What I Want in Dead Space 2
Written by Adam Dodd   
Sunday, 12 July 2009 02:18

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Last year we were given a rather spectacular survival horror title that had all the scares, gore, and strategic dismemberment gamers could handle.  That little gem was Dead Space, and after its critical and commercial success we are guaranteed to see a follow-up.  As an avid gamer I look forward to returning to the dark and gruesome Dead Space universe, as a survival horror fan I look forward to seeing what the game does to innovate the genre, as a game critic I look forward to being able to take it apart, examining and critiquing each bloody piece, and as an aspiring Game Designer I look forward to all of the above.  But because no game is perfect, and since Visceral Games has a lot to live up to here are a few things I would like to see in the next one.  So read on dear reader, for what I want changed, added, and what I think needs to stay the same in Dead Space 2 (or whatever it ends up being called).

The similarities between Dead Space and Resident Evil 4 are obvious; the most noticeable feature the game’s share would be the third person over-the-shoulder perspective RE4 made popular.  However, I think DS2 should take a few more pages out of Capcom’s book.  In Resident Evil you can combine herbs to make them more potent, and you can also combine treasures to make them more valuable.  I think both of these features would translate well in the Dead Space sequel.  For example, you can combine the three sizes of the health items (small, medium, and large); Small + Small = Medium, Medium + Small = Large, etc.   The ability to combine treasures (called Semiconductors) would add another level of strategy to the game (do you want to sell the item now or wait until you find the other half so you can get extra money?), and you could even make a minigame out of it (like the hacking in BioShock).  Maybe the lead characer is tech savvy so he can use his skills to mess with the conductors in a short minigame?  Maybe if the player fails the minigame, the semiconductor’s value drops, but if they succeed the value doubles?  I think this could be a great addition to the game and this feature could be added to the already existing Work Benches scattered throughout the game.
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Give me a reason to care.  Isaac Clarke, Dead Space’s protagonist, went through Hell before being stabbed in the back at the end of the game (belated spoiler).  The only problem is, I never cared.  I never felt sympathetic, and the fact that I would never shed a tear for the guy I just spent twelve hours controlling is kinda sad.  I think this problem comes in two parts: the first part of this problem is that I only saw his face once.  By the end of the game I had completely forgotten what Isaac looked like?  Did he have a mustache?  What color was his hair?  If I was given a quiz with those questions on it I have no doubt I would fail.  Miserably.  The other part of this problem is that he never talks.  This worked for Gordon Freeman because of the way other characters in the game interacted with him, but Isaac only interacts with two characters, an imaginary specter of his dead girlfriend (another belated spoiler), and an ton of aliens.  Hopefully, Visceral Games will give us more of a reason to care about the lead in Dead Space 2.

My next set of additions and revisions are all about the character you control.  Obviously, the lead needs to be easy to control, if he feels like a tank you’ve done something wrong.  Dead Space didn’t have this problem, though some vary basic skills were missing like the ability to dodge and the absence of a 180 degree quick turnaround.  I would love to have the ability to take a quick step in any direction when something I thought was dead just leapt to life in front of me, and I would also appreciate the ability to turn around quickly (turning Isaac could be a chore, especially in the more intense situations).  The melee combat (including the stomping) could also use some help.  Sometimes I would have to stomp a box three times before Isaac’s foot actually connected to the box.  A cool new addition to the combat could be the addition of an execution kill (kind of like when you can punt the baby alien things that latch on to you).  The developers had plenty of great and gruesome death scenes for Isaac, but I would’ve loved to be able to really pound the crap out of an alien that really pissed me off.  Oh, and please let me block in DS2, the Necromorphs can block so why can’t I?
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For Dead Space, the developers focused on the single player campaign, making sure it was long and memorable, but in Dead Space 2 I expect some sort of online functionality.  BioShock is doing it, Condemned 2 did it (somewhat successfully), and Resident Evil 5 did it (albeit less successfully), so I know Dead Space can pull it off.  In fact, I already have some ideas for what type of multiplayer modes DS2 could include.  The first is a rip-off of Gears of War 2’s Horde mode (or Left 4 Dead’s Survival Mode) where several miners (controlled by up to 4 players) try and survive against an endless onslaught of enemies.  Another interesting concept is again, from Left 4 Dead (what can I say, that game is spectacular) where 4 humans, playing as miners, fight against 4 other humans who play as the Necromorphs.  With some twists to already existing enemies (you have the Pregnant, which is similar to the Boomer, and that Tank-like Necromorph which is very similar to L4D’s Tank), this could work.  Obviously, something else would need to be added to keep this from becoming a Left 4 Dead clone, perhaps the Miners need to mine as much of the asteroid while they’re defending against the Necromorphs?  Something along those lines could make this more than just a spin-off.

Let’s talk about blood.  Blood, gore, and strategic dismemberment (a term I will never tire of using).  The animated film Dead Space: Downfall had very little that made it interesting, but it did have one shining moment: when the Energy Saw made its debut.  This weapon better make it to the sequel, because I would love to shred some Necromorphs up close and personal (this weapon could even be used for the execution moves I discussed earlier).  Also, I would like to see someone transformed in front of my eyes.  In Dead Space we got a taste of what it’s like to be turned into a Necromorph in the form of audio/video files and seeing corpses transform.  That’s not enough.  I want to see a living, breathing person (preferably someone I’ve become connected with through the course of the game) transform in front of me.  And please, leave nothing out.  I want screams, cracking bones, and squishy body parts.  Yes, I am in sire need of a serious psychiatric evaluation, but this is what I would like to see.  Seeing that would strengthen my uneasiness the player feels towards the Necromorph, now that they know what it’s like to become them.  Plus, if it’s done right, it could be scary as hell.
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On the weapons front, I would like to see more variety.  The mining weapons were all excellent, but the military arsenal could be expanded (since all we had was the Pulse Rifle).  A Pulse Pistol?  Pulse Rocket Launcher?  Those could be fun.  Of the existing weapons, the flamethrower is the only weapons I want changed.  Look at the flamethrower in Gears of War 2, which is fun and satisfying to use.   Since Dead Space is a game that’s meant to be played more than once (what else is there to do?) I would’ve liked to be able to equip any of the armors I’ve purchased throughout the game.  Once I beat the game maybe I want to re-equip the level 3 armor?  Maybe I don’t like the way the level 5 armor accentuates my character’s large behind?  Give me the chance to switch between the armors, and I’ll be happy.

Side quests.  In Dead Space you have a singular goal, and everything you do takes you one step closer to accomplishing that goal.  There is very little to do other then your main mission, and while I’m not saying that I want a sandbox style game I’d like to have some side quests that aren’t required to complete the game.  There were some entertaining distractions like the Shooting Gallery, and Zero G Basketball.  I’d like to see more of these.  These sports could be added to the multiplayer too, wouldn’t it be fun to play some Zero G Basketball online with other players? Add some leaderboards and Dead Space 2 could be infinitely more replayable.
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Some things I want to stay the same?  Because I loved Dead Space there’s a lot I want to see in its sequel, but I’ll separate into three parts: the music, the gore, and the interface.  The music and sound effects in Dead Space are rather spectacular, rarely are sounds used so brilliantly to mirror the scariest moments in a game.  Many a time I found myself happily stomping a slain enemy before getting surprised from behind (stop giggling).  When the creature in front of me showed its ugly face the crescendo moment in the music covered the sounds of the second Necromorph sneaking up behind me.  The second element I want to see again is the gore.  Dead Space was and still is one of the goriesty, most brutal titles I’ve ever played.  The strategic dismemberment, Necromorphs, and decaying environments were all gruesome.  The third element DS2 better have is the original’s interface.  I loved not having a Head-Up Display (HUD), the video/audio files were unobtrusive, and the inventory and map were clever and extremely cool.

So please, Visceral Games, I’ve given you some ideas because I care.  I care as a gamer, a game critic, and as a horror fanatic.  I love Dead Space, and I think its sequel could blow the genre out of the water.  I have a feeling we’ll see some minor improvements and new features/enemies in the upcoming Wii title, Dead Space: Extraction, the true sequel is what really matters (at least to me).  So do you agree with my ideas, or more importantly, do you have some of your own ideas you’d like to see added or changed in Dead Space 2?  Let me know.


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Comments (17)Add Comment
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written by Joseph Haygood, July 12, 2009
I think you miss the point of the game. Isaac is a miner, by trade, and his weapons are because of that trade. If you look at the weapons you have, they are all mining related. The same idea goes for movement. Isaac is not a highly trained soldier that can pivot and shoot. He is a simple mining guy, that is wearing a rather heavy suit. It is not popular for its turning radius.

Oh, and adding Multiplayer does not mean it will be good. Just looking at the multiplayer in Bioshock 2 is killing me.
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written by Adam Dodd, July 12, 2009
I realize the weapons were derived from Isaac's mining career, but there was a military presence in the game that had weapons made to kill. I'm just saying I would've liked more variety in the military weapons. And I'm sure there are plenty of miners who share the ability to take a step back, or dodge. I'm not saying DS2's lead should be able to perform acrobatics, I just think he should be able to do basic dodging, blocking, etc.

And I completely agree with you in that multiplayer doesn't mean a game will be good (and BioShock 2's multiplayer has me pretty nervous), but some sort of online component does make a game replayable. I don't know about you, but I would like to have something to do after I complete the campaign.
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written by Maxxie, July 12, 2009
I wasn't a big fan of the flamethrower either, it just didn't feel right (plus it was extraordinarily weak). The treasure combining idea is awesome! Very clever. I hope they include that (and many of your other ideas, especially the multiplayer) in Dead Space 2.
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written by alexi, July 12, 2009
i would kill for some online and offline co op

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written by Jesse, July 12, 2009
I would personally like some more challenge. If you had to time your shots or aim more precisely. For example, if necromorph blocked your small arms fire with it's blade-like appendages, forcing you to shoot when it's guard was down. Some more variety to the enemies would be nice. Even if they just took one basic model and added or subtracted random appendages. You could end up with several variations and it would be good flavoring, well in line with the game's concepts.

The game's environment was brilliant, I just wish you could have made more use of it. To be able to destroy windows and suck the air and necro's out of a room, or to shoot down overhanging machinery or lights. Just something to spice the action up a bit; it was a bit repetitive. Only other thing, some lengthy zero gravity fights would be wonderful and a few instances of faster paced combat.

Outside of the environment and combat, I'd like to see sections of the game with more scarcity of ammunition and an emphasis on running away. The beginning of the original was great, it got my heart pumping. I want more adrenaline filled, "OMG, he's gonna kill me," moments. Like, you mentioned, some sort of mini games would be a good change of pace.
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written by Joe D., July 12, 2009
Don't play any PS3 exclusives I see lol, if you did you would have added "switch shoulders" to the list of things to be added. Also Left 4 Dead is an overrated piece of crap.
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written by TheGeckoNinja, July 13, 2009
BLASPHEMY!!!!!!! D:
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written by chris, July 22, 2009
any more weapons would be stupid
what is wrong with u
pulse rocket launcher
thats the worst idea i have ever heard
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written by al, July 22, 2009
i want it to come out early!!!!!
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written by craig, July 23, 2009
more military weapons would be stupid you may aswell put a special forces commando in there aswell. This game was so good because you had a normal guy using whatever he could get his hands on trying to survive that was the point. I think the developers will have to be very clever if they want to get this sequal right.
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written by MANDO, July 29, 2009
FAGGOT THESE IDEAS SUCK BIG HAIRY RHINOCEROUS BALLS.
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written by noobs all out, July 31, 2009
i want the game to be longer i fuking love this game
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written by zack, August 06, 2009
he is not a miner he is a repair technision.
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written by anynonums lol, August 06, 2009
dude ROCKETS RULE
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written by Cletus, August 20, 2009
I agree with the people saying they loved it. I played through it twice and loved it both times.. I think co-op should be the only route they take with multiplayer..I found myself wishing I could shoot while in the middle of a zero g jump.. that could add a lot and make some long zero g battles more feasible. I agree with keeping the HUD GONE. Loved that part. Maybe a little more customization options as far as suit and weapon interface goes. But I trust em.. It'll be effin sweet.
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written by Xoid, September 03, 2009
The whole point of the game is survival horror; it can't be done without at least one part of that equation, and horror is hard to account for once everyone's already played the game fourteen billion times.

So how can it be done minus the suck? Easy. Necromorphs versus surviving crew. Surviving crew has limited funds to spend on hardware, Necromorph team gets to keep coming. Necromorphs start off with basic forms swarming the defensive positions, and get wider choice as more crew gets pulled down. Teams swap once the Crew is wiped out. Team that survives the longest wins.
Variations on this could include military forces sent in to mop up the mess (Military versus Necromorphs), or even Military versus Crew with Necromorphs complicating the issue.
You could even have capture the flag included in this, albeit you should replace the flags with something topical for each side. e.g., spare singularity generator for the Military "flag" (that the Crew has to capture) and evidence for the Crew "flag" (that the Military needs to capture).

On the off-chance that anyone from EA is reading this and actually cares... I hate the "people" aspect of multi-player, so I pray to god you'll include the option of having bots if you ever use any of these ideas.
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written by JAC, September 19, 2009
I HOPE ITS POSSIBLE 2 SHOOT LIVING PEOPLE ON THE SHIP IN THE SEQUEL

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