The Dead Space rhythm of stasis, shoot, stomp still worked wonders on nearly every enemy, and headshots didn’t do much to stop the onslaught. The necromorphs attacked from the shadows and screamed with guttural, humanlike cries, their long blades and bloody intestines lit only by the glow of Isaac’s plasma cutter. Outside of the framerate frustrations, the Dead Space remake was a delicious slice of old-school video game terror. It all felt entirely natural, as if this was what developers wanted to do with Dead Space the first time around, but our 2008 hardware just couldn’t handle it. (Nothing about the plasma cutter was changed because the plasma cutter is and always has been perfect.) And then there was the revamped zero-gravity mechanic - instead of clinging to surfaces and leaping off of them in an extended jump, the Dead Space remake let me swim through the air, opening up new puzzle and exploration opportunities, especially in conjunction with the stasis and kinesis abilities. For one, the pulse rifle had a new alternative fire that threw out a small proximity mine, rather than a 360-degree spray. In the demo, Dead Space followed a familiar cadence of dark hallways and towering necromorphs, but it also offered a handful of surprises. Whatever the horror director was doing during my playthrough, it worked - I was suitably scared in every setting. This system doesn’t randomize the behavior of enemies, but it sets off environmental features like steaming pipes, harsh whispers and flickering lights. The Dead Space remake has fresh voice acting, puzzles, storylines and mechanics, and an AI-driven director that maximizes the horror of each scene.
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