Dead Space 2's Miner Upgrades, Including A Solution To A Lack Of Bullets

You're space miner Isaac Clarke three years after the events of the first outer-space horror game Dead Space and you are again low on ammo. What do you do? Cower?

In Dead Space 2, you thank yourself for not being in Resident Evil in which the scares build as ammo becomes more scarce. You shoot your slicing mining lasers at the dangling arms of the mutant aliens you're once again fighting. And then you use your telekinesis to pull that severed alien limb or talon toward you, then shoot it back at the alien for a killing blow. No bullets, no problem.

Last week I played a small mid-game section of late January's Dead Space 2. The sequence was set in the darkened halls of compound or church dedicated to the maddening Unitology religion that has spread, like the alien swarms, through the Dead Space fiction and onto the Saturn moon of Titan on which Dead Space 2 is set. What I played, for the record, matched what our Brian Crecente saw in May.

What Crecente saw, I got to play, a sign of EA's rising confidence in a game that is now six months from release. Dead Space 2 shows that the series is still dark and attractive. It is still a game about Isaac Clarke walking through an eery chamber full of man-sized frosted tubes, noticing one has been shattered open and realising that its inhabitant, an awful angry mutant alien is around the corner waiting to maul.

The developers have tweaked their control scheme, putting health recharges on the circle button and assigning telekinesis to circle + shoulder button. Stasis, used to freeze enemies, is now triangle + shoulder button. Reload gets its own button this time, square. The new mapping is intended to allow for swifter, smoother play. Also to that end, the old melee stomp from the first game can now be a somewhat rapid series of stops, the old "stomping a mudhole and waling it dry" kind of thing, for those who watched WWE in the 1990s.

The biggest control changes are in the zero G.

Zero gravity in the first game was a tightly managed gameplay system. At times gravity would be deactivated in a room and then Isaac could jump from one position to the next, launching himself only in straight trajectories. Isaac can now propel himself in any direction in zero-G, sort of like controlling a levitating super-hero or even a helicopter in a game. Kotaku intern Aulistar Mark completed a puzzle in Dead Space 2 that turned gravity off and got to try this too. As soon as gravity was off, debris and canisters floated into the air along with Isaac, as Aulistar aimed the camera, he could then move Isaac in any direction, or just leave Isaac to levitate. A separate button press makes Isaac land.

The control tweaks and the limbs-as-bullets thing gave the impression that Isaac will feel like a more capable hero in Dead Space 2. That is EA's intention. A company rep said that the game will even include a few more hero-moments than the first one, moments when Isaac finds a great gun or some other way to momentarily feel like he is empowered and has the advantage. That won't always be the case, though, because Isaac is supposed to be overwhelmed. We need to be scared.

The main man of this game should feel like more of a person this time. The studio is giving Isaac more lines of speech in this game, and they are pitching Isaac as a more independent-minded hero who will talk back if he doesn't like what people are asking him to do. I was told that he won't be quipping one-liners but that he will feel more like an everyman... so maybe he'll be a little more Nathan Drake, I guess? But not all the way?

A lot of Dead Space 1's best stuff appears to be back for the sequel. In the section I played there were wonderfully tense confined-quarters shootouts against aliens, for example. The floating heads-up-display that lets Isaac talk to hologram versions of people he's associated with in the fiction is back. There are once again wild moments that have Isaac being dragged around, the camera shaking and shifting to all sorts of extreme angles, all the while the player retains control of Isaac's gun and has to shoot whatever alien tentacle monster is tormenting him. There are more hacking and physics puzzles that are built believably into the sci-fi infrastructure of the Dead Space environment.

Some of the big mysteries that remain involve what is actually happening. Why is Isaac back in a mining suit? What has gone wrong in this massive city, which is known as The Sprawl?

And what is with the multiplayer, which has promised but not yet detailed by the developers?

Dead Space 2 is already looking well-polished, far as it is from completion. EA's Visceral Studios did an acclaimed job on the first game. The sequel appears to be on the right track.


    More lines of dialogue? He didn't have any in the first game did he?

    I'm not sure how I feel about this change. On one hand there were plenty of times in the first game when Isaac could have spoken and his silence seemed pointless and as though it was done as an arbitrary homage to Half Life and for no other reason. On the other hand, we were with Isaac for a number of horrifying hours and he never spoke then, so why should he start now?

    If he remained silent then it could be suggested to be some sort of psychosis, which considering the ending of the first game could become really interesting.

    I can't wait. I'm glad he'll be talking more. I think one of the minor faults of the first game was a lack of ammo.

    Does it build scare? Maybe. But then you find yourself in a section far away from a terminal and with no credits, in a section that you just can't beat without running out of ammo.

    So you have to play that bit for hours to get it just right, or even reload a previous save. That sucks.

      "Lack of ammo..."?


      Ammo scarcity is one of the primary ways games like Dead Space, System Shock 2, Resident Evil (pre RE4) etc. induce tension.

      For that matter I think that what DS2 is doing by making Isaac more "badass" is terrible. DS is meant to be a horror game. Its not meant to make you feel powerful and awesome and "OMG I'm in an action film."

      You need to DISempower the player to make games like this frightening.

    Ah, I'm pretty sure the original Dead Space had the ability to fire limbs back at foes with Telekinesis.

    Playing it on the PC it was a lot easier to aim at limbs and therefore easier to conserve ammo, so it isn't as much of a problem I think.

    Any idea if Dead Space Ignition is coming to PC via Steam?

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