course, the necessary power nodes for this purpose are so few that it is impossible to improve everything to the maximum. So let's get acquainted with each tool of doom and simply choose a few that suit us best. It's not Quake, where the weapon hidden in the inventory can be pulled out at any time during the game. If we do not systematically develop two, maximum three poppers, at the end of the game we will wake up with a hand in the potty.
The last positive thing I would like to point out is the atmosphere. Stifling, overwhelming, claustrophobic. The authors did everything to make the hero as honored as possible. There is not a single moment when we feel like a one-man army with a powerful arsenal in the paw, quite the opposite. Dead Space 2 teaches incredible humility, respect for the virtual alter ego, forces you to carefully explore the stations and react immediately to every, even the smallest threat. The journey is accompanied by moans, whispers, strange noises and absolutely insane music by Jason Graves. Let me repeat what I used to say in such cases: this game only triggers emotions when we fire it up at night, sitting alone with headphones on. After a dozen or so minutes, we completely soak into the atmosphere, ceasing to pay attention to the fact that the creators use cheap licks to scare us. Under favorable conditions, even those not very sophisticated scarecrows fulfill their task - a horse with a row to those who will not jump on a chair at school.
It took me ten and a half hours to finish the game, and actually about twelve (sometimes I repeated certain fragments, oh, sometimes). Considering today's standards, this is a pretty good result, but you have to remember that the pace of the game is incomparably slower than production like Call of Duty . The fun is, of course, completely linear. There are times when we can make a side jump for a while, but this only applies to the exploration of rooms that are right next to the main hiking route.
Dead Space 2 is a solid product, although not without tiny flaws. The first chapters threw me to the floor, the next ones allowed me to notice minor flaws, while the ending was a disappointment. However, this does not change the fact that it was time well spent. I liked the streamlined and much more difficult combat, nice cutscenes in the form of simple logic puzzles, all scripted and breathtaking scenes, and the amazing atmosphere. You can see that the authors have worked hard on the gameplay, pushing the story aside a bit. As a result, the Visceral Games product is associated with the second BioShock. There, too, the gameplay has been significantly improved, with less emphasis on other issues. Some people think it turned out to be good for that game, others didn't. It will be exactly the same here.
Of course, Dead Space 2 is a game a bit more specific than BioShock 2. It is aimed at a small group of enthusiasts who like space survival horrors and sluggish pace straight from Resident Evil 4. If the previous part of this series simply bored you, I don't see any chance to improve the situation after contact with the "two" - this title, although slightly improved, is simply too similar to the original. And since the work of the studio from Redwood Shores does not offer anything other than the campaign (let's lower the veil of silence for a clog in the form of multiplayer mode - after a few hours of play you will not remember about it anymore), it is no wonder that only fans will enjoy it cycle. But that was to be expected.
Krystian "UV Impaler" Smoszna
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Everything has its limits. A game can actually be too scary. And what does a development studio like Visceral Games get out of having created one of the most exciting horror titles in recent years, if many customers can't keep the horror through to the end? According to legend, this was the case with the first Dead Space . Allegedly, many players abandoned it due to stress without seeing the end. With Dead Space 2 , Electronic Arts has therefore reduced the adrenaline level a little bit. Less shock moments, but more straightforward action. Even so, Dead Space 2 is still scary enough. And it starts right away with a real horror performance.
What can be worse than waking up among clawed, murderous monsters? For example, waking up in the midst of clawed, murderous monsters wearing a straitjacket! Isaac Clarke discovered this at the beginning of Dead Space 2. The events of the previous one broke him inside, and so he finds himself three years after the events on the Ishimura in the mental hospital of the space station "The Sprawl". Suddenly a new necromorph epidemic breaks out there: people go mad, mutate into disgusting monsters, tear the survivors to pieces and thereby spread the "disease" further and further.
Right at the beginning of Dead Space 2 we have to steer the defenseless Isaac tied up in a straitjacket through the chaos of an alien attack. Everywhere patients scream, who are chopped up by disgusting monsters with scythe-like tentacles, bony thorns pierced or nasty tentacles sucked empty. Dead Space 2 shows in the first few minutes of the game that splatter effects are still very popular. So we don't get anything from the promise "Part 2 won't be so stressful" - on the contrary!
In the chaos of the infirmary, Isaac finally takes off his straitjacket and puts on his basic equipment: stasis generator, telekinesis module and plasma cutter. With this futuristic cutting device, he either fires horizontal or vertical laser beams, which neatly cut his victims. In order to kill Necromorphs, you have to take them apart.
Like its predecessor, Dead Space 2 advertises with "strategic mutilation": We first snip the legs off approaching monsters. Then the critters continue to crawl towards us on our arms, but are easier to process. The whole thing is not only a very bloody affair, but also possibly disturbing for the mild-hearted. At the latest when mutated children or even babies become Isaac's opponents, it becomes clear: Dead Space 2 is really only for die-hard adults.
Known and proven
In order to be able to divide the Necromorphs in a more targeted manner, Isaac uses his stasis generator: a white flash of light slows the victim for a short time and lets us take aim.
We also use the device to solve puzzles from time to time. A steel door, for example, that opens and closes extremely quickly and would squeeze us to a pulp under normal circumstances, can be decelerated in this way. With the kinesis module, Isaac can lift and throw moving objects like the gravity gun from Half-Life 2 . A severed Necromorph tentacle becomes a spear.
In Dead Space 2, Visceral Games distributed more objects in the game than its predecessor that we can use with telekinesis, for example stasis containers. If we shoot such a thing, all enemies in its area of effect will be slowed down, and much longer than Isaac's own generator could. This gives the developers a greater incentive to do without firearms more often. The lifting and sliding puzzles known from Part 1 are of course also available in Dead Space 2.
More level variety
The Sprawl offers a lot more visual variety than the giant spaceship Ishimura. Isaac's escape from the Necromorph spread leads him through living areas, which also have shops, a kindergarten and a sports hall, through magnificent church complexes, dark mining mines and of course every imaginable kind of futuristic storage and work space.
However, the level sections are not always logically linked. It goes from the children's room in an apartment to the next section of the ward - who builds something like that? Great, however: Clarke can now also get out into open space. Thanks to the control jets on his new spacesuit, he can move freely.
Armor and shops
Isaac gradually acquired better and better armor, called RIGs. Every new RIG offers better armor and more inventory space, but there are also bonuses that give Dead Space 2 a touch of role-playing game. For example, Clarke causes more damage with the armor used by the security service, while another outfit grants him lower prices in the shops.
Isaac can't just pick up equipment; he usually only gets blueprints, for example for a new rifle, and then has to buy the part at a terminal. We can find the associated money by the wayside, or we sell equipment that we do not use. This concept requires a certain amount of planning and makes Dead Space 2 a little more exciting: Are we celebrating our savings for the new suit, or are we lacking the money for a more powerful gun that might already be waiting for us in the next closet?
New arsenal, old problem
Dead Space 2 keeps the seven weapons from its predecessor, plus three new ones. The detonator lays mines that are ignited by a light barrier. A great tool to secure suspicious rumbling ventilation shafts. The harpoon thrower pierces our enemies with spears, which are then electrified in alternative fire mode and can thus damage groups of opponents. The use of the precision rifle, however, does not reveal itself to us: apart from two or three space walks, there are no great distances in the entire game for which the part would be useful.
The same applies to the remaining old weapons as to the predecessor: They do not differ enough from each other. We can pimp weapons and equipment on special workbenches with energy nodes, but because these nodes are so rare, it is not worth investing in two weapons that are almost equally effective. So anyone who has already put money into the flamethrower to fight bustling enemy groups will inevitably have to ignore the energy cannon, because it has the same benefit. Small consolation: In Dead Space 2 we are allowed to expand the already invested nodes and put them in other weapons. However, that costs money.
How much money and ammunition Clarke finds depends on the difficulty level (there are five). This not only influences Clarke's strength and that of the Necromorph, but also determines what Isaac finds when he opens boxes or cupboards. The easier the game, the more ammunition, medipacks and coal lying around, and the sooner we can unlock and drill new equipment.
On top of that, we can change the level of difficulty at will in the middle of the game. All ammunition, money gone and hordes of enemies on the march? Just shift down a gear, slaughter monsters, collect goodies and take a deep breath. Great for casual gamers, but perhaps too tempting for professionals.
In addition to the modernized balance, there are many small improvements compared to the predecessor: Isaac's navigation aid now not only shows the way to the mission goal, but also the way to the next shop, weapon modifier or save point, of which there are much more than in the predecessor. In addition, the mouse control now works properly and the keyboard can be assigned as required. However, in addition to W, A, S and D, Dead Space 2 requires seven more keys, so a gamepad is more handy.
Atmosphere for cutting
The great strength of Dead Space 2 lies in its staging. From the shoulder perspective, it looks like an interactive horror film, especially because there is no break between the running game and the many scripts and cutscenes.
In them the formerly silent Isaac now takes off his helmet and speaks. Because he has to fight not only with the Necromorph, but also with the ghosts of his past in Dead Space 2, this gives Clarke and the story even more depth, an even more cinematic experience.
The HUD system also hits the same line as the camera work: there is none. Dead Space 2 dispenses with classic screen displays and instead displays all important information directly in the game world. We can see Isaac's state of health from the glowing bar along his spine, ammunition stands are displayed directly on the weapons, the inventory appears as a three-dimensional hologram right in front of our character and even follows Isaac's movements. Crazy!
Horror suitable for the masses
When it comes to sound, Dead Space 2 is in a league that normally only its predecessor or Battlefield: Bad Company 2 belongs to: great surround positioning with ingenious effects. However, we recommend that you use the English language output on the DVD. As is so often the case here, the speakers show more vigor than in the German version.
Fans of the predecessor will probably miss only one thing in Dead Space 2: The number of shock moments and surprising boss fights has decreased significantly in Part 2. So EA kept its word and actually built in a few rest phases - where "rest" in this case means that Isaac is not rushed through dark corridors in a straitjacket. Dead Space 2 remains permanently creepy, but this time more players should hold out until the end.
Of course, we won't reveal whether a possible Dead Space 3 could follow at the end of the game. As you may have noticed, we skipped any story clues because the engaging story is a big part of the Dead Space 2 experience. And we can't tell you anything anyway. Because everything has its limits.
In Dead Space 2's multiplayer mode, the heavily armed "Security" (so to speak, four Isaac Clarkes) throws themselves against murderous Necromorph hordes on five cards. In the Titan Mines, for example, we are supposed to collect components for a bomb from different corners of the map in order to then assemble them. A merciless time limit for each sub-task, in this case the gradual assembly of the bomb, gives the Necromorphs the opportunity to win a game early. Because if we don't manage one of the tasks in just a few minutes, the game is over.
Security goes to work with a plasma cutter or pulse rifle. Collaboration is essential for effective advancement, as team members who are currently hacking a computer terminal are a hit for fast-reacting Necromorphs. Anyone who leaves their group disappears faster in a bloody tangle than they can shout "Help!" Into their microphone.
The classes of the Necromorphs
On the side of the Necromorphs we choose between Pack, Lurker, Puker and Spitter and then crawl hissing out of air shafts. The mutant pack has special abilities depending on the class. The Puker haunts opponents with caustic acid, while Lurker scurry around walls and ceilings and shoot with splinters of bone. Necromorphs can also see through walls. A definite advantage in combat.
A level system with unlockable weapons and damage bonuses should motivate you to continue playing. For example, we unlock the Javelin Gun or inflict more damage as a pack player.
The horror factor of the multiplayer mode is limited. The cards are too well lit, there are hardly any dark corners where we as Necromorphs can lurk. The surprise and shock factor tend to zero, the flow of the game is pure action. Even the tactical dismemberment with targeted plasma cutter volleys is missing, we simply fire at the limbs until a necromorph falls to the ground.
Action instead of horror
Dead Space 2's multiplayer mode is an entertaining treat that wears off quickly. Instead of real multiplayer horror, action awaits you. Especially because of the Necromorphs, it's really fun for a while. However, there is sometimes a problem with the matchmaking system. High-ranking players are lumped together with beginners and a high-level packing professional pokes an inexperienced security guard out of the suit in seconds.
Screenshots will help you evaluate the graphics and gameplay of Dead Space 2.
If screenshots are not enough, you can enjoy creative videos from Electronic Arts
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