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Dead Space Remake Review: Is it Better Than the First Ones?

Dead Space Remake Review

Dead Space Remake Review

I can’t wait to explore the USG Ishimura, a brand-new location in the recently released Dead Space reboot by Motive Studio on January 27. Dead Space, first released in 2008 and developed by the now-defunct Visceral Games, is a first-person shooter (FPS) horror game that, even as a novice (I was 10 in 2008), I can tell is among the best FPS horror games ever made because of the mining ship’s role as the game’s grey spinal cord.

But after seeing the ship and all the horrors that occur on it, as evidenced by graffiti (“Fuck this ship, it’s a nasty capitalist organization,” one on-the-nose scribble states) and passageways sticky with organic ooze, I wonder if that’s still the truth.

To be fair, the USG Ishimura itself lives up to its reputation. Along with Chief Security Officer Hammond and computer specialist Kendra Daniels, we crash-land on it as engineer Isaac Clarke, a previously non-speaking character now imbued with actor Gunner Wright’s cool voice of reason in Dead Space 2 and 3. I spend almost 16 hours jogging across and around the ship’s lightless spine, and I am immediately impressed by the enveloping darkness.

In the first Dead Space, Loading Screens interrupted the Tram System but in this one, it Runs Smoothly

Dead Space Remake game

Even if pressing the right stick on my controller causes a bright blue line to appear and lead me to my destination, the tram system just serves to highlight and amplify the city of Ishimura’s disproportionately small size.

This emotion is amplified whenever I return to a location where I have recently wasted human lives, only to find that the piles of corpses are still there. The necromorphs are Isaac’s primary antagonists, and their bodies look like this (taut, twisted skin; lumpy intestines protruding, like when you stick your thumb into an orange to break it open).

New areas are unlocked as you progress through the game’s security clearance system (you start at Level 0 and advance to Levels 1 and 2 as you play), ensuring that players will continue to explore even after becoming familiar with Ishimura’s corridors. However, the story of mad Unitologist cult members infecting individuals with their Red Marker in their drive for ascension is not expanded upon from Dead Space 2008, and the necromorphs are still the yowling, sour victims of the Marker that you must slice their limbs off.

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Dead Space Remake

The Plasma Cutter, Pulse Rifle, and Ripper (which fires saw blades) may be more to your liking. I feel a strong attachment to my Dead Space 2 acquisition, the Force Gun, which I use in conjunction with the game’s gravity manipulation module, Kinesis, to obliterate necromorphs into rattling piles of bones.

That’s something I frequently engage in. I use my blaster to kill infants with tentacles extending from their backs while they spew green acid at my Isaac, who responds with a quiet sigh or gravelly scream. When he is still, I can hear his heart beating rapidly.

While a “boss” necromorph lumbers toward me like an imposing, headless bear, I blast away necromorphs that look like oversized bats and necromorphs that look like praying mantises. Stasis, another gravity manipulation that can be recharged to slow down adversaries, is used to halt its movement, and a few blows to the yellow pustules around its joints are enough to bring it down quickly.

My feelings of dissatisfaction begin to be linked to the fluid inside these bulbs. What the Dead Space remake decides to maintain and what it decides to change has me baffled.

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