I just bought and played through Dead Space 2 on Steam last night, (with the lights off and headphones for the best creepy experience) and completed the story on normal in just under 8 hours. So, here's a thread to ask what you thought the game did well, and where you feel it fails to achieve...
Personally, for me, I'd say the game isn't a horror game per se. It's more like an action game with gibs. Once again, the gore is hilariously over-the top, and the inclusion of the ability to rip blades from dead necros and skewer their mates with them is amusing; but, like it's predecessor, it fails to really scare... There are a few 'BOO!' moments (again) but mostly it's flat out blasting and running. You can tell that there's big money backing it, the graphics are crisp, the soundtrack is just as unnerving, and Isaac actually has voice acting, which helps to flesh out the character a lot.
SPOILER ALERT: If you haven't played through but intend to, stop reading!
Gone?
Yes?
Ok. In my opinion, the part of the game where you go back onto the Ishimura to use it's gravity tether really shines... For the first ten minutes or so. With it's atmospheric lighting, the plastic covering the walls, spooky noises, and the experiences of the player character in these familiar environments in the first game, it actually manages to build up some serious tension. Coming round a corner and thinking, 'Oh, this is where...' 'This place!' 'Isn't this where I...' is a genuinely creepy feeling. The problem is that it's spoiled as soon as the first necromorph appears, bringing with him an army of screaming mutants that run, scramble, crawl and shamble at you down a massive corridor asking you to rip their legs off.
In fact, around halfway through the game I realised I wasn't even thinking of them as reanimated corpses anymore, but as animals that I was intruding upon the territory of and who were therefore attacking me, and I was defending against. In many cases the mutations demolish all but a token human aspect of the corpse they infest, which is sad, because the main staple of the zombie trope is that they still look human, which is what gives zombies a more psychological edge. One touch I did like was that the 'naked woman' necromorph runs around with her hands holding her breasts, because it would imply that there's some sense of human dignity left in that mutant husk, which would be psychologically unnerving. Maybe.
Which leads me to posit that the LEAST scary part of Visceral's games, is the beasties that are supposed to be scary... The environments do a good job of unnerving you, with lights casting shadows you that just can't tell if it's a tailoring dummy or a slavering beastie waiting to bite your cheeks off, bloody scrawls of ex-survivors, and the occasional living person running or dying; the soundtrack can be suitably harrowing when necros aren't on screen, with subtle audio cues and effects that build up tension; the level design is quite gorgeous at times (example: the church of unitology); the set pieces have a chaotic feel to them which adds to the overall effect; the zero-G sections are enjoyable and have a very authentic 'weightless' and physics-y feel to them (including the fact that when you're in vacuum, you can hear no sound except Isaac's grunts of exertion and him choking on his air tank when it runs low... Kudos to Visceral for good science on that one); but as soon as an enemy comes on-screen I found myself thinking, 'right! Who's first?'.
I would have preferred the Ishumura refit if no necros at all had shown up, or maybe only a token one or two. It started off really well and descended into a whirling maelstrom of shooty bang bang and severed limbs. If they'd just let you wander round, soaking up the atmosphere, using your own memories of the first game to wind yourself taught, THEN dumped a few necros on you... Then repeated it... That would have been scary, man.
Personally, for me, I'd say the game isn't a horror game per se. It's more like an action game with gibs. Once again, the gore is hilariously over-the top, and the inclusion of the ability to rip blades from dead necros and skewer their mates with them is amusing; but, like it's predecessor, it fails to really scare... There are a few 'BOO!' moments (again) but mostly it's flat out blasting and running. You can tell that there's big money backing it, the graphics are crisp, the soundtrack is just as unnerving, and Isaac actually has voice acting, which helps to flesh out the character a lot.
SPOILER ALERT: If you haven't played through but intend to, stop reading!
Gone?
Yes?
Ok. In my opinion, the part of the game where you go back onto the Ishimura to use it's gravity tether really shines... For the first ten minutes or so. With it's atmospheric lighting, the plastic covering the walls, spooky noises, and the experiences of the player character in these familiar environments in the first game, it actually manages to build up some serious tension. Coming round a corner and thinking, 'Oh, this is where...' 'This place!' 'Isn't this where I...' is a genuinely creepy feeling. The problem is that it's spoiled as soon as the first necromorph appears, bringing with him an army of screaming mutants that run, scramble, crawl and shamble at you down a massive corridor asking you to rip their legs off.
In fact, around halfway through the game I realised I wasn't even thinking of them as reanimated corpses anymore, but as animals that I was intruding upon the territory of and who were therefore attacking me, and I was defending against. In many cases the mutations demolish all but a token human aspect of the corpse they infest, which is sad, because the main staple of the zombie trope is that they still look human, which is what gives zombies a more psychological edge. One touch I did like was that the 'naked woman' necromorph runs around with her hands holding her breasts, because it would imply that there's some sense of human dignity left in that mutant husk, which would be psychologically unnerving. Maybe.
Which leads me to posit that the LEAST scary part of Visceral's games, is the beasties that are supposed to be scary... The environments do a good job of unnerving you, with lights casting shadows you that just can't tell if it's a tailoring dummy or a slavering beastie waiting to bite your cheeks off, bloody scrawls of ex-survivors, and the occasional living person running or dying; the soundtrack can be suitably harrowing when necros aren't on screen, with subtle audio cues and effects that build up tension; the level design is quite gorgeous at times (example: the church of unitology); the set pieces have a chaotic feel to them which adds to the overall effect; the zero-G sections are enjoyable and have a very authentic 'weightless' and physics-y feel to them (including the fact that when you're in vacuum, you can hear no sound except Isaac's grunts of exertion and him choking on his air tank when it runs low... Kudos to Visceral for good science on that one); but as soon as an enemy comes on-screen I found myself thinking, 'right! Who's first?'.
I would have preferred the Ishumura refit if no necros at all had shown up, or maybe only a token one or two. It started off really well and descended into a whirling maelstrom of shooty bang bang and severed limbs. If they'd just let you wander round, soaking up the atmosphere, using your own memories of the first game to wind yourself taught, THEN dumped a few necros on you... Then repeated it... That would have been scary, man.