
I replayed Dead Space recently for the first time since release, time and distance granting me fresh eyes.
In the corner of this particular lounge is a pile of crates. If Isaac had not chosen engineering as his vocation, he would no doubt be a low-level mobster worth fearing. Through a harsh regime of treat-speckled scarcity, Dead Space has by this point trained the player to rifle, rummage, scrape, scrounge, and otherwise vacuum until each new architectural victim has been shaken down for its valuables, then stomped on a few times for luck.
READ MORE: Best horror games: what’s the best horror you can play?īetween assaults by the scythe-limbed alien horrors the game calls necromorphs, Isaac will duck into what looks like a passenger lounge for a light breather. It’s the latest biro scratch on a yellow post-it list of ‘if it can go wrong, it will go wrong’ objectives, each contrived with such transparent honesty – and fresh with promises of more expert scares – that the player can’t help but forgive their Bioshock-ian “fucking really?!”-ness. Towards the final chapters of 2008’s sci-fi horror Dead Space, engineer Isaac Clarke is forced to trundle his way through the halls of a recently crashed military ship named the USM Valor in order to retrieve a Deluxe Mcguffin Meal called a ‘Singularity Core’ with the goal of powering an escape shuttle.