Reviews from

in the past


Overall, I thought this game was decent. While it did get somewhat tedious by the end...and I didn't really think it did anything too too special, it had some cool aspects.

The combat is fun but nothing amazing imo. What elevated it a bit tho were the weapons. Obviously the Plasma Cutter is really cool, love the mechanic of cutting off enemies limbs. However the real MVP was the The Ripper, that thing destroyed almost every enemy. Especially after I filled in every power node. The other weapons for the most part were cool too, I liked how they weren't just your generic weapon types. I also really like how your health UI is just built into the suit. Comes across as really natural and unintrusive. The final boss and ending I quite enjoyed as well.

However, as I stated...it did get tedious by the end. Going from level to level, doing simple tasks and then going back to the start of the stage. Idk man, I think it would have been cooler if the whole game was interconnected and you had to explore the space station like Resident Evil or something. The space setting is cool I guess (especially with the zero gravity sections tho they can be a bit disorienting at times) but I wish they did more with it because 90% of the time you're going through hallways that look and feel the same. Whenever they switch it up it's cool, just wish they did it more. Another thing is, I really didn't find this game scary personally. The only time I got spooked, and it was a jumpscare, was the ending. Otherwise, yeah didn't find it that unnerving. I also honestly didn't care about the story at all. The ending again was cool with the scenes that played out, otherwise the story was just there.

Yeah, the game does do some really cool things I feel but also never blew me away and was a bit tedious by the end, tho I'd say I enjoyed it overall. Next on the agenda is my Symphony of the Night replay and Silent Hill. Hoping I'm able to fit those in before Mario Wonder comes out!

Why did I stop playing this back when it first came out? Dead Space is a phenomenal game. Not only is it a terrifying experience with its setting and tense atmosphere. It is also an amazing shooter with satisfying gameplay and unique mechanics.

Interested to see what the remake adds to Dead Space because I already consider the original a masterpiece. A must play for gamers.

Guys, I think my girlfriend joined a cult.

I played Dead Space in 2008 under some pretty lousy pretenses. Someone I was into was playing the game, and so I ran out to buy a copy just so I could talk to her about it. I didn't have any inherent interest beyond that, not initially anyway.

That lack of interest turned around when I saw "CUT OFF THEIR LIMBS" scrawled in blood - an invitation to arm yourself with the plasma cutter, one of the best handguns in gaming. Of course, the plasma cutter is not specifically designed as such. Rather, it's a tool. One that can be employed in dangerous, even deadly ways, but protagonist Isaac Clark isn't a space marine or some sort of special operative. He's just some schlub being sent out to repair a mining vessel his girlfriend is stationed on. I've worked in medical claims, I know engineers and repairmen don't shoot people, they tear off limbs and fuck things up with power tools. Usually themselves, granted, but like, sometimes other people are involved!

Being an engineer means a lot of your objectives involve repairing the derelict USG Ishimura. The engines aren't working, asteroid/debris defense systems are down, gravity is messed up, and various sectors of the ship are closed off. Not only do you have to cut your way through Necromorphs, you have to do your damn job. Conceptually, I think the idea of having to repair the ship in order to navigate it is interesting, but the objectives you're given typically feel rote and unengaging. You have telekinetic powers and the ability to slow things down, but they're very rarely used in any interesting ways, and although you're armed to the teeth with power tools, you'll never make use of any of their unique functions in order to solve puzzles or patch up the Ishimura. It feels like they had this great concept for a setting and conceived of some cool ways to roadblock the player but struggled to realize it in a way that's consistently fun.

Perhaps it's because I played Resident Evil 4 right before this that I find myself so disinterested in Dead Space's structure. According to co-designer Ben Wanat, Dead Space started life as System Shock 3, but after the release of Resident Evil 4 it was decided to create a game based around it instead. Although RE4's DNA is here, I feel like Dead Space succeeds in creating its own identity and that it is mechanically distinct enough for direct comparisons to feel somewhat weak, but I'm gonna make one anyway and point out that Resident Evil 4's more audacious nature makes it a far more compelling game even though I find Dead Space to have better combat. You won't be running away from any gigantic, animated statues like you're in the opening of Excel Saga, or calling in helicopter support to execute Necromorphs in slow motion. Instead, you'll be slowing down fan blades so you can run down a tube or throwing giant green orbs through a hole. Exciting stuff. I do think they have something going on with the zero-gravity mechanic, but like a lot of other elements of Dead Space's design, it's just not used to its fullest potential.

Every time you lumber your way through another task, the game follows it up with another heart-pounding Necromorph attack, so it's good that Dead Space's combat is so satisfying that it carries as much of the game as it does. The setting and atmosphere pulls a lot of weight here, too. I love Alien and Event Horizon, and body horror speaks to me in some incredibly dark ways, so this is explicitly my jam. There is something terrifying not only about the visceral nature of the human form contorting, exploding, expanding, and crunching into a new shape, but the loss of identity and of bodily autonomy is what all that gore is meant to truly represent, giving it a psychological edge that fires off all the right chemicals in my brain. I really like this stuff, and even if the remake (Haven't played it yet, it's an EA game so it'll hit ten bucks by the end of the year or be free on PS+ before that) changes nothing but the fidelity, I imagine I'll end up liking it more.

It better not remove Isaac's animation whenever he's stepping in gunk, though. He just stomps around like a kid splashing in a puddle, I love it.

Actually, I never played this to impress anyone. I thought I did, but they never existed in the first place. A figment of my imagination, placed there by the Xbox 360, compelling me to buy Dead Space and to become part of a greater, horrific animal.

Guys, I think I joined a cult.

The most obvious influence on Dead Space is definitely Resident Evil 4, but it also has a surprising amount in common with classic Doom - the ability to strafe and move while shooting, the inability to jump, the constant key-hunting and backtracking punctuated by intense combat sequences, and the fusion of high-tech architecture with hellish organic material. And much like the movie Gravity did with the space sci-fi genre by saying "hey, you know space actually kinda sucks", Dead Space adds a heaping helping of realism and grittiness to its two chief influences, being less power fantasy or campy B-movie and more desperate fight for survival. You're not the action hero throwing out one-liners as you save the day; you're the lowly technician fumbling around dark corridors repairing McGuffin after McGuffin just so your ship doesn't explode or the life support doesn't switch off. And you do all this not to a heavy metal soundtrack but to the unsettling ambient noise which could be an enemy, or just your imagination?

While I wouldn't class this as a genuinely scary game, it manages to keep a sense of tension and foreboding throughout. The game establishes very early on that there are basically no safe spaces - not elevators, not save rooms, not even while using the upgrade bench! It's this knowledge that an enemy could drop in at any time combined with the masterful graphical and sound direction that kept me on edge; was the noise I heard an echo of my own footsteps or something else? Is the clanging of machinery masking an approaching enemy? The game also used light and shadow very well - several times I startled myself with my own shadow as a spark of electricity suddenly lit up the wall in front of me.

The gunplay is obviously very well done, and the various enemy types were well-designed and presented a decent challenge from a mechanical point of view. One memorable sequence stood out for me by combining pregnants with exploders - the most efficient way to kill the exploders (a shot to their explosive arm) releases the crawlers in the pregnants' bellies, so it necessitated very careful and deliberate aiming in a fast-paced sequence where your first and fatal instinct is to spray and pray.

In the end, what makes Dead Space an 'excellent' rather than 'genre-redefining' game like RE4 (besides the fact that it came out later) are the small things. The slightly undercooked-ness of some of the mechanics like stasis and kinesis. The poor conveyance of some of the set pieces where I had no idea what I was supposed to do (something the very best games somehow manage to avoid). But most of all, it's the very nature of Dead Space, like RE4: it has an excuse plot, very good gunplay and combat, mostly-scripted enemy appearances, and a New Game + mode. In other words, this is a game that through its structure is meant to be scary the first time through and then fun the subsequent times. And it's simply less fun than RE4 - the combat just slightly less satisfying, the set-pieces less varied, and much more visible 'strings' holding up the fact that the entire plot is a series of fetch quests.

Still, one of the best RE4-likes I've ever played, and something I can see myself returning to.

Gostei de Dead Space, mas podia ser melhor...

Começa apresentando bastante coisa, mas do meio pra o final ele se estagna nas mesmas armas, mecânicas e aliens (esses ainda aparecem uns novos de vez em quando, mas não como no começo.) Além de muitos lugares serem parecidos.

Não cheguei a me entediar muito, porque o jogo segurou a tensão, desmembrar aliens é bem satisfatório e o game não é tão longo (zerei em 11 horas).

Queria entender o que foi aquele jump scare ali do final.


It’s Resident Evil 4’s little brother, but there are worse families to come from.

I haven’t played Dead Space in about eight years. I was still a teenager the last time that I booted it up, and I don’t think I ever finished it. Most of my time with the series was spent playing the sequel, which I started with; the “Your Mom Hates Dead Space 2” campaign worked on me because I was, like, thirteen years old. Regardless, it’s a series that I’m decently fond of, and all the news and coverage of the recent remake made me want to go back and check out the title that started it all.

Fifteen years later, it’s still punching well above its weight.

Who decided that games ever needed to look better than this? Seriously, who? Dead Space is visually more impressive than most of the multi-million dollar AAA games coming out today. Sure, it’s a lot of sterile corridors with more than a few obviously copy-pasted rooms, but the lighting effects are still working like a Trojan to make all of these environments look incredible. That aside, the game plays with scale in an equally impressive manner; you’ve got tiny Lurkers, bird-like Infectors, Isaac-sized Slashers, tall and lanky Dividers, massive Brutes, an enormous Leviathan, and the incomprehensibly-large Hive Mind, all of which need to be dispatched by some schlub with an engineering degree. It would have been so easy to just make them all vaguely humanoid — they are literally infected humans, after all — but Dead Space puts in the work to create these varied designs that are both visually striking and mechanically unique to play against. This released in the same year and on the same console as Gears of War 2, and you would not be able to tell from looking at them side-by-side. In the darkest ages of brown ‘n’ bloom, Dead Space did gunmetal ‘n’ orange emergency lights. It’s a striking visual identity, and the last stop on the graphical fidelity train before we ran directly ahead into bourgeois raytracing decadence.

Further setting itself apart from its third-person shooter contemporaries are Dead Space’s demands for the player to shoot off limbs, rather than go for center-mass magdumps or instant-kill headshots. This is far from wholly unique — Killer7 both encouraged blowing off enemy appendages and hitting pin-point critical zones usually placed away from the head — but Dead Space was likely going to be the first time that most people got to see a combat system like that. It does an outstanding job in differentiating itself on this alone; your reaction to being jumpscared by some horrible shrieking monster is likely going to be to panic-fire on it until your weapon clicks empty, but this is only going to result in you getting run through by a Slasher who is totally going to go brag to its friends about the screaming dumbshit engineer it killed today. Aiming for the limbs is tricky and counter-intuitive to the muscle memory you’ll have developed if you play a lot of third-person shooters, and in the year 2008, you were playing a lot of third-person shooters. It forces you to perform a specific, precise set of actions under pressure, which suits itself well to a horror game. The way that the limbs soar off and the necromorphs disassemble is likely going to be the main thing here that you'll wish other games so much as tried to adopt.

Of course, I think it's long been agreed that Dead Space isn't especially scary. Necromorphs will sloooowly work their way out of vents or loudly announce they're about to drop through the ceiling, and then stand there screaming for a couple of seconds in a fully-lit room so that you can get a good look at them before they attack. On normal difficulty, you've got more than enough time to react and blast all of their limbs off before they've finished their little pre-combat roars. I imagine that this is slightly less true on hard mode, but the PC version has a bug that keeps swapping your difficulty to medium no matter what you initially pick at the start, making it both the intended way to play the game and the obligatory one.

Also not helping matters is how ridiculously generous the game is with resources; you'll basically never be hurting for ammo or health packs no matter how much of the stuff you waste. I ended my playthrough with literally around forty health kits of varying sizes sitting idly in my store safe because I never needed to use them. There's also also a bug that makes it so the ammo for the weapon you most recently bought is vastly over-represented in the random drops, which meant that I had hundreds upon hundreds of Line Racks which I could sell for 3,000 credits a pop. I had more money, health, power nodes, and ammo than I knew what to do with, and it mostly just wound up in storage well after the final boss. I beat the Hive Mind without taking a single hit because its attack pattern is the slowest left-right-left-right combination you've ever seen in your entire life, so the eight full heals sitting in my inventory went unused.

But, y'know, nobody really ever complains about Resident Evil 4 not being scary, and that game is still probably the greatest piece of survival horror ever created. It's not like it's a mark against Dead Space. Even so, I think it would have been nicer if it had tried to be a bit more subtle. When you're in the silent vacuum of space and a Slasher creeps up behind you, it works. When you hear weird, ragged breathing and round the corner to see a Divider standing right in your face, it works. When a monster explodes out of a vent with all of the lights on and screams while every instrument in the orchestra plays at the same time, it doesn't.

I know that the creators commented that they were trying to move away from jumpscares in favor of building atmosphere as development on the game went on, so it's clear that they're aware. It might just be an inherent problem of this being Dumb Couch Guy horror — you've gotta have your blaring horns and shrieking strings and horrible, fully-visible monster if you want to sell "a scary game" to general audiences. People weren't showing up to this because they wanted a cerebral game that commented on organized religion and mineral exploitation, or whatever. They wanted to leap at the jumpscares and throw their snacks all over the room when they did it.

Hell, it's what got me in the door. Like I said, I fell for Your Mom Hates Dead Space 2. I'm as dumb a couch guy as any.

Story's fine. I still have no idea what the reason behind creating the Marker in the first place was. "Scientists found this real alien artifact that turned everyone into monsters, so they made a copy and shipped it off to this planet". Okay. Why? I think they explain in a text log somewhere that they did this out of desperation to create an energy source, but nothing I found gives me a reason why they think that would happen at all. It's harder to find information on what was actually in the original game now that the remake has come out and rewritten a lot of the plot of the first title. Regardless, most of the actual plot of Dead Space is a series of go-here, do-this quests that seem more like spinning wheels than anything else. It winds up making sense why your supporting cast is so useless with the twist that one of them is constantly, actively sabotaging you, so I don't feel too slighted by the fact that most of what I did accomplished nothing. Besides, this is cosmic horror. Being insignificant is part of the fun.

All in all, Dead Space is still an immensely solid title a decade and a half after release. I can't believe that it still runs on Windows 10 as well as it does, but that opinion might be colored by the fact that Splinter Cell: Conviction refused to recognize my operating system when I tried to play it the other week. I feel through the floor once, and one room refused to load properly until I repaired the install, but this remains a technically near-flawless, polished experience. Apparently someone at EA has been stealth updating the game as late as December 2016 to help it run better, which probably explains the compatibility on newer OSes. Maybe it was part of a long con to hype up the remake, but seven years would have been way too long of a time to wait for a marketing payoff. I think it's more likely that someone working at EA cared enough about the franchise after it was unceremoniously killed off by the company to keep this functioning well into the future.

It's really funny that they considered "beat the game using only the Plasma Cutter" to be an achievement worth 40 Gamerscore. I think you'd have a harder time if you actually bothered buying the other guns.

Out there isaac, is what we call the dead space

From someone who hated horror games until fairly recently, I could never have imagined the enjoyment I would get out of this game. The atmosphere, sound design, minimalistic UI, and gunplay are all perfectly blended together to create a disgustingly good horror experience. The twist and turns of the story and introduction of new enemy types are really well done and I had certain points in my playthrough where I really squirmed as I worked through the last of my ammo hoping that it would kill the last of the enemies.

A western masterpiece, we know how rare those are nowadays.

Stone cold, horror classic. Resident Evil 4 is a landmark title we're still seeing the reverberations of even now, but the original Dead Space was probably the first truly amazing game to be directly inspired from it. Taking the horror of Resi 4 and cranking it all the way up into a metallic, alien setting, where the infrustructure of this ship is constantly falling apart from alien rot. It is openly hostile, in many ways, but the way it isolates you is a special type of evil. Your contact with the vanishingly few amount of characters populating the ship is almost all through electronic communications. Anytime you want to see them in person is almost a pipe dream, and if you do, it usually doesn't spell good news for that one involved.

The claustrophobic space of the Ishimura feels alive, which makes the rot that the Necromorphs bring to it all the more dangerous. The need to strategically get rid of limbs, along with the low frequency of resources compounds that horror only further. Still a master class, I can't wait to play the remake, probably later this year.

Its not a bad game, but every time I open it up I dread having to go through it, and not because its scary, quite frankly its not scary at all. Its just kinda dull and not very engaging

Sempre escutei coisas incríveis sobre Dead Space, mas nunca realmente me interessei ao ponto de gastar tempo pesquisando e consumindo coisas relacionadas. Com o surgimento dos famosos memes de Survivor horror com as frases “Wow. These people are so weird. Thank god im the only normal person here” e “Never ask a survival horror protagonist how their significant other is doing” acabei tomando a iniciativa, pois todos os outros já haviam sido finalizados e sempre estiveram em destaque nas minhas listas.

Infelizmente, a relação que tive com Dead Space original foi uma mistura de tristeza, raiva, desinteresse e surpresa, acho que a melhor forma de resumir é quando estamos com vontade de comer algo caro e depois nos arrependemos pelo resto da semana seja pelo valor ou por alguma intoxicação alimentar.

Os primeiros dois capítulos do jogo criam uma ambientação única, facilitando a imersão no ambiente e no enredo. O medo e a sensação de estar sendo observada a cada esquina é algo tão bem trabalhado que aumentou minhas expectativas a níveis anormais, é quase absurdo dizer que 2 horas me fizeram pensar que esse entraria para a minha lista de favoritos do ano, mas como tudo que é bom dura pouco, a partir do capítulo 3 todo esse amor, carinho e dedicação que imaginei existir simplesmente desaparece.

É estranho, mas logo após te fazer temer pela vida o jogo simplesmente facilita e diz “vai, se joga nos tiros e socos, aproveita que é fácil!”. Toda a construção de mundo com enredos contados através de posicionamento e sons passa a não existir mais, sendo apenas um conjunto de: vai para uma sala, mata uns 10 inimigos, pega um item, volta para a sala anterior, faz o mesmo que na outra sala, liga um aparelho e pronto, pode voltar para o final do capítulo.

A parte mais triste em relação ao conjunto total foi o chefe final que pode ser resumido como um subchefe ou um inimigo praticamente comum. Inclusive, vários outros inimigos foram bem mais perigosos e complicados do que o “chefão”.

Talvez o único ponto constante de se considerar positivo seja o próprio Isaac e seu enredo de fundo que só começa a apresentar evolução nos últimos capítulos, o restante é só um monte de coisas sem necessidade deixadas para o jogador brincar de correr em círculos enquanto espera alguém liberar uma porta.

Arguably the best sci-fi horror game ever made. I'm very excited about the Remake. Everyone should play this game.

This game is revolutionary in its UI, HUD, gunplay, and violence.

can i say i was not expecting this game to be such a blast i was absolutely dumb founded at how great of an experience this was i was p sold on the fact that this was gonna be a mid videojuego with a spooky setting some cheap jumpscares and scifi atmosphere as a BG but i was so wrong

dead space was a surprise in a lot of ways and weird how good this came out to be in how neatly it tied the horror and action elements in a way that i didnt find in any other game since resident evil 4 and i adore it

i mean the horror part was kind of a let down i was expecting to be actually scared but idk if im the problem because i became numb to horror stuff or because the game is actually not that scary but its great anyway

surely tho it nails the body horror compartment and damn i want to puke

overall setting surrounds around a space ship called ishimura and i actually realised at the end of the game that the shop got the kanji for ishimura and i am supposed to be studying japanese ok whatever so this ship is basically floating dead in space and when you get there certainly nothing bad will happen . no actually everything bad happens theres some monsters with elongated limbs roaming through ishimuras many districts and scientology wrecking havoc and your protagonist is mute for some reasons unbeknownst to me + your companions are either stupid or talk to you through holograms or if youre lucky through a window i can count on my fingers the face to face interactions isaac has with people in this game and its like what 3 maybe ? weird if you ask me

so umh if you ask me something about the story i have no idea what the details are but in a few lines you get trapped into the ishimura a mad scientists or something is working on reviving the dead or shit like that creating the long armed beasts umh the end ? also isaac is mentally ill or something and the psychological aspect was something that i enjoyed even if it was just put there as a cherry on the top

but nobody cares about the story when this game got this bomb atmosphere and its something so groundbreaking in my mind i swear the ishimuras sections are a blast to go through with heavy machinery stuff elevators huge ass fire arms disgusting monsters narrow corridors dark ambients no gravity big rooms it feels like the ishimura is actually a huge living whale making your life fucking worse and its great

the UI actually made me cry basically most of the menus in front of your face are actually holograms floating in the hair which means that if you rotate the camera you can be able to see behind it ? this actually has no purpose but its so fucking eyegasmic to witness and guys ………………… guys the health bar now . i am obsessed with diegetic UI and when i tell you that the health bar is actually the backbone of isaacs armor . i could actually cry like even the stasis meter is applied on his armor i almost came i will be real with you i was edging

so the action department is also great and i cant believe they actually succeeded in all this stuff how did they do that . being that the monsters you will be facing (most of them we dont talk about the tanks or the little fucking blobs) actually die from being mutilated your primary weapon and one that will be essential till the end of the game shoots in a line making you able to cut these fuckers like theyre cheese and making them collapse on the ground and giving you delicious loot that you will also be able to get throughout the ship (theres A LOT of loot here) + you can actually buy some other weapons arguably enough i only bought the first 3 which are a gun a machine that shoots a super wide line to cut those legs and a flame thrower which is useful against those fucking blobs so TAKE IT i didnt experiment with the other weapons and i didnt need to because the first weapon is actually the most op in the game if you upgrade it to the cap

ALSO you can upgrade weapons and the armor its actually fucking cool a great progression and a lot of variety love this fucking game i want to kill these monsters irl too

monsters that are kind of varied too even tho i actually just prefer the ones with the main mechanic of the game in mind because the other ones can be just frustrating and all

top to bottom the sound design is actually disgusting . i love it every time i feel metal banging or necromorphs vomiting and gurgling i feel right at home . make of that consideration whatever you will its just sensory overstimulation theres a lot of nasty sounds that go from the heavily technological ishimuras machinery that seem to scream in agony that fucking machine in like chapter 4 (oh also forgot to say its divided into chapters with each their own part of the ishimura to explore) where you are just passing through and you get blasted with screechings from hell ? i love it and then you get more biological sounds lets just say that with monsters just fucking screaming in pain puking around dead infected meat on the ground that once in a while implodes and farts its absolutely a fuckfest of gut wrenching sounds and im absolutely obsessed with this i have no idea if this game has any OST whatsoever because theres either silence or silence + chanting from some woman (OH MY GOD I JUST REALISED THE MUMBLING YOU HEAR IS THE DELUSIONS ISAAC GETS OF NICOLE WHAT THE FUUUUUUUUCK SHIT I DID 2+2 IM SO CLEVER) or these weird sounds or just noises over noises over noises

also something weird that i noticed is that the most horror element in this game is the fact that yes the monsters creeps behind you and get in vents and just come up in your face out of nowhere but basically whenever you get a bad guy in sight theres like a “spooky sound omg” which actually startled me the first few times but as soon as i started to get acquainted to the game and when to expect a monster behind the corner it kind of got old real soon

they still manage to lubricate me and fuck me in the ass anyway and gangbang meumh

oh and yeah i really love the designs of these ugly asses theres so much body horror that its actually comforting my body dysmorphia like seeing these disgusting beings makes me go “actually ? im not that bad” but i guess they could be great onaholes with those huge holes in their intestines

all in all this is kind of a fetch quest game you just get an item and use it to advance the end and in the meantime you fucking cave the skulls of these bitches in

and the final boss is fucking great can i just say i love that design shit its great i got a thing for lovecraftian kind of monster designs like huge beasts of tough meat

and also 5 tonsils i guess

so yeah whatever for a game straight out of 2008 this is fucking insane and i cant wait to play the remake yall

this what zero pussy does to a mf = mutism

Dead Space proves how your state of mind can influence your enjoyment of a game. When I first played it, I fucking hated it so much I quit halfway through. Six months later, I tried it again and loved it.

The first half especially is very effective at keeping you on your toes. By the second half, the game's overreliance on jumpscares means that the fear factor is completely lost - but ah well, what game can maintain true fear throughout? Amnesia: The Dark Descent came close for me, until I finally looked a monster in the face and saw how fucking ridiculous it looked, and after that it wasn't quite so scary anymore.

But back to Dead Space. Despite the way the game eventually attunes you to the fight response - by the end chapters I was actually chasing after enemies, yelling, "Come back here and let me kill you!" - the first half is definitely a scarefest, especially because of how well-used the strident soundtrack is. I walked instead of ran because I didn't know what could be around the corner. That's a pretty big accomplishment for a horror game in my book.

The game is pretty easy on Medium difficulty, and the challenge I set for myself was to keep my money above 100, 000, until the endgame where I bought the Level 5 suit and became a walking arsenal. I'm also pretty sure you can go through the entire game with only the most basic weapon - the Plasma Cutter - if you're so inclined. I used just the Plasma Cutter and the Pulse Rifle for the entire game. I bought the flamethrower for a bit, then sold it because it was useless. I really recommend sticking to just those two weapons for your first playthrough.

The use of stasis, which lets you put objects and enemies in their own personal bullet-time, was novel and fun. Not so much for telekinesis, because it was mostly just used for objects that in real life you could just fucking pick up normally WHY ISAAC WHY DO YOU DO EVERYTHING THE HARD WAY, and the game's physics engine doesn't take particularly kindly to you half-assing anything with it. Or 75%-assing it. No, you have to make sure everything is perfect before you tentatively let go of the telekinesis button. I have some other issues with the Havok physics engine - the game just seemed too proud to be using it, EVERYTHING had it enabled, and it just gave rise to silliness at quite a few spots:

This game looks great and holds up even today. I particularly liked the batlike monster that transforms corpses into necromorphs - basically zombies with Marfan syndrome. Gameplay-wise, the final boss was uninspired, incredibly easy and the game overstocks you with absolute BUNDLES of ammo that you don't need for it, but by God it looked good.

The story is weak as hell. Almost every single chapter is a fetch quest in disguise: "We need to go to X, but for that you need to go repair Y," and it's literally by-the-numbers - get rid of 6 radioactive balls, destroy 4 poison spewers, so on and so forth. The main villain, the red herring, and the plot twist are all identified from the very first chapter of the game. Isaac being a mute protagonist didn't help - I know he is supposed to be an avatar for the player, but I just don't agree with it. A silent, passive main character means that most of the story doesn't happen to you, it happens around you. By the time the game introduces characters you'd heard about in audio logs earlier, you've forgotten their names. Also, because the characters are so fond of using big science fiction words, 90% of the time I had no fucking clue what I was doing. Thank God for the waypoint finder telling me where I needed to go. Onwards, Isaac! You silent motherfucker.

The biggest problem I had with this game was it's so goddamn loud. I had to turn down the audio settings several times because otherwise I was pretty sure it'd tear my laptop's speakers out. The monsters roar SO annoyingly. Funny thing is, I praised Silent Hill 3 for being loud, because it wasn't compressed-loud like this game. In the late 2000s, there was a 'loudness war' where bands would deliberately fuck up the mixing on their albums thinking loud is good. Dead Space wins the loudness war by a country mile.

Regardless! I did really enjoy this game visually and gameplay-wise, and its issues weren't all-encompassing for me; they didn't ruin the experience. Despite its flaws, Dead Space accomplishes its stated goal of being, "Resident Evil 4... in SPACE!" with style and panache. The developers of The Callisto Protocol should take notes.

atmosphere and "cutting of their limbs" really carries the game
literally space resident evil 4. it's not good as it in my opinion but sure a damn good try

Recommended by KB0 as part of this list.

"Libera temet ex inferis."

The USG Ishimura lies abandoned, harnessed in the orbit of Aegis VII, a metal coffin that holds within the full spectrum of life itself: The dead, the soon to be, and the reborn. The rhythmic thud of our hero Isaac's boots fill the vacant air of corpse-strewn halls, the far-off screams of either a victim or a perpetrator ringing just out of earshot. The ear-splitting thump-thump of the heart, the sounds of labored & panicked breathing on the precipice of hyperventilation, the subtle click of Isaac's repurposed-for-war power tool being raised and aimed at an elevator door that seems to descend into eternity.

Beep.

Beep.

Beep.

The presentation of Dead Space is easily it's biggest strength. It's insistence at making every mechanic and video game genre convention a diegetic part of the world lends it an atmosphere like no other. Nearly every weapon that Isaac gains is a power tool instead of a designated instrument of war. The menus are hologram projections that we can see the back off when the camera is rotated around with the right stick. The health bar is a physical part of Isaac's suit. Posters around the USG Ishimura mention gameplay mechanics like the Stasis or Kinesis Modules. All these little details culminate in one of the most immersive horror games I've played in recent memory, despite it's futuristic setting and high-concept.

Alongside it's phenomenal UI, the suspense of its exploration is another aspect in which Dead Space shines. The somewhat cramped over-the-shoulder camera closing in on Isaac in cramped corridors. The near-silence of the vacuum of space, where enemies are silent and the only feedback you have is the subtle vibration of your controller as Isaac walks and shoots. The minimal cast of human characters which Isaac very rarely (if ever) directly interacts with or sees in any capacity, exacerbated by Isaac's silence in the face of it all. The entirety of Isaac's nightmarish affair trapped in the great starry abyss is permeated by an intensely isolating feeling that had me aiming my trusty Plasma Cutter at every doorway, tensed up at what could potentially be behind the turn of a hallway. It's a masterclass in horror suspense that had me on the edge of my seat dreading most encounters.

While Dead Space's idea of horror is incredibly cheesy, never really advancing beyond its initial arsenal of spooky monsters going "OOGA-BOOGA!" at you while the orchestral score puts it's whole pussy into the horn section, it's in it's encounter design that Dead Space makes the most of its survival horror aspirations. The Necromorphs unique weakness is their limbs, requiring a different skillset than the average third-person shooter since it's all about dismemberment; careful aiming and precise shots at constantly moving targets that love to ambush you from vents both above and below in these incredibly tight spaces, forcing you up close and personal as you try to line up shots with your limited ammo and somewhat clumsy unarmed moveset (aside from the best stomp in the industry bar none). Every encounter is tense, with item drops being somewhat stingy and usually only enough to barely get you by in a pinch, and it's truly sublime. In my first time playthrough where I never used anything aside from the starting Plasma Cutter, there was a section in Chapter 9 where I was neck-deep in the thick of it, with no shops nearby and only 14 shots left to my name. I was just barely scrapping by each encounter, taking care not to let even a single shot run errant, thanking the lord for every measly pickup of 6 bullets I found in a corner somewhere, and even making mad dashes across an arena looking for anything to use when I ran out of ammo, Necromorphs nipping at my heels all the while. It's the most fun I've had in an action game in a long while and it's the sort of thrill I can't get enough of.

Nearing almost 14 years since its initial release, Dead Space still stands tall above its contemporaries as a standout survival horror title, and no doubt one of the best from the 7th generation alone. It's oppressive atmosphere, love for its sci-fi contemporaries and no-frills tense gameplay make it a must play for both survival horror enthusiasts and action game junkies.

Beep.

Beep.

Beep.

...

"Hazardous Anomaly Detected. Quarantine Activated."

the jointed, scythe-like arms on the necromorphs stick out for multiple reasons, but there's a subtle trick the designers pull with it (intentionally or unintentionally) that fucked me up so many times playing through this game. with the camera in the traditional claustrophobic over-the-shoulder view, there's virtually no way to view what's behind the player without carefully swinging it around. when one of those necromorphs silently creeps up on you and dangles their arms right over isaac's head, letting them peek right into the frame... it elicits such a snap reaction from me anytime it happens. in an otherwise quiet situation there's a hope that hauling ass without looking back will put enough distance between you and them to turn around safely, but god forbid it happens when you're already firing off shots at enemies ahead of you. that heart-sinking feeling of realizing the crowd you had carefully herded together isn't the extent of the danger in the room and that you're actually completely flanked turns tense strategy into desperate flailing. rarely does isaac lack for available weapons or resources, but encounters like these reinforce that it's a constant struggle for survival regardless.

in many ways this is the bastard heir to the resident evil 4 throne, and it even attempts to be a "regular" survival horror game to boot. besides the perverse way bodies are reanimated and mutated into angular beasts, intestines dangling and writhing outside of the torso, there's some gesturing towards explorable environments and puzzle-solving. each chapter is located in a different wing of the ship, with each of these areas arranged in a spoked hub design with linear branches leading to key items towards some sort of general puzzle located in the center. no real brainteasers here -- most of it's either just picking up key items or manipulating interactables with the kinesis ability -- but I found the scenario escalation here surprisingly appealing. driven on by various talking heads over the diegetically-integrated hologram comms, the pace feels brisk, and the game rarely stumbles in regards to directing the player to their next location. it's certainly not organic, but this is the re4 model, not re1.

the first five chapters or so were novel but felt overly dependent on fetch objectives, and it was in the second half of the game where it seemed like the designers stretched their legs a bit. setpiece loaded areas such as the USS valor and its power outages, fiery engine interiors, and wide-open bridges ripe for combat arenas elevate what otherwise would have been dry encounters into a strained flow of ratcheting tension from room to room. much of this is helped by the disorienting zero gravity sections that open up some minor platforming and release the shackles on isaac's otherwise-lethargic movement. at their best they hinder typical combat and make ordinary enemies more threatening through spatially-foreign positioning that plays with one's typical mental layout of encounter locality; at worst they are perfunctory beyond the clunky fun of watching isaac bounce from wall to wall. the sections exploring the vacuum of space are less interesting... any attempt to constrain the player by tethering them to a countdown (in this case an oxygen meter) risks them struggling to execute within the limit or becoming anxious at the impending doom. the designers punt on these issues by introducing heavy guardrails into these sections along with frequent oxygen refills, which take what should be the threat of venturing beyond the limits of human existence into the void of space and reduce them to a dog leash.

these are just the bits of downtime between the combat, however, and each encounter feels like a proper challenge to optimize and strategize within. shooters generally use the general projectile model of impact: momentum (and thus kinetic energy) demonstrated by the jitter of firing of a clip and the repeated thud of the bullet meeting its mark. dead space sets itself apart by dispensing with this and introducing the slice. much like how simply unloading rounds into a zombie's torso is inefficient in resident evil, dead space heavily discourages aiming for the easiest targets in favor of severing appendages. the hooked arms and stubby legs of necromorphs come in a variety of configurations from wildly dangling to tucked in to swaying alongside a jaunty waddle, and learning how to properly dissect each orientation is key. this makes lining up shots less focused on quick reactions and more on careful placement, and no weapon handles this better than the handgun equivalent: the plasma cutter. it evicersates even late-game enemies with ease so long as the player properly places its linear crosshairs perpendicular to the extremity, which requires instinctual understanding of both its vertical and horizontal firing modes. the other weapons are equally as impressive: the line gun and the contact beam both hail from applications in excavations and provide extremely powerful severing power with a wide horizontal blast for the former and a focused vertical shot for the second. the ripper in theory was one of my favorites as well with its remote controlled sawblade that could easily trim opponents down to size, though its stopping/staggering potential is low and prevented it from keeping a permanent spot in my inventory. indeed, most of these extra weapons have excellent specific uses but lack that high reliability and versatility of the plasma cutter. if I did a second playthrough right now, I may as well just do a handgun-only run.

the typical crane-arm necromorph comprises most of the alien cast, but it's worth mentioning that many other enemies take advantage of your special abilities as well. where I fall regarding whether this is a good or bad thing is mixed... after all, the bread-and-butter of the game is severing, and when the game attempts to introduce additional factors it's hit or miss. take for example enemies that split open into reams of parasitic spawn upon death, specifically when the arms have not been severed. the little tykes are finicky to dispatch with anything other than the flamethrower, and when not getting picked off one by one they have a bad tendency to leap upon you and force you to perform a mashing QTE to remove them, something the game leans on a bit too heavily even with regular enemies. anything with projectiles is also sketchy, as isaac struggles to maneuver around them thanks to the camera angle; the damage is less the issue compared to the obnoxious hitstun. even then, much of the annoyance is combat stems from ignoring the severing gimmick, and I more or less understand the designer's intent in slapping the player's wrist for attempt to play guns ablaze, but no one is a perfect aim (esp on ps3 at ~20 fps). I could do without lethargic segments of carefully sniping single-tendril projectile minions strewn across the ground when I could be thrown into the actual fear inherent in the quickly-moving enemies of regular combat. plenty of the necromorph variants don't have the issues regardless and enrich the design no matter the apperance whether it's the occasional invincible stalker miniboss or the shuddering valor crewmembers that move at lightning speeds.

which is to say, the game is frequently great and occasionally fantastic whether wading through a sea of aliens or being a handyman around the decks of the ishimura. for perspective, I believe this game took me around nine hours, and at the same time by re4 rules it bats a lower average in terms of overall scenario/encounter creativity, regardless of the praise above. the bar is high! I'm putting it in this context because the other, possibly more intended context of tense space thriller is less appealing to me. bioshock-esque audio logs, frequent yammering from people never properly introduced, an extremely on-the-nose analogue to scientology, pointless intrigue that never affects your actual tasks around the station... how many times must I watch an NPC soliloquize from behind plexiglass before executing something supposedly shocking before I get the point. it was de rigeur to do shit like this tho in the 360 era, and the absence of traditional cutscenes makes it easier to swallow for sure. it's just odd none of the staff ever realized how goofy it is for isaac to be running around digging through receptacles for spare items while someone is solemnly shooting a random crew member. in 2022 you're not here for the story though, you're here because you want an early HD third-person shooter that doesn't lean on a cover system as a crutch. in that respect dead space is a lot more clever than it originally lets on.

Now I've never like Electronic Arts much. Very few of their games have had much appeal to my taste so when I heard about Dead Space I was pleasantly surprised that they were dipping a toe into a genre I like so much and the end result is one of my all time favorite games.

The story to Dead Space is a fairly simple one, in the future, giant planet cracker ships have been designed to pop the core of planets and take valuable minerals from them and take them back to earth, a modern deep space mining industry. Having lost contact with the USG Ishimura, the biggest ship in her class, a small shuttle with a comms repair crew is sent to find it and repair what ever is wrong, you play the role of a technician called Issac and what you discover.....isn't so easily fixed.

One of the best features of Dead Space's design is that it doesn't use a heads up display. Issac is controlled in 3rd person as he explores around the USG Ishimura and everything is shown though something in the game world. Your health bar is set in sections down the spine of Issac's rig (spacesuit) his ammo for the current gun is shown on a holographic display when aiming. Even his inventory and video / audio files found on the ship come up on a holographic display in front of him as if he is looking at it, giving a much deeper game experience as it takes away a lot of the signs you would subconsciously associate with making it a game.

When in combat Issac aims in an over the shoulder view and R1 fires whichever weapon he has equipped, with some weapon quick change on the fly set to the D-pad. There are about 8 weapons in total found though out the game, most of which are pretty original in themselves as the Ishimura is a mining ship so sci-fi buzz saws, flamethrowers and plasma cutters are standard as opposed to Assault Rifles or traditional guns. Each weapon also has a duel function when pressing R2 while aiming, my favorite being the plasma cutter which was 3 shots in a line that can fire either vertically or horizontally depending on which mode it's in. I found this handy for one of the selling points of the title, dismemberment. The easiest way to kill, or even just slow down the mutated crew of the Ishimura is by shooting off legs, arms and tails. Head and body shots do nothing, and the various weapon functions allow you do do this with pretty gruesome and brutal results.

Aside from that Issac also has some other benefits of it being a sci-fi and has a couple of modules he can equip into the glove of his suit that allow him to make an enemy move in slow motion with stasis or pick up an item like say...an explosive canister and launch it at a group of enemies for utter carnage as well as saving ammo. These abilities are also used in some basic puzzles outside of combat to allow movement around some of the more damaged parts of the ship and have their own little arc power bar on the shoulder of Issacs rig, this has filling up points on walls as well as items that can refill it.

As mentioned above, some of the ship is damaged and to survive Issac has to fix it (He is a technician after all). This often means going out on the side of the ship, or into areas with zero gravity. I have to mention that these parts are really a perfect example of the atmosphere that Dead Space is about. In a vacuum there are only two things that can be heard, Issac's feet walking and even they come through muffled, muted from him feeling it through impact rather then the actual sound and his heart beat, that's it. It's like really being there, amazingly well done and completely absorbing.

Visually Dead Space hits the nail on the head with some amazing atmospheric design and lighting effects leading to a near traumatic playing experience. This game blew me away in 2008. The enemy designs are pretty good as well with the obvious signs of them once being human with torn uniforms and human arms sticking out of an otherwise horrible looking creature. As good as Dead Space looks however, what makes this game really stand out as a horror title is the sound, or in a lot of places lack of it. Maybe some machinery working here and there, or the sound of his footsteps walking on the steel grating all add up to a very suspenseful atmosphere. The balance is really just right, the sound design is really excellent.

My one, and only complaint about Dead Space is that Issac is a silent protagonist. Every other character you meet, and some even that you don't is voice acted brilliantly but Issac's lack of interaction with them really took away some of the realism of the title and took away some of the atmosphere.

The game lasts for about 12 hours with plenty of trophies and a harder setting unlocked to encourage extra play throughs, and with how fun the game is, it's well worth it. If you like horror games or sci-fi then this is a game you should play. I really hope the announced remake captures the essence of what made this game so great.

+ Amazing atmosphere.
+ Unique Weapons.
+ Great use of sound design in places.
+ Genuinely tense at times.
+ Great HUD free design.

- Issac as a silent protagonist breaks immersion.

Dead Space is a rare, fully satisfying single-player only experience. One that nails the action-horror gameplay, if not so much the actual horror. It's actually not a scary game. Even with all of its dark corridors and grotesque monsters I never found anything here that gave me any sort of fright.

That may be a big disappointment for the horror enthusiast looking for the next thing that will scare them out of their pants, but there are still plenty of reasons to play it. For starters they nailed the atmosphere. The sense of loneliness and desperation complement the gameplay well. The sound is phenomenal and the graphics have aged remarkably well. The story doesn't evolve too much beyond it's "stranded and looking for a way out" setup, but there bits that hint at a larger mythology and what few characters there are were very well written.

When it comes to the gameplay this is some of the most satisfying action I've experienced from the horror genre. The gunplay feels great and your limited resources mean that it always feels like you're just barely scraping by. There are enough items scattered around to keep you going to the next checkpoint, but conserving your supplies is still necessary for survival.

New enemies are introduced at a steady pace. The fact that you have to target and remove their limbs in order to actually kill them means these are more than just generic bullet sponges. Add in some special powers that tie into some great puzzles and you have an experience that stays fresh and tense all the way through.

The only flaw I can find with the gameplay would be the mobility, or lack thereof. Your character "Isaac" isn't the fastest or most agile dude. This isn't a problem most of the time because you don't deal with too many enemies at once. However when the action gets more crowded and these surprisingly fast enemies have you cornered, you'll find yourself wishing Isaac would pick up the pace and get out of the way. A simple dodge-roll would have gone a long way.

For what it lacks in actual horror, it makes up for with a well-paced story and mostly excellent gameplay. It might not be scary and it does have it's frustrating moments, but for the most part this is an excellent game. One with a fairly decent length (I beat it in a little over 8 hours) and high replay value. Dead Space is worth your time, horror fan or not.

8/10

I had this on my PC for ages, launched it a few years ago and played 7 minutes until I dropped it. Now that the remake is only a few month away, I thought to myself that I should probably give this another try before the remake releases. And overall I really enjoyed it.

I'm not a big fan of EA for obvious reasons. But Dead Space is an exception. The atmosphere is great, the weapons are really unique and the creature design is awesome. I like that there is no HUD, everything you need to know you can see on Isaacs spacesuit and that really helps you immerse yourself into game. The only thing what pulled me out of it was that Isaac is completely silent, that felt kinda awkward. The encounters with the creatures are rather predictable, after a while you know when and where a monster drops from the ceiling or stands behind the corner and every few chapters there is this hentai noodle which graps you, so you have to shoot its weak point. The problem is that the controls are terrible on pc. The PC port in general seems terrible from what I've heard but I never played the console version. So I can't compare it.

But if you like atmospheric horror or sci-fi shooter you should give this a try. Let's hope the remake keeps the good parts and fixes the flaws

This 15-year-old game, with its terrific atmosphere and art direction, still holds up surprisingly well today!
It's not perfect though, the PC version has terrible aiming controls, the writing is good but not perfect, and some plot twists are predictable. I feel like Isaac is not the protagonist here, neither is his crew, and neither is Nicole, it's the Ishimura itself. The USG Ishimura is one hell of a setting, the way the ship was designed, all of its industrial spaces, crew quarters, the bridge, all the small and claustrophobic spaces are absolutely incredible.

Overall, the game manages to surprise with various combat scenarios but falls short of its full potential due to the lack of a complex narrative, a silent protagonist, and a lack of meaningful boss encounters.

Still, it's a remarkable horror game. I do hope the remake will be more of a reboot than a graphical upgrade.

I FUCKING LOVE DEAD SPACE

I LOVE PRECISELY SHOOTING AT ALIENS TO DISMEMBER THEM IN VARIOUS DIFFERENT WAYS

Mesmo tendo jogado esse jogo até a metade no 360, ele ainda me deu mais medo que muito jogo de terror moderno, o jogo não poderia ter envelhecido melhor, tudo no jogo é excepcional, a interface é totalmente diegética, aumentando a imersão (e o medo), a mecânica de cortar membros é criativa e única, a variedade de inimigos é bem ampla e o jogo tem uma boa dificuldade, o local onde o jogo se passa também é outro ponto positivo, a USG Ishimura é muito bem construída e crível, com vários ambientes diferentes que contemplam um ao outro, a história, mesmo surpreendendo em alguns pontos, é previsível em outros, mas me deixou interessada do começo ao fim, então ela não me decepcionou.

Recomendar esse jogo hoje em dia é chover no molhado, afinal não é atoa que ele vai ganhar um Remake, mas de qualquer forma, se você não jogou Dead Space, faça o quanto antes, é de longe um dos Survival Horrors mais únicos e criativos que tem por ai, ouso dizer que é uma obra-prima do terror e ficção-científica da sétima geração, mas essa é apenas a minha opinião.

Dead Space 1 é, na minha opinião, uma das melhores obras do gênero de sci-fi terror, junto com o primeiro Alien. Tudo neste jogo foi muito bem feito e, principalmente, veio de uma base sólida que era Resident Evil 4. Resident Evil 4 + Alien foi uma combinação perfeita, refinada pelos desenvolvedores em um nível que duvido muito que veremos hoje em dia. Este jogo é BRUTAL e visceral, e eu não sei como foi um sucesso comercial, além de não ter sido boicotado por alguma associação de pais chorões. Este jogo vai muito além do visual, contendo uma das melhores jogabilidades e, principalmente (na minha opinião), um dos melhores layouts de controle já feitos em videogames. Tudo se encaixa perfeitamente, e agora que estou jogando o remake, parece que nada mudou, pois lembro de tudo.

Talvez eu tenha um problema com o original, que seria a Ishimura em si, e digo isso visualmente. Se você lembrar de outros survival horrors, é muito fácil recordar de cenários icônicos, mas como aqui é tudo corredor de metal, é muito difícil sentir qualquer apego ou até mesmo interesse pelo cenário. Consigo entender facilmente por que existe um botão de guiar para o objetivo, pois o cenário não ajuda na assimilação. Uma coisa que imagino que talvez tenha envelhecido meio mal é o backtracking estranho deste jogo. Ele não soa muito natural, então é muito comum você não sentir qualquer vontade de retornar e pegar mais itens.

Dito isso, Dead Space é, para mim, uma das melhores obras do gênero e uma evolução quase perfeita do survival horror.

Jumpscares mt loucos

Excelente equilíbrio entre ação/terror é a marca principal desse game, mesmo que os jumpscares sejam a grande tônica proporcionadora de sustos.

Combate é bem interessante, apesar de eu achar que o feedback de acerto dos inimigos não ser tão bom. Além disso, as armas são esquisitas e algumas são simplesmente desnecessárias.

A história junto da ambientação é, sem dúvida alguma, o melhor desse jogo. Um pecado que no final ele comece a ficar repetitivo, mas isso não é algo que atrapalhe a experiência, talvez se ele fosse sei lá, uns 45 minutos mais curto, já deixaria essa sensação totalmente fora.

This game made me realize that I am completely unbothered by survival action horror games. I suppose I am much too desensitized to endless waves of flailing arm monsters and repulsive explodey boys because I found myself getting way more annoyed every passing minute as opposed to terrified and pooping my pants.

This isn't really the game's fault so I'm not going to ding it too harshly for that, although I didn't really feel any tension at all. I always knew that when I entered a big room, it would result in the classic jumpscare stinger noise and then hordes of the same 3 enemies would start pouring out from the ceiling again.

It was made competently well and had a pretty thorough line of mystery from start to end, which was at least enjoyable. The act of cutting off limbs is a creative way of dealing with constant droves of enemies and their varying types you run into.

I do blame this game for having obnoxious, unskippable death scenes though that definitely inspired other games to do so. After the first three deaths and past the initial "POGGERS, I GOT DISEMBOWELED!!!!!", it does start to wear off pretty fast. (I know it's inspired by RE4 OG, but they just went nutty here.)

If your response to this criticism is to just "get better" at the action horror survival game, I'll have you know that your Mom is great in bed.

The PC port also has terrible audio mixing where Volume 10% is actually like 4,000% and I am deaf now, so I won't be hearing anymore horror jumpscare stingers at all anymore. Thanks for that.


I'll never forget how scared I was playing this. My first real scary video game experience. Loved every minute. A perfect example of how a linear single-player game should be made. It's a shame the industry is slowly but surely abandoning that.

Isaac do this! Isaac do that! Isaaccccc!!! The game.

Actually I wasn't planning to play this game before playing all resident evils but just to look up I hop in, enjoyed it's first hours a lot then decided to continue more and here I am after 8 hours later. So what did I think?...

At first I really enjoyed it's first hours where you are defenseless, everywhere feels alien and dangerous, every step feels like a death sentence. Maybe even more scary for me because beating horror games are rare thing for me.

However after the middle point where the game introduced it's %95 of it's enemy variants I started to lost this tense feeling. Not just that, game started to repeat it's room layouts. I mean they are colored differently with more different stuff thrown in inside and there are still some locations that is different to give it's setpiece like feeling but most of them? Felt too similar to each other. I felt like walking inside the 1000th grey corridor.

After the middle point nearing the end I started to hate it's formula as well. It repeated itself too much that I couldn't wait this game to finish. Solving the game's own horror formula felt like end to me yet for some damn reason game still keeps going and going.

You always go out from the train station, come into similar looking 500th hallway where there are 3 doors. A radio calls, says: "Isaac Oh My God in this section you need a XYZ thing! You need to get it NOW! Out". You go into one of the doors, find the thing, while you return, suddenly you hear "Lock Down initiated". Doors close, you kill the enemies, then go to the second door, use the key, return, then go the third etc. then return to the station to go another part of the ship, leave the station, go to hallway.... etc. etc. etc.

Game used this so much that it became mindnumbing to me. I felt like near the end my brain become a puddle of soup.

With that, For me even as early as the 4th hour, game's magic was already disappeared unfortunately. Even with the dismembering system, I already solved how to destroy majority of the enemy types more efficiently so even this good mechanic itself lost it's magic for me.

I mean there is one time it tried to do something interesting after the half point where a stalker character gets introduced but at that point I was already a walking bullet machine so... unfortunately even it wasn't enough to remove this tiring feeling for me.

Only time after the half point I was close to getting scared was, one time I spent all of my bullets because of my own insistency of not buying bullets, but rather than getting tense, I just loaded my save and go to market sell my things get more bullets and go there again to decimate all the enemies. That's it. It felt like going through the motions rather than feeling fun.

Because It was already lost it's magic it builded up to that point after all.

This is some good shit. Had such a blast playing this. Really strong gameplay for something that came out in 2008, with the exception of the cannon sections of course. Those were awful. While I didn't find it particularly scary, I can't deny how rich the atmosphere of the game is and the designs of the enemies. The plasma cutter is such a satisfying weapon to use. I didn't even bother using anything else.

Can't wait to start the 2nd game, and possibly the remake some time in the near future.

Some of the best "guns" to grace the horror genre, set pieces that are still awe inspiring, did an in world HUD better then anyone before or since.