Preview: Dead Space 2

In 2008 Dead Space was born and produced one of the highlights of the year with its sci-fi horror story that had more jump scenes than a highlight reel from a motorcross race.
Yesterday, we got to see how the sequel to this standout title was shaping up. A big question that was in the minds of many and one that was actually asked by a member of the gaming press in the Q + A after the demonstration was “How are you going to improve on something that produced such a sublime and deep experience the first time around?”. The answer was in the demo and an overview of how the game was progressing, what new features are being implemented, how much slicker and organic the game feels compared to the first one, a couple of the new monsters that will appear and how they are not changing from a formula that has worked before.
The story, we are told, is based three years after the first story on one of the moons of Saturn called Titan and in a city called Sprawl, apart from that we are not told too much due to the spoilers and however hard we tried for a cheeky exclusive Steve Papoutsis, an Executive Producer at Visceral Games for Dead Space 2, was ready to shut up shop and not budge on the secrecy surrounding the storyline to the game. One thing that has to be said was that Isaac looked more fluid in his movement compared to the first game. It didn’t look as clunky and that was backed up by Steve saying that extra emphasis has been put on the way Isaac moves, along with a control system that will feel more natural to a player than before. Everything moved a little faster and smoother which included Telekenisis, something that is encouraged more this time around and the fluidity certainly allows for that. Also, the melee attacks and stomps have been sped up too and where before you may have only used them in a last ditch attempt to survive once your ammo had run, now you are more obliged to you them in situations that suit in a way to conserve ammo. These things are definitely welcome and an instant improvement on the original. Weapons themselves can still be upgraded but unfortunately we were not allowed to see the system as the game did not have it in place properly yet.
Another big stand out towards the beginning of the demonstration was the way you go through doors. Again explained as an upgrade on the original character, instead of having to go back and find keys to get doors open, now you play with the mechanics of the switch in order to open it. Using your left thumbstick you tweak the wiring to get the signal and connect. If you get it wrong then you take damage to your suit. Again, this helps with the flow of the game rather than bog it down having to go over old areas.
New weaponry was also demonstrated to show how much deeper and strategic the game has become. The Javelin gun was the main weapon shown and with a deft touch of stasis to slow your enemy down, the javelin gun fired its ammunition, piercing the necromorph and pinning it to a wall. From there you also have the ability to electrocute your foe. That’s not all, you can now take off enemies claws and use them as effective weapons too. A lot was said about the original and how effective the game was in terms of survival, making sure you have enough ammunition available and trying to survive if you have ran out. Being able to now utilise the surroundings for your benefit allows you to think a little bit more about your strategy in survival.
Dead Space was pretty limited when it came to environment destruction but not anymore. Virtually everything can be shot and used as a weapon, including glass, as was demonstrated at the event. Visceral Games have made a point in making you feel that there is a world outside too. Suction etc can be all too apparent and can also be used to dramatic effect and another way to save your ammunition. We saw Isaac being confronted by a few necromorphs in an office, after some blind firing, some bullets hit the glass which created a vacuum, sucking everything out, including Isaac. Now you could see a strategy there if there was a way to stop the vacuum sucking Isaac out and there was. Above the glass was a button so shooting the glass first created the vacuum jetessoning out your enemy. As Issac was sliding a bullet was fired at the button which closed down some emergency doors to stop Isaac getting sucked out.
Last but not least we have to mentioned a couple of new monsters you will face. Each has their place in the game, each react in different ways and each will stop that run and gun element that end up in most games. We were told that the more you explore and interact, the more rewarding it will be so monsters like Cysts, that attach themselves to anything they can find will act like mines. You will hear them in your vicinity and with some slow pacing you may be able to get past them but you can also use them to your advantage thus saving yourself some bullets. If you get close enough they will eject a cyst from themselves which will explode over anything near it. If you can get one to eject then you can use stasis to hold it and project it towards an enemy.
Stalkers will work in a different way and also as packs, trying to outflank you at every turn. Not too easy to dispatch but you again have to think about your surroundings and the best way to think kill them without using too much ammunition.
Overall, Dead Space 2 looks like it will light up the radar close to its release. The control seems a lot smoother, the game ran incredibly slick at a very high frame rate and looked beautiful, yet eery. The tension and claustrophobic feel is still there and with a lot of jumps and scares that really differ to the original just to keep you guessing. Everything about the game is a vast improvement on the original and Visceral have definitely allowed feedback from the community to help re-shape the mechanics of a stunning game the first time around.
Dead Space 2 will be with us in late 2010 on the PS3 and dates are to be arranged for the 360 and PC.