Dead Space’s opening level is hella scary. All about building up a sense of foreboding dread, it’s a good ten or so minutes into the game before we encountered our first baddie. Sadly, the rest of the game – save for being tracked by the Hunter – simply wasn’t as frightening, preferring instead to focus on action. For the next game, we’d like a few more quite sections where the sense of dread comes from worrying about the vent down the corridor that might have some horrible beastie in it, rather than a giant monster running at us.
Above: Be honest, we just made you shit your little pants, didn't we?
A separate co-op mode
Separate is the key word here. We don’t want the series to go the Resi 5 route. If the game does have co-op - which has been heavily hinted at - we want it to appear in a separate mode tailored for frantic shooting. This way, the single-player will maintain the scares that come with being isolated, rather have potentially tense moments ruined by a dithering NPC wandering behind us Sheva-style.
Above: We're all for intimate chats, but there's a time and a place
More varied environments
The Ishimura was an awesome place to explore. Visceral Games did a surprisingly good job making each deck of the doomed vessel seem like a separate, unique environment. We want this sort of variety again in the sequel, which will be set in a space station called the Sprawl. But this time, a few more jaunts down to planets would be appreciated. The final level in Dead Space looked incredible, and we’d love to see the developer get the chance to flex its artistic muscle making more of these startling alien environments.
Above: Dead Space 2 Tropical Island Bash (you know you want it)
Loads of those kick-ass hoverboot bits
Above: Pretty simple one, this
Mar 29, 2010