Reviews from

in the past


Pretty great game that is hindered by a bad PC port and a bit too long length.

It's amazing how good of a game this is after all the passed time, it absolutely never fails to keep you on edge. It makes me question the validity of remaking a game that has aged as wine

It’s been a little past a year since the incredibly successful ’Dead Space Remake’ was released and because of that I replayed the original title to see how it has aged since the remake released. No surprise, it still holds up really well outside of the lackluster PC port. There are some quality of life things you may miss playing the original as well as slightly clunkier controls, but remains to be an overall great experience.

The easiest way to describe ’Dead Space’ is by referring to it as ’Resident Evil 4’... but in space. This may sound a bit unjust to compare it to a completely different franchise with completely different goals, but that is outright what the developers said when developing the game. This is also the most simple and broad way of looking at it though. ’Dead Space’ does a lot to feel like a massively unique title and most of that comes from its gameplay and the time period it came out in as big budget horror games weren’t doing so hot in the seventh generation. The biggest standout feature of the title’s gameplay is instead of precise aiming always going to the head, you have to dismember their limbs and they make this very clear. They tell you like five fucking times that you have to cut apart the necromorphs, the enemies you’ll mainly encounter. I can not tell if the game just feels the need to be a bit hand-holdy to remind people that shooting off the head is not the name of the game here or if this was some inside joke with the devs because it comes off as comical after the second time they remind you.

It may sound as if I’m already pretty negative on the game because of that, but no. I adore the gameplay loop. I love how it actively discourages you from shooting the heads off because if you do the necromorphs will just come running at you swinging their arms around rapidly which becomes much more difficult to handle. With this strong focus on legs and arms, it adds a strong dynamic of strategy and quick thinking in combat. I constantly found myself balancing which enemies I need to kill and worry about throughout the intense moments of the game and this always applied pressure to me. It becomes especially tense when you have to deal with multiple kinds of enemies at once which there are a good variety of. Something new I noticed on this playthrough compared to every other time I’ve played is that some enemies can sneak up behind you. When finishing a large encounter I would search around for supplies and sometimes there would be one last guy I didn’t notice and he’d come up behind me and strike. This scared me each time it happened and it's my first time ever really noticing it in this game, but it’s really cool. There are a few things to take note of when playing on PC though. If you consider yourself to be good with these kinds of behind the shoulder shooters such as ’Resident Evil 4’, ’The Evil Within’, ’The Last of Us’, etc. then I highly recommend choosing hard difficulty and playing with a controller. The reason I mention this is because using a mouse to aim at exact limbs can feel a bit busted in the sense that it's pretty difficult to miss your shots unless you’re intentionally trying to or are using the pulse rifle. The game feels balanced around a controller and I would recommend playing that way unless you want an easier experience or are new to this type of game.

The different types of weapons at your disposal is one of the most memorable aspects to this title and one of reasons this game sticks out so much in comparison to its peers. There are your more default weapons such as the plasma cutter being your standard pistol, the pulse rifle being your assault rifle, and the flamethrower which speaks for itself, but the other major weapons you come across are very unique. The line gun is a wide, short range weapon with much higher damage likely to cut off the enemies limbs in one go. The ripper shoots out a saw blade that will cut anything in its way apart, but also has a high chance of you taking hits because of how close you need to be to enemies to use it. The force gun doesn’t do an insane amount of damage, but will push any enemy to fall over onto the ground giving you time and space. Then last, but not least, the contact beam, that has a charge attack, but has the highest damage out of any. Now, I didn’t really want to explain in a bullet point style, but I feel it's such an important aspect of ’Dead Space’ and its personality. These aren’t even all the weapons are capable of as each tool has an alternate fire that does something different from the normal fire. These weapons fucking rock and all feel well balanced around having strong risk/reward choices as well as having large variety between them. Although, I will admit the plasma cutter is a little overpowered, but due to limited ammo and how interesting the other weapons are, there is still a motivation to use the other weapons. These aren’t the only things in your toolkit though. There is also a stasis module which you can use to slow down enemies for some time as well as a kinesis module for throwing items at enemies. The amount of options given to you can help the game feel a lot more varied than it actually is since the combat situations tend to always be “They’re ambushing you. Take care of it!”. The variety of your equipment does a good job disguising that. Oh and my personal favorite weapons that I focus on using are the plasma cutter, pulse rifle, force gun, and contact beam (my beloved <3).

The upgrade system in the game is quite decent as well. You have to make difficult choices with weapons since to get certain upgrades, you’ll have to put your power nodes into a slot that does nothing to be able to get to the one you want. This makes getting upgrades feel like they really mean something. This isn’t the only thing to worry about though as those same power nodes are used on locked doors that contain a shit ton of supplies as well as audio logs. It can lead to some immensely tough choices that you’ll need to figure out. Power nodes are also a pretty rare item.. well sort of. You can purchase power nodes at the shop similar to ammo and health. They aren’t super cheap, costing ten thousand credits, but I wish it wasn’t just an item that you could save up money for and buy a bundle of. I feel it removes a bit of the incentive to explore looking for these items when you could just purchase them instead.

The pacing is a bit all over the place. There are short moments where you get to catch your breath and solve a puzzle which are usually simplistic, but there’s enough variety to them to never get old. There are also sections with zero gravity that are pretty neat. The biggest issue with the pacing is that in the first half of the game they will put you in these short moments of dread and atmosphere and rip it away every single time with a necromorph bursting through a vent. This feels as if they lacked confidence in their atmosphere. That's quite a shame because these short moments are really well done. They just don’t let them breathe enough. This is most apparent at the beginning of the game where you have around five to ten minutes of gameplay and already crazy shit happens. I think the intention was to throw the player off into an intense situation similar to how the village section in ’Resident Evil 4’ worked, but it didn't reach that high at all. The back half of the game is much better since they don’t really attempt to apply dread and focus on non stop pressure and intense combat. I wish they pushed more with the slow burn moments, but the pacing does feel improved in the second half since it feels less confused on what it’s doing.

I enjoy aspects of the story for ’Dead Space’, but there are parts of it that are incredibly flawed specifically with the characters. Let’s talk about the big one for a second, Isaac Clarke. Isaac is a silent protagonist, but isn’t really a successful one. They attempt to make him an actual character with motives so he isn’t fully a self insert as there are established traits and motives that define him, but it feels half-assed and boring in a way. He never shows any emotion except for one moment at the very end of the game that is admittedly well done. The main goal he has is to find and hopefully save his girlfriend, Nicole. It’s a simple motive for a character, but not a bad one. The issue is you never learn too much about Nicole and she is just a boring character. I think it’s okay in a narrative like this if one of the characters were boring, but the other was really lifting their weight. For example, James Sunderland from ’Silent Hill 2’. You never really learn anything about his wife until the very end of the game, but you spend a large amount of time with James. You really get to understand his motivation and I felt that pushed me a lot more than having two people I quite honestly don’t care about. There are other major characters that are well done, specifically being Dr. Kyne and Dr. Mercer. Hammond and Kendra are okay, but how antagonistic they are towards each other while in the situation they’re in can feel comical at times. Every other aspect of the story is decent though, learning about the USG Ishimura’s history and slowly figuring out what’s going on is satisfying. I found most things to be compelling and I enjoyed the text and audio logs around the world. ’Dead Space’ has a neat narrative, but is simply held back by the two characters the game seemingly wanted you to care about the most.

The presentation is fucking phenomenal. I was curious how it would hold up here, especially since the remake is one of the best looking games from 2023, but the original still looks great! The art direction is amazing and although the Ishimura is heavily criticized for not looking lived in enough, I still find the industrial spaceship look to be fantastic. The outside of the Ishimura is also very memorable with the design being reminiscent of a rib cage. This also becomes a common theme you progress with such as every suit upgrade adding more elements to the suit that resemble the rib cage. The lighting is extraordinary as well as all the animations. The most obvious part that sticks out though is how well designed the UI is. All aspects such as your ammo count and health are in the actual world which makes it a very immersive experience. They even tied in a way point to make sense in the world although it’s not really needed considering it’s quite a linear game. It even takes the ’Resident Evil 4’ route where the crosshair is an actual laser coming out of the gun. The type of laser that comes out is changed depending on what weapon you’re using which is really sick. This game also avoids using cutscenes for most of the runtime and lets everything be played which also helps the immersion since a lot of the games from this time would have pre-rendered cutscenes locked at 30fps that are very noticeable compared to the gameplay (for example: ’Resident Evil 5’). It also just fits the feeling of ’Dead Space’ so much more.

The sound design carries the game’s atmosphere by a ton. While walking through the world you’ll hear whispers and the sound of something moving in the vents. It’s really difficult to describe in detail because it’s something that’s hard to appreciate until you really experience it. The soundtrack is fine. It’s pretty standard and what you’d expect from a game like this which is a bit disappointing compared to the sound design and presentation of the game, but it isn’t a deal breaker or anything.

One last thing I should mention is this PC port is absolutely fucking busted. The ragdoll physics can be an absolute mess at times as well as you can be blocked by one of the first doors in the game not allowing you to progress. The mouse movement is tied to framerate so if you get inconsistent frames then your movement overall will be different which sucks, but there are fixes for all these issues. The first one being that you should turn off v-sync in the game and use your graphics card’s control panel to lock the game at 60fps. If you find the mouse controls to be a bit off as well then I recommend using the mouse fix with this link. >>> https://community.pcgamingwiki.com/files/file/840-dead-space-mouse-fix/ <<< I know some don’t like using mods in games for a first time, but this is simply something that should’ve been fixed years ago so it’s our only resort.

’Dead Space’ is a game I have plenty of issues with, but still really enjoy. The highs that the game reaches click with me in particular so I can move past the issues with pacing and the characters since it does connect with me. The combat, sound design, and overall feel of the game is unique and special. If you’re a fan of horror games then it is definitely worth giving this a try. It’s far from perfect, but still remains to be a fun game at the very least.

Literalmente Resident Evil 4 no espaço.

Ótimo jogo, segundo melhor action horror que já joguei. RE4 ainda é o meu favorito, mas Dead Space com certeza é um jogo bem consistente e MUITO melhor na parte do "horror".

Se você curte jogos de horror no geral, acho que a chance de você gostar de Dead Space é bem alta, ele tem ação, mas é bem cadenciado com a parte do horror, diferente por exemplo de RE5 e RE6. As únicas coisas que não curti muito no jogo é o fato do Isaac (protagonista) ser mudo, em geral isso não me incomoda em jogos, mas nesse caso só foi uma escolha meio idiota mesmo, mas prefiro não dar mais detalhes por motivo de spoilers, além disso achei os objetivos do jogo repetitivos, você não faz muita coisa além de ir pra um lugar e ativar um gerador ou algo assim e enfrentar inimigos no caminho, não tem puzzles e raramente o jogo apresenta trechos mais interessantes mecanicamente envolvendo a gameplay.

Mas fora isso, o resto é muito bom, o jogo é bem assustador e tenso na maior parte do tempo, a ambientação e atmosfera são inacreditáveis de incríveis, a gameplay do jogo é muito boa, você sente que o boneco é lento e você tem pouca agilidade, mas isso faz sentido, já que o Isaac usa uma armadura e ainda sim o jogo funciona muito bem nas partes com mais ação, são raríssimas as partes frustrantes do jogo ou que você vai reclamar da movimentação do personagem por ser lenta durante o combate. Enfim, recomendo pra caralho.

a terrifying and depressing experience. wish ea didnt nearly ruin this games legacy in the long run


do you like resident evil 4?
do you like the first couple alien movies?
do you like the comic book writers, warren ellis and rick remender? (if you dont know who they are, please check out their works)

the game can get a bit repetitive, but frankly its a better resident evil 6 than resident evil 6

just buy this game already

also if you're playing on PC (which you should), you will need to download a fix for the mouse acceleration and fiddle with some things to limit the framerate to 60fps, as the game has some major issues if you have a framerate any higher
but if you go to the pc gaming wiki page for dead space, you can figure everything out, its not hard and only takes a couple minutes

É um puta jogo desesperador, nunca parece que as coisas vão dar certo, mas elas precisam dar de uma forma ou de outra. Dead Space nunca foi um jogo que me deu medo, tampouco me deixou tenso, mas ele sempre me deixou sem forças. Uma narrativa é uma força que sempre vai adiante, mas aqui nunca parece sair do lugar. É sempre sobre ir fazer uma missão em canto X ou levar objeto Y, e nunca vai dar certo. Você precisa sobreviver, mas será que você vai conseguir? Dead Space é um jogo sobre isso, o sentimento da falta de fé. Uma humanidade que saiu da terra por explorar ela até os seus recursos acabarem enquanto luta contra uma força "alienígena", que transmuta o ser ao grotesco porém continua com seus trejeitos humanos, venerada pela falta de fé na vida e pelo culto à morte. Até em sua gameplay tenta de várias formas comunicar essa falta de esperanças. Isaac, o personagem que você controla, é um engenheiro, e não um combatente: controlar ele é pesado, seu armamento é pesado, seu soco desajeitado, não corre e não fala. Você é jogado nessa situação pelo acaso e deve sobreviver. Ele não possui treinamento nenhum e mesmo assim deve sobreviver. E quando chega ao final do jogo, ainda resta a dúvida: será que realmente deu tudo certo? Será, que, minha jornada teve um propósito?

A fun replay with the Mrs for spooky month. While its surprising how fine this game has aged, a part of me was thinking the entire playthrough, "Why don't I just play the remake?". Yet as I played I kept trying to figure out why a remake was even made for a game that can still scare me like it did when I played in 6th grade.

Dismemberment and the thrill of fighting off Necromorphs is still a tense feeling that makes the game for me. This time playing, though, I found myself not really scared as my wife was, but more so hyper fixated on the inner workings of the Ichimura. Issac being the repairman isn't talked about enough. Slowly fixing the ship and traveling to that Tram station made me feel like an accomplished mechanic. Seeing the debris cleared and rotors restarting gave me more accomplishment than fighting claw demons. For me, the necromorphs started to become a burden to my fun little space repairman game.

I'll be hopping into the rest of the series after finishing up some other titles.

Awesome game. Not as hard or as scary as people made it out to be, but I had a great time playing it. Once you see one jump scare, though, you've seen them all, and you can easily predict when future ones are coming. Also, gameplay is still really good, even after all these years.

For Halloween I thought I should play a spooky game! Here are my thoughts -

-Easy mode is great. You are fairly loaded with ammo and the things don't require many shots to put down or slow them. I ended up selling 80% of the ammo I found and fully upgraded my 3 main weapons and rig. Ready for NG+! Never, lol

-800 bajillion jump scares / scare chords. Is in your face with the horror but also can build tension fairly well. The game definitely needs more moments of Horror with a capital H, but is generally content to just be more spooky.

-LOVE the upgrade system! Your armor looks great, it gets more and more plating added onto it, pretty strongly implying that it's for engineers who work in more dangerous environments, rather than a combat suit. Weapons also upgrade, but they're pretty standard in their 'trees', more damage, reduced reload, etc. It's a nice power progression though! You feel pretty Badass at the end of the game.

-Each chapter is a litttttttle samey. Arrive via train "Hey fix this thing here... OH SHIT THIS OTHER THING IN OTHER SECTION NEEDS FIX GO DO!" Rinse repeat. It has a nice ending that subverts this, the whole last chapter taking place on a planet beneath the ship.

-Story is solid enough..? Characters talk through glass panels a bit too much with you, the 'twist' with Nicole is solid and well telegraphed, Kendra seems almost relatable? I actually was crazy! I do wish Isaac would've emoted a bit more, either with gestures or grunts or something..?

-Enemy variety could use a bit of work, Black Variants were neat at first but don't seem anything more than an extra sack of hit points. The 'bosses' were solidly okay and that's about it, haha.

-VERY strong art and lighting design. The ship is definitely 'samey' as I mentioned before, but it still looks great as a horror setting.

-Easy mode is a godsend. The game is tense enough even with so little threat to the player. I spent a lot of time just using melee attacks to try and deal with the anxiety, that helped a lot I think.

-I was super invested in the game, that surprised me! I spent most of the week just wanting to sit down and keep playing it. Resident Evil is changing me!!

I don't reeeeeally feel like changing these bullet points into an actual writeup, so forgive me!!! I am now most of the way Dead Space 2 so I wanted to get a finalized version at least out so I can finish the second one and not have my thoughts mix too much. On the whole, I think Dead Space is an excellent TPS and uses its horror extremely well. It's not something wholly unsettling or horrifying, it just wants to be a cool monster movie with shit jumping out at you from the dark, while also being a pretty cool sci-fi setting. The 'planetcrackers' is just a great idea. With the focus on shooting limbs rather than just headshots, it gives it a unique twist on direct gameplay as well. Doing Resi 4 proud, even when Resi 5 and 6 don't hahaha...


Dead Space has been in my backlog for quite some time now, so I thought that since the remake is releasing next year I should probably play it before the remake... So I did, and I loved it. There is so much to love about this game, and the gameplay is amazing. My only complaint is that the game dragged a bit at the end.

Classic, 10/10

For real now, the game is too much praised and too little criticized. Sure is a remarkable survivel horror from it's time, but have some flaws that drag the experience down a little. The story is very predictible, the pacing is erratic and the final boss is a big letdown.

Other than that, I think the biggest achievement of Dead Space is it's visuals. From the art direction to the graphical standpoint, it helps create a great atmosphere and iconic visuals like Isaac's suit (Engineer RIG) and the Marker.

After playing the sequel, I gotta say the setting of the USG Ishimura remains unbeatable in the franchise. Its narrow hallways, small rooms, and cramped doorways evoke a claustrophobic, unsettling feel that Dead Space 2's wider setting couldn't overcome.

Absolutely worth playing before the remake comes out. Do ourselves this favor. Make us whole again.

Pendência de jogar o original antes do remake resolvida.

Ambientação do game é top tier e conseguiu me deixar tenso de verdade em alguns momentos. O jogo também tem jumpscares, mas são bem poucos e previsíveis, se eu caí em 2 foi muito.

A gunplay é ok, mas o personagem é meio travadão, o que pode ocasionar em algumas irritações em sessões de combate com inimigos vindo de todos os lados. O arsenal de armas é pequeno, mas competente e satisfatório. Só não é mais satisfatório que dilacerar alguns necromorfos, pq pqp, tem uns inimigos chatos PRA CARALHO nesse jogo.

A história é bem previsível, não tenho muito mais o que dizer sobre. Não fede nem cheira.

No geral, gostei do jogo, provavelmente teria explodido minha cabeça se eu tivesse jogado em 2008. Mas como joguei em 2023, achei "só" bom. E que venha o remake.

Melhor game de Space HOrror que joguei!!! O melhor!!!

The visual and sound design carry it here; fantastic environmental storytelling and a really unified and confidently presented artistic vision. I found the gameplay uneven and the story kind of stupid, and it never really succeeded in scaring me; nevertheless I enjoyed my time in this game’s grimy, believable world.

The foundation of Dead Space was already so solid, it's a must-play for every survival horror fan. The chilling ambiance of the Ishimura creates an atmosphere second to none, immersing players in a haunting and claustrophobic environment. The necromorphs, with their gruesome transformations and relentless pursuit, provide a refreshing twist on the typical generic enemy. While I personally believe the series reached its peak with DS2, there's no denying that the initial entry stands as an incredibly solid and influential pillar in the survival horror genre.

I think this game is a master of tension. The monsters are intense. The sense of dread and paranoia are also very well done. The problem is Isaac it's hard to connect to a character that's told to go there and do that. If he was more fleshed out as a character this would be a better game.

With Halloween just around the corner and a remake on the way, I figured I’d never find a better time to take a crack at the original Dead Space. I went in expecting an experience similar to Resident Evil 4 – heavy action with a side of horror – and Dead Space did not disappoint.

The game is at its best when you’re stalking through cramped environments and dismembering zombies Necromorphs with a variety of futuristic firearms. Your default weapon, the Plasma Cutter, feels punchy and responsive, and I found unique satisfaction in rotating its firing pattern by 90 degrees to more effectively separate my adversaries and their limbs. The rest of your arsenal is hit or miss, with a couple guns that feel underpowered and others that are only useful in limited situations. However, I did appreciate that no two weapons felt alike – a rare feature in games with an arsenal as wide as this one.

Necromorphs come in many shapes and sizes, and each variety requires slightly different tactics. Weak points are easy to spot but targeting them never gets old. The only enemy type that really irked me was the Guardian, a legless creature that hangs on walls and constantly spawns tiny Necromorph pods. Cutting these abominations down is best done with the Plasma Cutter, which became an issue on occasions when my Plasma Energy ran dry. Thankfully, my encounters with these wallhuggers were few and far between.

The zero-gravity sections were also a highlight for me. Not even being up to my neck in death on a derelict starship could crush the inherent joy of gliding across zero-G spaces. Choosing the target of my jump and launching into the air felt so intuitive that I didn’t mind that there was no way to adjust my trajectory midflight.

Though it’s ostensibly a horror game, Dead Space isn’t very scary. The main protagonist Isaac is the strong silent type and clearly gets his fashion advice from Doom Guy. I wouldn’t be surprised if his middle name is Ultraviolence.

As for the story, well, if I never have to endure another monologue delivered from behind a glass window, my life will be all the better for it. The plot is strong conceptually, weaving threads of religion and alien artifacts into a tapestry that should intrigue science fiction junkies, but the haphazard delivery is too shaky to support the big ideas. Plot twists are either foreshadowed too heavily or given weak reveals that dampen their impact. I was always more interested in what I would shoot next than what would happen next.

But hey, this isn’t a movie – it’s a game, and a fun one at that. I’m glad I played it before the remake is released, and I look forward to playing part 2 (and perhaps even part 3) in the near future.

Played this for the first time on the Xbox One and it's clear that the game was designed with this platform in mind. The PC-port is good but it has its oddities here and there.

What can I say about the first Dead Space? It came out in an exciting time when EA tried new and fresh IPs, that left a mark on the scene. Dead Space took the Resident Evil 4-formula and transferred it to space. It was so cool to see how many fans this horror game got at the time and how much mainstream attraction it got. Even my dad loves this series, which means a lot to me. I'm not sure but I think that this game was my first completed horror game as I was a scaredy cat when I was little.

Hope that the remake's gonna be awesome. <3

They set out to make Resident Evil 4 in space under the leadership of EA and they somehow managd to be on eye level with Capcoms most revolutionary title. The only issue I really have is that its way to easy. All you need is stasis and the plasmacutter and even the highest difficulty becomes a joke.

everyone saying this is better than RE4 please see me in my office after class.

My first experience with this game was watching my friend play through 90% of it struggling the whole time through, and then dropping it close to the end of the game.

So now maybe 2ish years later I've come back on my own to wrap this game up! And! I couldn't tell if my friend was just bad at this game, or if only using the plasma cutter makes the game that much easier because I only died to an enemy once (and it was the first time you you encounter those hoards of little dudes that jump on you and drain your health so quick there's nothing you can do).

Really tho I just love hanging out in derelict space stations so no matter what I was going to like this game. The atmosphere was on point and the controls are floaty enough that you can still fight without too much hassle but you always feel a liiittle out of control, which adds back to the mood.

It was a good time, I might revisit it later, at least after i finish the rest of the Dead Space games, to see what extra parts of the lore I can pick up on with a second playthrough.

Dark, disturbing, terrifying and iconic. Real visceral sci-fi horror with stellar graphics and presentation that constantly has you on the edge of your seat while letting you fight back with some of the coolest weapons in the genre, wearing one of the coolest armors in gaming history against some of the freakiest monsters you'll see. The perfect crossbreed between Alien, Event Horizon and Resident Evil.

Reviewing a game as beloved as Dead Space is a bit of a challenge, as you want to find as many flaws as possible, while also highliting the good stuff in a manner that won't feel like you've heard all of this before a thousand times. The problem is that I seem to share everyone's general opinion on the game, and the flaws here are very few. So I guess I'm gonna start by adressing the obvious.

A lot of people compare Dead Space to Resident Evil 4, which is extremely accurate for numerous reasons, but what's striking about Dead Space to me is how faithful it is not to RE4's action, but to survival horror of the older RE titles, and their overall gameplay progression.

Starting out, Isaac, or rather his equipment is barely enough to hold off even the weakest enemies, and relying on running around them and stunning them is paramount. You can't use your weapons (which are probably just the starter Cutter and the Line Gun) too much, because your damage is low, and ammo is not plenty. Then, you upgrade your weapons, you figure out enemy behaviours, how to conserve ammo most effectively, etc. By the last third of the game, you are efficient in killing and hoarding resourses, and almost don't take any damage, but also the game is much more action focused, regularly throwing you into arenas where you whale on enemies and they whale on you in return. The focus gradually shifts from survival horror to action, as you barrel towards the final boss to kill them and get out of this mess you're in.

If you've played Resident Evil before, you'd know that the last paragraph basically summarizes the classic RE formula, that most RE games follow even to this day, give-or-take a few games. It's amazing how Dead Space is more Resident Evil that Resident Evil 4 was, but also that it's not just a copy of either of those things. In RE4, even though your arsenal is limited at the start, you're basically a superhero from start to finish, doing helicopter kicks and suplexes to anyone unfortunate enough to approach you. But Isaac Clarke is a whimpy engineer through and through, and by the end of the game, the only thing changed about him is that his guns are more powerful, and he's better at using them. This "you're not a hero" philosophy permiates throughout the game, and is a big factor in why both Dead Space's gameplay and presentation work so well.

And speaking of presentation - it's amazing. Many people are saying this, but it's incredible that a game released in 2008 doesn't feel aged at all. If you nitpick, you're sure to find some dated textures or rough physics, but the lighting, the designs, the animations, the sounds and the UI are so, so good, these last two things in particular. I was amazed at how the fully diegetic UI turned out to actually be as good as people were saying it is. The line "this game has no cuts and the UI is entirely in-game" sound super gimmicky, like something an artsy-fartsy PS4 exlusive might say in the E3 reveal demo, so you can understand my surprise. ​The sounds of the Ishimura are just unbearable in the best way possible, with just how loud and in your face everything is. The first couple of hours this alone drives the fear-factor of Dead Space. And, of course, all the sound your guns and your enemies' severed limbs make are fantastic. The soundtrack is pretty good too, but it can feel nonsensically placed, seemingly highlighting nothing at all.

But above all else, probably my favourite thing about Dead Space is the horror and how it, again, contrasts to it's influences. Unlike in Resident Evil, Isaac is not a brave soldier destined to kill the giant tentacles in a blaze of glory - he's clearly losing his mind, and he always feels clunky and not in his element. Every punch he throws has to be done through painful grunts and screeches, and every run from the enemy makes his heart race and his breathing heavy. He is always nurvously looking around to see if a monster is coming to get him, and any prowess he has as a fighter probably stems from him being an engineer. At the end of his adventure, Isaac doesn't ride off into the sunset like basically every RE protag, but he barely gets out, covered in blood, alone and unstable. The ending is ambigious, but it's clear that his nightmare doesn't end because he has defeated the last boss, which plays nicely with the cosmic horror aesthetic.

At the end of the day, Dead Space is not perfect, and even the good elements are not perfectly done. Specifically, I feel like the enemy variety is lacking in this one, with a lot of enemies feeling basically just like the standart necromorph, and the ladder half of the story being filled with stronger variations of the basic guys that don't feel fun to fight aside from their introduction. The guns are kinda similar, with half of them not being useful or that fun to fire, and concidering what heavy emphasis Dead Space puts on upgrading your weapons gradually, it's not super tempting to use new ones after you settle on one or two extra guns besides the starter. The bosses, while I like them, are kind of easy, and they both have basically the same strategy for putting them down. Overall, even on the hardest difficulty available to you from the start, Dead Space feels uneven in this regard. With 14 chapters, first three feel frustrating when you don't know what you're doing, the next 4 or 5 feel good, and then it's almost a complete cakewalk from chapter 8 onwards. It's not like it's not fun, but a little more difficulty would be nice, or at least if the harder difficulty would be available from the get-go.

With all that being said, I think Dead Space 1 is wonderful, and a classic for sure. There are a lot of things that feel undercooked or affected too much by budget or time constraints, but it is impressive for a 2008 game, and it still feels fresh a full 12 years after it's release

Surprisingly spooky and atmospheric exploration, the diegetic HUD is neat and vivisecting stock enemies is engaging. The campaign itself is not great: too many fetch quests, and every single boss fight is a letdown.


One of the most effective horror games I've played, the setting of Dead Space is perfectly suited for jump scares, tight claustrophobic sections, and overall horror elements.

The gameplay and gunplay were good with the ability to use different weapons from a 3rd person view, as well as other items to progress through the different sections in the game.
The spaceship setting in the game creates some wonderful scenes in terms of graphics and overall gameplay variety with gravity-influenced sections. With that being said, several sections of the game can look samey due to the spaceship setting but the developers managed to through some variety with areas like the environmental labs.

it didn't need a remake in the first place.

In similar vein to what the original Resident Evil did to the slow-paced, tank-controlled survival horror of the 90's, Resident Evil 4 did for third-person, over-the-shoulder survival horror of the 2000s. Enter, Dead Space. Described by many as, "Resident Evil 4, but in a space ship, and actually scary." I mean, I love me some RE4, I was in the mood for some spooks, so Dead Space was a-go! Had to worry about the PC port shitting the bed basically 5 minutes into the game, something that can apparently happen, but idk I got through it just fine so go me.

To start off... goddamn is Dead Space's atmosphere some of the most tense I've ever seen. Every room of the Ishimura is oozing with dark and moody lighting that'll make you dread the possibility of running into necromorphs, and that just makes the inevitable jump you'll get from it all the more satisfying and frightening. The ship's also cramped as hell, only furthered by the game's claustrophobic stranglehold on you with its zoomed in camera. It's honestly almost as much a hinderance to navigation as it is a help to the game's atmosphere, with a few moments sticking out in my mind when I got blindsided by attacks, but that's also just a staple of post-RE4 TPS titles, and I can't deny the game was definitely nailing its atmosphere from beginning to end. Combined with the usual horror game standard of finding logs from now dead researchers, it nails the feeling of pure isolation in spades.

And because RE4 was clearly used as a basis, the shooting feels great too! While RE4 let you shoot Spaniards in the arms to destroy their TNT sticks or in the head to open them for a melee attack, Dead Space instead encourages the delimbing of necromorphs with enemies. If it's got arms and legs, odds are you can shoot them to render them less of a hazard, and it feels great every single time. Combined with a wide variety of weapons throughout the game (although I stuck mostly to the default Plasma Cutter and juggled a few others here or there), and the ability to trap enemies in slow motion to get your bearings or just take a few extra shots at them, and you've got a shooting system that makes each battle with the multiple Necromorph types every bit as cathartic and satisfying as they are tense. The game's inventory being activated on the fly is also a really cool change of pace, making for a game where the player has to be sure they're not going to get decked even more for trying to heal up in the face of danger. Speaking of which, I think Dead Space has the single coolest way of contextualising a health bar in video game history, actually so cool.

One of my most memorable moments from the game, for better or worse, was right after the second hunter encounter in chapter 5, where I found myself on death's door and with almost zero ammo, instantly getting killed by the tentacle enemy right outside the door leading to progression. Left no other choice, I had to turn right back around, delimb the hunter's legs and trap him in stasis ASAP and trudge Isaac over to the door I came in, heading back to the shop nearby to restock on my resources. While the inciting moment was an annoying moment that made me almost feel like I was in a dead game, the moments it lead to were of tense and chilling suspense, and damn if that isn't what survival horror is all about. It stuck out in my mind throughout the entire rest of the playthrough, and for good reason; because it was a moment where the game left me on the edge of my seat in the moment, making me play it smart with the little resources I had left to pull from. Definitely wasn't as fun when I had to do that again because I didn't have enough ammo to protect Nicole with during the section where she needed to open the door, but oh well.

Even outside of the shooting action, Dead Space is generally pretty alright at handling the regular puzzle and adventuring aspects of the survival horror genre, with puzzles usually involving your kinesis being pretty nice breaks of pace. Not the most brain taxing things in the universe, but they're simple and enjoyable for what they are. There's also antigravity sections, which kinda disorient me and were a little slow due to having to rely on Issacs's slow, cinematic jump mode, but it looked kinda cool so there's that, I guess. Sections wherein you need to enter vacuums of space with limited oxygen are also notable, not just for being tense little sections that might have the unprepared players tensing up, but also for their stellar sound design.

Capping Dead Space off is a great story that feeds you just enough info at a time to keep you in suspense, while keeping you just far enough in the dark for its twists to really hit you good, which they were at the end of the game for me. I don't wanna spoil anything, but a lot of it genuinely had me thinking, "Oh, shit..." by the time the credits rolled.

Genuinely, the only true negatives I can say about Dead Space are a few specific sections that kinda stuck in my mind. The bosses aren't really that great, never found any of them as fun as the regular Necromorphs, but that's a problem I think a lot of survival horror has, so it's not one to hold against the game. I can definitely hold the two asteroid sections against it, though, because they fucking suck as someone who was playing on a Steam Deck, and are probably just as bad on console as well! A faster moving reticule is all they need, and it's apparently a non-issue for mouse and keyboard players, but I'm not of that group, so balls to me. And there were a few smaller sections that annoyed me, the one section in Chapter 7 where you need to throw meteors into orbit and the game's surprisingly lenient checkpoints don't pop up after you've thrown all of them into orbit, meaning that if you choke from the Necromorph ambush at the tail end, you've gotta do it all over again. The Chapter 9 ending, requiring you to slowly drag crates through the engine room to avoid burning to death was a bit of a drag. But those sections were so minor in the grand scheme of the game that, while they'd probably be a bit of a drag on replays, they're probably not even going to be a blip on the eventual replays I'll be doing.

So, overall? Yeah, Dead Space is an absolutely stellar game, even with a few points that kinda annoyed me in the moment. Absolutely masterful atmosphere and solid gunplay, and one I'd recommend anyone give a try! Even if you're easy to spook, but I'm a total bitch when it comes to that stuff and I still made it out fine.

Com certeza esse jogo é uma pérola dos jogos de terror.

A ambientação em geral é super imersiva e junto aos menus que fazem parte do mundo (diegéticos) traz algo muito único. Cada parte da nave q nos é apresentada durante esses 12 capítulos são muito bem construídos, o que faz a exploração ser extremamente fluída.

Entretanto, a falta de falas do Isaac deixa os aspectos de relacionamento entre os personagens muito bizarros. As pessoas falam coisas tão importantes e carregadas de emoção e o protagonista não expressa uma sequer palavra.

Quanto a jogabilidade e gráficos não tenho nada a reclamar, pois mesmo aqui no 360 o jogo é bem jogável e não vejo nada que seria de alguma forma datado (por mais que sei q no remake tem diversas coisas a mais e bem bonitas).

Basicamente é isso.