Think about the ridiculous section with Tripods in the elevator (chapter 7), or the section on the mining drill (chapter 12), which is more acceptable but nonetheless out of place. In Dead Space 2, on the contrary, few resources must be managed to face many, too many, enemies in situations that have nothing to do with survival horror. In a survival horror game, few resources must be managed to deal with enemies that, in a higher number than yours, will try to kill you. But there's a problem in how Dead Space 2 manages to be a more difficult game than the first, even if it's less survival horror – I played at "Survivalist" mode the first time. Gameplay: what a second chapter should really give to be superior to the previous one? What was improved? The movements of Isaac, faster and more fluid, even in the beating with the foot or in the slap, far too slow in the first chapter other plus points are the possibility to interchange suits, select them at will, the space flight sections with the suit, the freer gravity zero phases and the bypass method of electronic systems. It is a plot inferior to the one of the first Dead Space, substantially. A few times, Isaac's actions really make the difference and if the difference is there, it's little perceived. An almost constant "We will meet there" rigmarole. In Dead Space 2, a good part of the game is nothing but chasing people, and trying to reunite with certain characters encountered in the events. Isaac is an engineer, and it was nice to play his role in the first game: each chapter was a task, an effort – even professional – aimed at solving a situation, increasing the probability of surviving and get home in one piece. Not in Dead Space 2: the plot is a simple straight line, no interleaved pause, each chapter of the game comes and you couldn't even notice it, if it's not for a shy written line down-right the screen. You felt satisfied, relieved, and yet you knew that when that tram stopped, you'd have a great deal of work again. However, what I didn't appreciate, it's not only the excessive enigmatic halo linked to the events, but also the way in which they take place: in the first Dead Space, each chapter was concluded with a monorail tram system that brought you to the next destination, to the next chapter. I liked the Sprawl setting, but I preferred that ship stranded in space, called Ishimura. It's an interesting plot and certainly pushes strongly until the end of the story. Nice: the story immediately begins with a bang, compared to the slow start of the first chapter. From there on, things will only get worse, with a large-scale of necromorphs outflow. Isaac Clarke was "recovered" and 3 years later, found himself placed in an asylum, due to his connection to the Marker's effects. Dead Space 2's plot takes us back where it had left us. I don't agree with this logic and here, I will explain why. Isaac Clarke was Dead Space 2 is the repetition of a story already seen: a second chapter that, although distorting the nature of the first, is considered by most reviewers, critics and players, better than the previous one. Dead Space 2 is the repetition of a story already seen: a second chapter that, although distorting the nature of the first, is considered by most reviewers, critics and players, better than the previous one.
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