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  1. Games
  2. Survival Horror
  3. Dead Space
  4. Dead Space 2

E3 2010: Dead Space 2 gameplay adds guns, better anti-grav, bigger everything

Features
By Eric Bratcher published 17 June 2010

You'd think life would get easier after escaping a space station full of undead. Not this time

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Speaking of enemies, expect quite a menagerie, expanded from the first game’s already gruesome army. As we explored an abandoned Church of Unitology, we countered the Puker, who vomits caustic green acid even after you’ve shot it’s head off, as well as a small, razor-armed baby enemy that attacks in overpowering swarms. The Tripod, you’ve seen – it’s the three-legged beast with the very long tongue that showed up in screenshots awhile back – it’s a bastard to kill unless you can sharpshoot the glowing weak spot on its tongue as you’re being mauled.

We also encountered two other enemies whose names were not revealed to us, but that certainly made an impression. After flying up a shaft using our new zero-gravity thrusters (which enable full 360-degree movement in zero-g this time) and fighting through a host of foul beasts, we found ourselves looking out a beautiful glass wall – but only for a moment, because some sort of spaceship with ultra-halogen headlights appeared and opened fire, shattering the glass and causing explosive decompression. We clawed our way down a tiny air shaft, landing forcefully in a dark room filled with junk.

Then it appeared - a mammoth creature, all spikes and arms and raw, seeping flesh; it knocked us into a pile of rubble, then tossed aside a massive pillar and proceeded to pound us some more, picking Isaac up like a rag doll. Luckily, we were able to chip away at a weak spot on its arm, so it kept dropping us. We got loose and made a break for it down a hallway, hitting it with stasis to slow it down. We TK’ed a door open with our telekinesis and charged into another room with a gorgeous view of space, thinking perhaps we were safe. That was dumb.

You can probably guess what happened next. Our pursuer burst into the room at the exact same time the spaceship that shot at us before reappeared. It opened fire and both Isaac and the monster were sucked violently into the vacuum. We thought sure we were done for, but then we noticed a trail of red canisters leaking out from the fissured hull, right behind our angrier-than-ever enemy. We fired off a few rounds, and a white-hot explosion signaled one of our rounds had found its target, triggering the end of the demo.

Think Dead Space 2 isn’t going to be as scary as the first one? Maybe not in a “Boo! I got you!” kind of way – but considering we saw what happens to Isaac if you don’t outrun that fleshy leviathan at the end, there – you’ve still got plenty of reason to be afraid.

June 16, 2010

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Eric Bratcher
Eric Bratcher
I was the founding Executive Editor/Editor in Chief here at GR, charged with making sure we published great stories every day without burning down the building or getting sued. Which isn't nearly as easy as you might imagine. I don't work for GR any longer, but I still come here - why wouldn't I? It's awesome. I'm a fairly average person who has nursed an above average love of video games since I first played Pong just over 30 years ago. I entered the games journalism world as a freelancer and have since been on staff at the magazines Next Generation and PSM before coming over to GamesRadar. Outside of gaming, I also love music (especially classic metal and hard rock), my lovely wife, my pet pig Bacon, Japanese monster movies, and my dented, now dearly departed '89 Ranger pickup truck. I pray sincerely. I cheer for the Bears, Bulls, and White Sox. And behind Tyler Nagata, I am probably the GR staffer least likely to get arrested... again.
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