Dead Space 2, an Alien-View
The following is by Bo_Fox. As with everything that we publish at AlienBabelTech, the opinions expressed are solely those of the individual writer and do not necessarily reflect the views and the opinions of the rest of the ABT staff. –Mark Poppin, ABT Senior Editor
“This here is not a review, but an Alien-View”
Everybody is talking about Dead Space 2 since Visceral Games released it a month ago. Is Dead Space 2, an over-the-shoulder third-person shooter genre, a disappointment? Or, is it going to meet your expectations? Sorry, no blunt answer will be given here, but this Alien-view will point out the highlights and the shortcomings. It will also be a guide that gives some hints and workarounds to undertake, for better enjoyment of the game.
First, let’s take a quick rewind to the past. Since a few years passed after Doom 3 came out, gamers were starving once again for a similar horror-type shooter game. Dead Space 1 was just the fix that they needed to fulfill this raving hunger. Its success has contributed a great deal to the anticipation of Dead Space 2.
Dead Space 2 takes place on Saturn’s moon, Titan, 3 years after Dead Space 1 ended sometime in the 23rd century. A fully-fledged mining city there is rather massive – it makes the game feel a bit more open than the confinement of a single spaceship in Dead Space 1. Who doesn’t like the future? Skyscrapers?
It is mostly a dark game that is yet a bit more colorful than the first in some parts. The element of darkness is totally conducive to spine-tingling, bone-chilling horror. For me, it raised goosebumps on my neck, arms and legs 23 times the first play-through. The sound and music really did contribute a lot to the fear. Oh yes, there is just as much blood and gore as the predecessor. If you like the gore, make sure to die in every way possible, so that you don’t miss any of the different possible cut-scenes of gory death animations.
Even though it was pretty dark in some places, the main guy that you play as, named Isaac Clarke, is no longer silent, and is now making conversations with some people [NPCs] throughout the game. This alone makes the sequel have a far less isolated feel to it. Some gamers might be disappointed, preferring the isolated feel that makes it as grim and scary as possible.
The story is great. It touched me at the plot’s climax; the voice and cinematic acting really did intrigue me into emotional feelings. An exception is the very end, which felt rather lame. I would’ve preferred to just fight some stupid gigantic monster like in Dead Space 1.
A helluva lot of time was wasted searching for ammunition and health packs in every room. I had to stomp on dead corpses to find randomly-generated ammo and hunt around every corner of the room for power cells hidden like Easter eggs laid by the developer. At least it’s not as bad as Bioshock where a completionist gamer would spend half of the time searching around and picking objects out of corpses rather than just playing the game the more fun way.
Like in System Shock, Deus Ex, or Bioshock, the weapons can be upgraded. The interface actually looks somewhat like Deus Ex, with a certain number of slots that your armor has for carrying items. Also, the rig (armor and health) can be boosted by buying a new upgraded rig suit at a “store” that looks like a virtual vending machine. Successfully managing your money by wisely buying and selling items is not too challenging. If the game becomes too hard at any point, you could always change the difficulty on-the-fly.
With a few more new weapons that were not found in Dead Space 1, I just had to play the game over again so I could experience maxing-out every single one of them. It was just too tantalizing to not know what the upgrades could do with the weapon’s alternate-fire mode.
The artificial intelligence of monsters are what one would expect of semi-dumb necromorphs (zombie-like monsters that use human corpses as hosts). One new monster that was not in Dead Space 1 does show much improved “intelligence”, acting like a bird-reptile with a long neck so its head can stick above tall objects or lean past the corners to see where you are at, while staying hidden. If you look carefully, you’d spot them “peeking” at you, and you had be better prepared with weapons when they’re about to attack you. Watch out! – like in DS1, they still crawl through vents to reach other rooms (although not as often as in DS1).
Sadly, the notion of the monsters jumping out of vents whenever you cross an invisible line in the room (in about half of all the rooms in the game) is a bit reminiscent of the closet-spawning monsters of Doom 3. Inevitably setting off these “trigger-traps” one too many times makes the gameplay feel kinda dumbed-down.
Multiplayer added almost nothing to the game. While the necromorphs vs survivors mode, which is the only mode available for multiplayer, might seem exciting at first – a lot like Left 4 Dead – it quickly gets boring with just one repetitive mode and only a few maps. Perhaps it is the steep $59 price that keeps it from getting so popular yet, or perhaps it will just never take off.
FUN FACTOR: It’s more fun than Bioshock 2 and Quake 4, but playing it twice within a month might change your mind. Wait a bit longer for a replay and resist the temptation to play the “New Game+” mode where you can carry over your collected ammo and power-up’s into the new game. That way, it’s almost just as scary and fun the second time around.
Check out the next page for more advice, advanced tips, and if you must have a review score – a number rating squeezed out of me with a gun to my head by the editor.
Forcing AA via nVidia Inspector works fine and does not effect dynamic shadows, as long as the correct flag is used.
The AA flag that works with dynamic shadows is 0x00411245. Anyone using the flag 0x004030C0 will encounter missing shadows if anything above Normal is set for shadow quality.
AMD users can try MLAA, which looks pretty good in this game
Thanks for the input. The 0×00411245 flag that you mentioned does work fine, indeed, but it introduces white pixels around the edges. It is probably due to shader artifacts with incomplete AA. The AA quality isn’t anywhere near as good as the other flag that you mentioned. If the white pixels do not bother you (they’re more obvious in motion than in screenshots), then great. I was just lucky to have 2560×1600 on my 24″ so I didn’t really need AA that much.
NOTE: This PC version does not have downloadable content (DLC’s) nor unlockable elite suits like in the console versions. It also seems that there will not be a patch for this. There is an online petition that people could sign regarding this issue:
http://www.petitiononline.com/ds2pc/petition.html
A few months ago, Dead Space 2 was announced for just Xbox360 and Playstation 3, but thousands of people signed a petition asking for the PC version. It is unknown if it was because of the petition that we are having a PC version after all.
I’m gonna try forcing SSAO with my GTX 480 and see how it turns out. This review gave me lots of things to try.
Amazing job Fox!
Agreed completely. The AA quality is much less than the more commonly known flag. With your very high res and the small screen size in relation to it, I can definitely see that you probably don’t use much AA.
I personally used downsampling. If any ABT readers are interested, it simply involves setting a custom res in their nV CP, for example I used 3360×2100 (4 times the pixel count of 1680×1050 native). Make sure the res is true 60Hz, not 59/58 as it won’t show in game. Choose “Monitor Scaling” in nV CP, then select your custom res in game. It works a little like 4x SSAA and looks superb.
I think there may be a topic in the ABT forum about it, or one can always search the interweb for directions.
Forgot to say in my last comment that I did greatly appreciate the review. Thank you. It’s good to see at least one bit of decent PC only DS2 coverage.
Great review, I also experienced the V-Sync Halving frame rate issue with my HD 6970. Using MLAA with Dead Space 2 worked like a champ and looked much better than using Dead Space 2 in-game anti aliasing. MLAA blurrying issue was apparent with early drivers like the Catalyst 10.12a, but with current drivers, it only makes the GUI text a bit funky, but overall, Dead Space 2 looks awesome with MLAA and soon with SRAA with nVidia hardware.
Thanks, guys.
I’ll definitely check out the “supersampling” downsampling with my LCD and HDTV!
So, MLAA really did improve a lot since 10.12? I also heard that the performance with MLAA got worse since.. is that right?
Damn, what has happened to the 7 or so comments? They were really awesome! Are you able to restore them, hopefully? Thanks