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Preview: Dead Space 2

As a huge fan of the first Dead Space, a true survival horror gem, I've been concerned about the sequel. From the few videos released so far -- Isaac jumping through a runaway space train, or getting shot at by a space helicopter, or being launched into zero gravity to fight a grotesque monster -- Dead Space 2 looks cool and visceral, but very much like an action shooter. Where are all the scares?

Playing Dead Space 2 for the first time at a recent EA event, it took just a few moments to get re-acclimated to the familiar controls. Clutching the plasma cutter (my weapon of choice in the first game), I was dismembering my Necromorph nemeses in no time; only interrupted by some cheap scares along the way -- like some creepy creatures suddenly spawning behind me. This certainly felt like a Dead Space game.

Many fans of the first game wouldn't mind a sequel that's simply "more Dead Space," and, in many ways, that's exactly what I was playing. I noticed some some subtle changes and improvements, of course. For example, Isaac's "stomp" attack can now be used repeatedly, allowing him to vent his rage over and over again -- a great way to conserve ammo too! There are new weapons as well, including a pole-launcher that can pin enemies to walls.
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There are also the big-action moments, as featured in the E3 trailer: You'll have to shoot your way out of the grasp of enormous creatures; you'll mow down a horde of tiny Necromorphs with a machine gun; and you'll be treated to over-the-top, Hollywood-style cutscenes (with QTEs, so pay attention!). However, Dead Space 2 isn't entirely comprised of shock and awe moments. I definitely experienced those moments of silence where the fear of the unknown and unexpected took hold.

As I entered zero gravity, I dreaded the possibility of a giant monster attacking. Thankfully, you have total control of Isaac in these portions of Dead Space 2 and can execute mid-air maneuvers, making zero gravity jumps far less disorienting than in the first game. While it might sound like it makes the game easier, this change opens up the level design to some clever platforming segments. At one point, I had to navigate Isaac through a series of deadly fan blades to reach a door on the other side -- good thing I was able to use my Stasis power to slow down the fans!

In addition to Stasis, Isaac's Kinesis power returns in the sequel, and while both powers are necessary survival tools in combat, they also appear to play an integral role in solving certain environmental puzzles. Before my encounter with the fans, I had to disable gravity by engaging a mechanical system that required locking certain hooks into place. The solution called for a specific pattern to be executed in a narrow window of time and required the use of both Kinesis and Stasis, along with a good deal of brainpower.

Since the trailers have focused almost exclusively on Dead Space 2's flashier moments, I was pleased to find that the various elements that made the original game so successful -- exploration, puzzle-solving and the atmospheric tension -- are all present in the sequel. In fact, with the exception of Isaac's spoken dialog, Dead Space 2 doesn't feel like the unnecessary departure I had expected -- or feared.