


He screams, grunts, and yells, but when members of Dead Space’s small, doomed cast of auxiliary characters address Isaac, he does not respond. What you see, Isaac sees how you see it is how Isaac sees it. The submenu for objectives is not stashed away in some inventory screen it comes up organically, before Isaac himself, without stopping the game. Every bit of information you need to know about Isaac-how much ammunition he has left, how severe his injuries are, where he needs to go next-is displayed as part of his mining suit. It does so formally, internally, via its mechanics and interface. The game’s particular strength is the way it reinforces Isaac’s solitude and helplessness. Slaying these creatures requires forgoing the headshot and concentrating on blowing off any and all limbs, in what the game’s marketers refer to as “ strategic dismemberment.” Within the largely changeless march of video-game combat, dismembering space zombies was something of a revelation.īut Dead Space’s innovations extend beyond the capability to hack up enemies one arm at a time. Unfortunately for Isaac, the ship’s crew has been transformed into space zombies-necromorphs, in Dead Space parlance. Instead, it’s his failure to reach Nicole, his guilt in even getting her the assignment on the ship as a “favor,” that’s haunting him.The first Dead Space has a lot going for it, most notably its hero, Isaac Clarke (so named for the giants of science fiction, Asimov and Arthur C.). You realize not even the Ishimura itself was the worst thing he experienced - he just jumps and yells at flashbacks to the events there. It’s a tangible moment that symbolizes Isaac making strides to go beyond the horrors he endured years prior. By confronting the horrors of the Ishimura again, you return empowered, clearing areas that once took hours in around a single hour’s time. This comes right as Isaac finally starts working with Nicole and processing his repressed pain. The pain manifests not just through Nicole, but also with the return to the USG Ishimura from the first game. Not even the Marker is trying to torture Isaac - he’s doing that plenty well himself. Her arguments stop being vague condemnations, instead addressing how Isaac is the one causing these visions to be toxic. At first, Nicole seems like nothing more than a phantom of his guilt, but then things take a turn.
