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@@MetaITurtle i refuse to buy ammo so I'm constantly running out on my new game+ playthrough on hard. I'm even waiting to upgrade capacity until a weapon is empty for the free refill and am still running out lol I'm stubbornly determined to beat it without purchasing ammo from the store.
I thought you were gonna complain more about how the Necromorphs sound less scary. Their textures are not as interesting. Look like generic naked zombies. The sound design really dropped the ball. They also added more needless lore to the church. Also I am surprised you didn't bring up how Mercer freezes Isaac for an eternity to monologue at him. Stasis isn't permanent and Mercer didn't kill Isaac when he had the chance.
Isaac in ds2 didn't turn into Nathan Drake. The devs used the same rules motiv's devs used in the remake. 1. Only talks when spoken to. 2. Reacts to things that would be weird not to react to. He doesn't talk while gameplay is in effect. For example, in the later half of the game, when Isaac re-lives his experiences on the ishumura, he doesn't talk, not a bit, until once again he is spoken to. The devs built on what the first one was and decided to introduce an experienced Isaac that was indeed "full of bad ideas." As always though I always appreciate someone else's opinion and great video, Mayo!
this new Isaac swears everytime he runs out of ammo. While more realistic, this alone makes him way more talkative compared to the 2nd game, which was the definition of a badass MC for me. I will definitely play the remake once I have a ps5, I love the series, even though I didn't finished the 3rd one, I found it too "ugly"
@@curtisjackson5793 His new lines regarding CEC is honestly one of the best parts, since it's pretty much implied that it is a very shady company and Isaac taking out his frustration and being even more angry when his tools fail.
@@Inconvenient_NPC Well Schofield tools and any other CEC issued equipment has always been implied to be faulty, so what does that have to do with anything?
You have to agree that the story was of a very different type than DS1, right? For that alone it makes sense for DS1 fans to dislike it, as it is clearly tailored to a more casual audience. It was far more "personal" than it was intriguing like DS1. I personally think that it was just executed so well from an entertainment perspective that I don't mind it too much. But it's still a "blockbuster" experience less focused on realism that, to me, makes it less interesting overall. DS2 just nailed, nailed, nailed things like suit designs, animations, weapon sounds...
@@johannestafelmaier616 DS2 is great but for me for the reasons you say it’s DS1 that’s the classic all-timer to me and it’s the one out of the series that id choose to put in like the Videogame Hall of Fame. Don’t get me wrong DS2 is broadly very good and I can see why people love it but it just didn’t have the same impact as the first one. Fundamentally i think that DS should be scary and DS1 is scarier, making it superior to me among other reasons.
@@citizen3000 Most people seem to play DS 1 a lot more aggressively and the original developers noted that players were already playing at a faster pace (and loving it that way) and cited this as one reason DS2 had faster and more responsive movement.
I loved the original wall Guardian scream. It screams in pain as it dies but the last sound it makes it almost a sigh of relief after every second of its life being agony
I like how he pointed that out. Gonna play this game soon, been putting it off having played the originals so many times, but after running through Callisto, which I actually really liked, it's flawed as hell but the combat is visceral and insane which at least dares to be different.
@@MonoKrohm_2020 I played pre patches so maybe it's better then when you played, but I actually thought it felt pretty good when it was working. Especially with the mini shotgun. With some fixes, it think it could be a good combat system
To be fair, it is a rabbit hole that can be very tricky to get out of especially when devs go way too far and it jeopardizes parts of the fun. Silent Hill as good as the main trilogy was, is very much guilty of this.
@@morkgin2459 They were good until that one specific puzzle in 3 that scales with difficulty. I measure puzzles not with the difficulty but the annoyance meter and that one took the cake.
I wished they did more of the decision between lights and oxygen, but they only do it once. Lots more room for creativity with that, can't wait to see how they do it for Dead Space 2.
@@takeshikovacks6708 Once or twice, definitely less than 3 times. At the very least, there's only one instance I can recall where you actually had to decide, most others had some other way and could be ignored.
Agreed. I think the only time it comes up is in engineering when refeuling the south engines. It could have been taken further like introducing hazards depending on what you disable (electric floor panels, fuel vapor getting into the air in some spots making explosives risky or stuff like that). It's stated in game multiple times just how beat up and busted the ishimura is, so ot would have made sense. Would have taken a lot of work though, and could have screwed up combat flow in some spots. And I could see it ruining an impossible run if you don't know exactly where each hazard is.
It would get old, and it already did the few times they did it, because of course you're gonna turn the lights off and get ready for a fight. Dead space has never been scary to me, but still it's not scary when you're expecting it
It wasn't a disaster. It just didn't live up to people's OTT expectations. There's too much hype for anything these days. People get carried away and expect the world. The Dead Space remake was excellent, but it probably didn't deliver on half of what people were drumming up in their imaginations.
@realtimeentertainment7079 - Agreed. I wouldn't spend 60 bucks on it, maybe 25 at best. It's not a disaster, though. I feel that honour goes to Cyberpunk lol.
The story isnt broken for you mot seeing Nicole enter the ship, thats just a really a video game thing, if you think that doesn’t make sense where does Cross go when she isn’t in the wheezer room when you get to it, or how she gets to mining. Is it really hard to just assume she walks to the ship normally? Plus one rule Dead Space Martyr establishes for the Marker is that it can ONLY show dead people, it cant make hallucinations of still living people. Hence why you see Nicole when she doesn’t see Jacob on your first encounter. Your twist wouldn’t work on that front. Jacob has to be dead in order for that to work, we already have Kyne who forshadows this anyways. The reason the twist works is Cross and Temple are parallels to Nicole and Issac from the original game, they’re surviving their own story mode in audio logs but they get killed by Mercer by the end of it. Here she lives and ends up literally taking the place of your wife. I think it would’ve been spectacular if Issac took off his helmet and not only hugged her but kissed her. It would’ve turned sour and twisted when you find out that its a completely different woman. So yeah I think what they did worked out really well. A secondary twist to explain why Nicole was in danger with Necromorphs attacking her, and how she’s able to operate machinery as a ghost.
if you play a video in your inventory before the "cutscene" video plays, they will play at the same time. after they are both playing close the one in your inventory and it will close both videos and end the cutscene early. thus unlocking the doors early so you can essentially skip all the videos. learned this watching speed runs. hope it helps.
About the intensity director spawning it actually begins spawning random enemies towards the end of chapter 1. After that point pretty much every room will be different for everyone. Yes, you still get scripted encounters but most of your encounters will be randomised. I’ve watched my friend walk down a hallway in chapter 1 and get attacked whereas I never got an encounter. Then he went to the bathrooms and nothing was there whereas for me a necro jumped out the vent and scared the hell outa me. The hallway where the intensity director starts to kick in is the one connected to the flight lounge. Where Hammond and Kendra go when you all get split up.
5:30 This wouldn't be an issue had they given us the option for classic aiming like they did in DS2 and DS3, where the lasers are actual individual laser rays that can inidvidually hit objects while the others travel further.
It’s decisions like this in the remake that just confuse me. DS’s laser aiming reticule is so visually distinct and memorable so uniquely characteristic of it that is totally baffling to me why you wouldn’t do everything you could to PERFECTLY recreate it. It’s a small detail but wow it was quite disappointing to see that the dots didn’t work individually. But no no it also ISN’T a small detail because you spend so much time scanning around rooms with your weapons. You see it all the time. But 15 years later, all this tech and money and the new laser dots are absolutely busted lol.
We do not see Nicole go through door so the story is broken. I find that to be a little nitpicking at least. Especially in a game that implies that not everything Isaac sees is actually there. Not a big problem if you ask me. Just because we dont see someone go through a door doesn't mean it doesn't happen. It never was intended to be a Hitchcock movie.
I mean in the original game we saw Nicole opening the door for Issac to get the beacon while he was fighting nechromorphs on the other side and it was always weird to me that if Nicole was a hallucination then how did issac open the door from one side while at the same time he was fighting on the other side?😅
Completely agree on almost everything. While the side quests are basic, you do not have to go out of your way to complete them. The Hunter side quest has some tedious running around the ship, but the prototype stasis you get is great. Regarding the Dead Space 2 story, I think it's fitting for Isaac to be more of an action hero. He has already faced all of this. But I agree that the whole psychological horror stuff in there is cheap. Except when you return to Ishimura, it's one of the best parts in the game. And I really like Ellie's character and her dynamic with Isaac. It's not soap opera bullshit love story (looking at you, Dead Space 3), but just a solid partnership.
For some reason I suddenly got the urge to play Dead Space: Extraction again. That game was absolutely fantastic for an on rails shooter. It’s also some of the best ways a story is told trough a video game. I remember how important weapon switching was in that game. You always needed to switch back and forth between weapons to conserve ammo. I wish they would remake that game for the Quest 2.
One thing i love is that you can kinesis items as far as you want. In the original you could only carry something so far before it’s teleported back to it’s spawn.
21:34 im a bit late here but the scene builds up the sense of anticipation really good because you know you will have to deal with that reanimated corpse while the infector is about to reanimate the other corpses you just walked by before the cutscene
I strongly disagree with your comment on dead space 2s story. When did Isaac ever make quips or scream profanity? He speaks during cutscenes and scripted sequences but that’s it never during gameplay. And his relationship with Nicole didn’t feel forced, it makes sense for him to have guilt
Truthfully I would have been fine with the upgrade nodes being like the original, just because I felt like it fed into the resource management aspect of the original. It's nice being able to get straight to the good nodes now, but I always had to plan ahead for how many nodes I'd gather before committing to upgrading a weapon. This combined with the original's scarcer ammo and supply drops meant sometimes I'd be forced to choose between upgrading the tool I wanted to later or upgrading something I had more ammo for to get me through a tough spot. I always played pretty loose so maybe others didn't run into this but I remember those situations fondly. All that said, with the changes to gameplay and combat in the remake and the (sometimes overly-) abundant resources, I totally agree with how the upgrade trees are now. Like DS2 it focuses a lot more on action and less on horror, which works a lot better than I thought it would before playing. It's perfect for the remake, just how I thought the original trees were (obviously) perfect for the original. Overall I figured this remake would turn out like Halo CE anniversary (for better and especially for worse). My expectations were completely blown out of the water and it's been great experiencing a new take on one of my favorite games ever.
Your criticisms against DS2's story wasn't great. There's nothing wrong with the slight camp to the story. It serves the tone that they were going for. But I agreed everything other point you made. Also isn't 2 the literal RE4 in space? I don't see why people give leeway to RE4 in terms of set pieces but not DS2 when they both have a balanced horror-to-action ratio.
@@danielgeronimo5538 When it's terrifying, it's better than DS1 for sure. I just never found the series to be scary anyway. It's more or less like Event Horizon in tone which is grotesque and relentless, not scary imho
@@mikehasabike Playing it as an 8 year old and an 11 year old kid, I guess it was kinda scary when it tried, at least for me, but over the years I tend to lend more on the tension being in the flow of the combat, gameplay, and general atmosphere and pacing. Which Dead Space sorta falls apart after first run-throughs. Also why I kinda respect the remake, since, it kinda tries to be scary organically. I see the series as marriage between Event Horizon and The Thing, but the Thing game, has a lot more scare to it, in a natural fashion.
@@danielgeronimo5538 The needle machine is one small scene in an 8-10 hour game. It’s the majority of the playtime that is relevant. The game is flatly much less scary/tense (take your pick) than DS1 and thats its flaw.
@@citizen3000 And? These two are aiming to be two completely different games. The first one is atmospheric-driven while this expands on its predecessor's gameplay with much more interesting encounter design. Just because it's not scary doesn't mean it's bad
My biggest gripe with the remake is how kinesis was touted to be more like DS2 and refined especially with the new layering system that should allow you to pull blades off of weakened necromorphs, and it just kinda felt bad. Kinesis was as big of a part of my arsenal in DS2 as any other weapon, as you could reliably grab necromorph blades without digging for them. I’ve hurled more arms and torsos at approaching enemies than anything useful in combat, and while it’s funny to watch a shambling corpse get smacked in the face with their comrades leg, it’s less funny when you really wanted to grab an object that would impale them and you get ripped in half instead. It got to the point that in the latter parts of the game, I’d ignore my environment or anything laying around as a weapon because I simply could not rely on it to function without pulling in a bottle of cleaning liquid or something equally useless.
Yeah, what I usually did is clearly putting the impalables into one spot so I can pick them up. I though honestly believe that this feature hurts both DS2's and the DS1 remake's gameplay. It is so overpowered and even somewhat auto-aim in the remake that you hardly need to use guns any more. By that, the dismemberment aspect is almost lost. Also, at the very least it shouldn't be possible to pull necromorph blades from bodies without having cut them off before... It sure could add variety to the gameplay but if it's everything you are doing it is really, really boring...
I don't think removing power node unlocks for rooms was a bad decision. Keeping one power node around never induced any kind of thought provoking or gameplay altering effect in the original two - you usually just bought one and it sat in your inventory gathering dust till you used it at a node lock and repeat for the next. I think security clearance makes a lot of sense since remake isn't ultra linear like the first two - it makes backtracking more meaningful and honestly it's a lot less of a headache. But I think if you really wanted to see a power node system to return though I would've been happy to see an option where you could maybe use 3 or so power nodes to bypass master security locks, a costly 30k credits in value to open them but means you don't need to get master clearance for a particular door if you don't want to.
I felt like the enemy AI and variety was lacking, certain enemies should've returned from DS2; mainly the Vomit guy and fanfavs Stalkers. The AI is less aggressive and intimidating, they don't sprint often or attack as often or try to out maneuver you or reposition like they did in the sequel.
I feel like they spit a lot more often compared to the original and the spit this time around feels way more damaging. With that being said, I am curious what would they do once the puker comes around. Since DS2's variety reworks mainly how encounters would be handled, especially if you're doing Hardcore.
I damn sure hope that they maintain the sound design for the stalkers, the growl they made while rushing towards me was thrilling, much like the exploders' original, unique sound
I disagree about them being less intimidating, the fact that they eat your bullets no matter where you shoot them and get more enraged as you do so is scary.
they feel just more bullet spongy im the remake, and are perpetually in the "approaches you menacingly" mode so feel way less animalistic compared to the original. remake necromorphs feel like robotic stoic terminator that dont feel or care about any pain inflicted upon and shrug off bullets as if they were nothing . compared to the original where they felt like cautious stalker beasts, they slowly crept around the corner and always tried to outmaneuover you by venting, and tried to intimidate you with shout at start or get angry and rush at you if you hurt them unlike the remakl where they always make a beeline for you at glance at a steady pace. and also in the original they physically stumbled and staggered backwards as well as gets stunned with each sh^t. in remake they barely flinch unless you cut the limb
@@darkshat3077 if you were ever in situation where you'd have to worry about ammo or damage I'd agree with you but that's not the case since you're flushed with it throughout the game. Being a bullet-sponge is not scary if there's always bullets to shoot.
Admittedly my favorite thing about dead space 3 were the side quests. Really fun variety and some had some super huge action moments I wish carried through into the isolated horror aspect of the ishimura
Original's combat feels weighty af with weapons that had tons of knockback effects and stunlock potential, if u were precise u can totally hold your ground and eventually physically pushback the enemies into a corner. it was about precise aiming, strategic sh^^ting and cautious tactcial positioning. but in the remake you are just constantly running around them in circles in a frantic spray and pray instead like a budget watered down doom eternal lol. and the necromorphs felt waaay more animalistic as well in the Original. also despite all the impressive "peeling system" and gore/bleed effect the original's combat still felt way more brutal somehow since the necromomorphs get stunned and staggered with every shot. u sh^^t a sprinting necro's legs and it gets stunned and physically stumbles backwards;u sh^^t its legs again it cuts off and the necro falls face first floor and faceplants gets whiplashed; u move forward and go for the one shotting its arm as it struggles to gain composure wuth its claws finsihing it kff fkin awesome. remake's necro feel way more robotic. still one of the best remakes ez 9/10 and a must play. But OG is still a classic and has a weird replayability for its combat integrity
@b'tch, i ain't Kidding the whole original actually felt more polished in alot of places. The remake is a good time but I find the original to be more of a statsifying experience imo
@@shawklan27 A bunch of things in the remake are a clear downgrade. And for all their loud claims of being authentic mega fans blah blah blah they removed a tonne of smaller things that leave the game feeling more generic and less unique than the original.
I have been following the game development diaries and livestreams and it did kept me faithful to a certain extent. Of course that is somewhat challenged by the fact Callisto Protocol is coming out and EA's puppetteering of its studios. Adding to the fact that, remakes in general have lost some support because a certain studio has a bright idea that simply rebuilding things from ground up and slapping a higher price tag justifies it as a good remake. That being said, here we are and the game is great. Motive has done and dipped itself into a territory that is very well fun to experiment on if you put your thoughts into it. Who would have thought that making a game with a balance and transparent mind can lend good results?
It's kinda shocking to me how much thought was put into this Remake. It's clear they actually cared and almost feels like EA knew not to screw with it and take a step back from the development process. It's not perfect, but it is certainly indicative of what Remakes should be. As for higher price tags... Ugh. The market is in a ballsy place where they want to charge 80-100$ for relatively mundane titles and it's to the point where I just wait for it to go on sale on Steam in most cases. That was perhaps Callisto Protocol's biggest achilles heel, it was an "Okay" experience that costed way too much while far better horror and action alternatives were on the market for way less.
@@Impalingthorn EA is a very experimental company that is impatient to get astounding results, which serves as one of its downfalls. It caused it to make rash decisions, set unrealistic expectations, ultimately causing them more disappointment than successes. I think greed is not quite EA's problem, but its nosiness towards its developers and impatience. Which is getting treated steadily with newer releases, albeit with some still having problems mainly, like BF: 2042. As for the prices, I can understand the economy, but game devs can be arrogant at times, and pride is usually a massive downfall. Callisto Protocol is once again an example of this, ending up falling towards EA's past sins that actually got Visceral shut down. These are strange times tbh
I actually used to say this for years back when debates about EA being the worst game company out there were more prevalent. A lot of people stereotyped it as typical corporate greed but I always fell in line with the notion that they were ignorant and meddled with a lot of their IP's. And when an IP failed? Well they would often just gut the entire studio like they did with Visceral Games. But they grew as big as they did for a reason, they have tons of great games in their library mostly because they spent the money on assembling those teams, and usually when back public perception starts affecting profit margins, companies pull back, analyze their mistakes, and begin making smarter decisions. EA might be in that phase right now. Capcom went through it during the early 2010's back when it was still popular to clown on them but nowadays they are largely giving fans what they want (though they have their slip ups COUGH COUGH RE3MAKE). Personally, though, I have always hated companies like Activision and Blizzard far more than EA. In fact, usually when one company catches all the flak, it creates space for other companies to become too cocky and I feel like we've seen a lot of that over the years.
@@Impalingthorn I couldn't be anymore sad regarding Activision and Blizzard especially. See, I am a pretty massive Diablo and Starcraft fan, I grew up with their shit and I admired what they have accomplished. Seeing the way they are now, and the issue isn't even greed it's basic conduct, it's really just painful to see. EA is having a massive self-reflection right now, and the old EA is starting to slipthrough, just a tiny bit. It's gonna be a long ride though, I mean, we have a long list of either dead or dormant franchises to go through. Burnout, Command and Conquer series etc.
@@danielgeronimo5538 It really is a shame. I have a personal grudge against Activision as they've done some of my favorite studios dirty, but Blizzard was a company I never really played any of the games from but got to experience the second hand pain of what they were doing to their fans. They're so ridiculously out of touch with their audience that it makes my skin crawl. There are so many things they do wrong these days, but the moment that forever cemented them as a bunch of suits feigning interest in games was when they unveiled Diablo Immortal, got called out for disrespecting their PC audience that they owed their entire existence to, then proceeded to try and witch hunt the "April Fools joke" guy and ban him from future events as well as attacking their audience for rightfully being furious. Even if you look it up today, there's "journalists" that wrote articles describing fans as "Entitled Children" for reacting negatively. People can say what they will about EA, but EA, like Capcom, seems to be learning from their past mistakes and taking all the criticism to heart.
I'm still on the fence on whether or not the new twist with Liz Cross is a good change or not, but I will say that the new holograms, side missions, logs and interactions with Nicole endeared me to her and her and Isaac's relationship MUCH more than the original did. When she was found dead at the end of og Dead Space, it was a shocking twist but it didn't tug my heart strings because I barely knew her or Isaac. However, in the remake, I actually came away really sad that she ends up dead because I had gotten much more invested in their characters and their relationship (especially because of that scene at the end of her side quest). I even think this new investment makes the whole thing about his guilt in DS2 better, as well. Well played, Motive.
My biggest gripe with the remake is the changes to characters and story beats. Makes me less excited for future dead space remakes and a possible continuation after 3. Gotta give props though for making a fun game and good upgrade visually and mechanically, definitely the best kinesis of the series.
I have to agree with the sound and imput with weapons and enemies. It really doesn't have the CRUNCHY feel. But it made me more paranoid since I can't just spam shots to stun them.
Anyone noticed how in the last chapter, there was no buildup for the Hive mind? In the original, the moment you walk out to leave the marker near the giant crater, you'd see a small glimpse of the gigantic tendrils from the hive mind that were so big, they blocked the sunlight right before they retreat back into the crater. After the reveal about Nicole, some really tense build up music would start, really getting you anticipating the final boss. It was really memorable for me, and the fact that it was removed in the remake is the biggest disappointment for me. Look up the final chapter in the original if you don't know what I'm on about
It didn't matter much for me considering original hive mind was a disappointment as a final boss. New one though...and Isaac's final line is very much a solid improvement and even more surprising.
Can’t believe they didn’t change the walking cycle from revealing the first technical demos. Issac position looks static no matter what your holding or what health state Issac is in. Yes, His breathing and voice changes with different states, but those exclusions makes the game feel less like the original survival horror it’s based on
The animation work in the game is bizarrely weak compared to the rest of the visual presentation. It’s really not good and it sticks out negatively every time I play it.
@@citizen3000 What I don't understand how many people seem to not notice the weak animations or even praise them. To me the Necromorph's animations are even worse than Isaac's though...
I really think you’d enjoy Rain World. It’s a really genreless game but I’d call it a survival platformer. It also just got a huge accessibility update.
8:00 I honestly didn't mind backtracking thru areas of the Ishimura causes I always encountered enemies. Even when I went to places where no side missions were or objectives (mainly to scavenge ammo or nods or unlock lockers) I never let my guard down cause I always encountered enemies. Maybe I just got lucky. Even in the very beginning areas (when I was on ch 10 where you gotta get to shuttle to Aegis) I still found enemies faking dead or ambushing me from vents (making good sources of credits and ammo) I was never not out of combat for more than 5 mins. Like, I'm on ch. 10, I went back to the medical (next to the morgue) and when I left, 2 necromorphs areared and attacked Edit: Hell I just went to hydroponics... Just got ambushed by multiple necromorphs... they never stop. I went to the very beginning room. Guess what happened? I never have a break, unless I stand still in a place..
I quite like the twist with Cross being Nicole. I think it explains things like in the original if Nicole wasn't real who opened the door for Isaac? Who was Isaac defending or did the door just open itself. I think an explanation is that during the control room is that for the most part the Nicole you see is a hallucination. I think its both a hallucination and Cross as Nicole. The marker can really mess with people, so to get Isaac to get the ship back that was a hallucination. But it's mostly cross. I don't know though that's what I think.
Isaac could have easily imagined a door being locked in the original. But two people imagining each other to be someone else really has to be orchestrated to work. And the marker was never supposed to have this sort of real-time intelligence. I much prefer the marker to be a machine without the capability to interact...
26:20 I really don't see how is this a plothole. At that point Nicole tells you that it's the point of no return and she will reprogram the flight program while you do finish you want, and when you board the executive shuttle it tells you it's the point of no return to the Ishimura, so basically the game tells you finish the side quests, collect whatever you want now because you won't be able to come back therefore the game doesn't expect you to instantly run to the shuttle. Yeah maybe they could've make her walk all the way down make the cutscene even longer when you get into the shuttle, but it's really not a plothole.
I don't know if its just a Mandela effect, but as far as I remember, some of the things you call new, or from DS2 actually did exist in DS1. Like kinesis shooting slasher blades (although in DS1 this was very clunky and the projectiles had a somewhat slow speed when thrown) or the Brute's long range attack.
It would be cool if player could just turn off video calls, but the act of turning off the call makes the other characters angry at Isaac for being rude. So for a second play through, not only you can skip cutscene, but the game is harder because you get less rewards as result of being rude
Calisto is solid especially now . I really like the direction they took with the combat imo . It definetly needs a sequel with improvements. Hopefully we will see that with the dlc expansion .
@@zee9709 Maybe not a removal but a complete rework of it. There are similar dodge systems and they work so much better than the one TCP has right now.
recently started playing the remake and i honestly love how the farther in you get the more the art style starts to look like an updated ds 2. especially when you start seeing more of the candle lit areas with all the writing on the floors. add to that the fact they took every improvement made in 2 and implemented it into the remake and i'm beyond happy.
Yeah that happens. It's just that my games default to 1440 because of my monitor and when I set it to 1080 I didn't think to turn off dlss which had been on automatically.
I don't get how Dead Space puzzles being harder would benefit the game. I mean Dead Space is an action game so having slower puzzle sections being harder would get in the way of the action. In survival horror it makes sense since shooting stuff is an aspect of the game. As for the twist, I liked it even if it could be foreshadowed a bit better, I did think it made more sense than Kendra manipulating Issac while hallucinating a ghost, stars would just have to align to make it work. I do wholeheartedly agree with your RE 2002 comparison with all that said.
You misunderstand me. I'm not necessarily saying that Dead Space needs to have a bunch of hard puzzles. I'm saying the fact that it doesn't have puzzles keeps it firmly out of the the survival horror genre. People regularly confuse DS as a survival horror game instead of the action horror game that it is. I'm fine with DS not meeting the criteria of a survival horror game. It's an action horror game, and a damn good one.
@@underthemayo I honestly think Dead Space is a third person shooter at heart. I don't think the devs made that the distinction any less muddy with calling DS a survival horror game on the back of the box.
6:29 Too bad you can't place your own waypoint to doors that you couldn't get access to due to clearance, and benches, stores, save points, stasis recharge units, etc. So you still need to look at the map to navigate to get to those places.
REmake is one of those flash in the pan, rare moments where no matter how much you love the original, the Remake is still better. It did everything the OG game did AND made additions and changes that were tasteful, but took nothing away in the process. I still love the OG game for nostalgia reasons but I’ve never heard anyone make a good/bad list for REmake besides maybe personal taste, it’s an overall rare example of perfection. That’s why I think this remake is good, but doesn’t deserve the comparison. The closest we’ve gotten to that perfection, perhaps, but the very fact there’s so many things the game has to trade off or things it didn’t do right exempts it’s from being on that same shelf, good as it is. I personally prefer it that way, not that I don’t wish this game were also perfection, but that I don’t think it’s a fair standard to hold anything to. It’s an impossible standard that in rare instances we get a taste of, but to expect it is to set yourself up for disappointment.
Re1 remake is the best ever and I wish all other remakes were like it but they’d legit rather just sell us the same game with minor changes like this 🫥
You have to remember that REmake benefited from having the same team that worked on the OG game. Most remakes nowadays only have the name associated with the original iteration and others are re-imaginings.
Regarding power nodes, I don't consider using a power node in ds1 to be a choice. The amount of stuff in every locked room was always greater than the 10k credits a power node costs. So not opening a locked door is simply missing out on resources and schematics
I was pretty skeptical at first with some changes and wasn't a fan of him talking but as the game went on I got used to it. Looking back ya I think that him talking and adding input serves the game way better then just being silent. Definitely like them expanding on the story and feels like this iteration leads in DS2 a lot more fluid. The gameplay and quality of life refinement is great.
Making Isaac mute was pretty dumb back then imo. He's supposed to be a smart engineer, not a mindless puppet controlled by Daniels and Hammond. It was laughably bad when he didn't even say a word to Nicole after seeing her for the first time again. It always took me out of the immersion because it's just so unrealistic. Some parts in the original are still better though, like the horrific death of Temple and the demise of Mercer. Some death animations are better too in the original. But in every other aspect the Remake improves on the original by a lot.
"Isaac, your girlfriend just died" Isaac: *proceeds to awkwardly facepalm in grief* Isaac is a tragic character but him being mute doesn't let that character shine as much as it needs to.
I enabled Rebar through Nvidia profile inspector I got significant improvements in performance. Did not make the stutter go but I was able to play at around 70 fps stably with a 3050
The problem with dead space 2 underselling is not the game itself but the marketing There was 2 books and 1 movie related to it, a lot of different big campaigns, for a game that is from a very niche genre If EA only focused on the game Dead Space 3 probably wouldn't have happened
12:52 had me dying 🤣🤣. Also im glad im not the only one who heard the ambient music (in zero g areas I think) and thought, "is that alien?" On the point of the plasma cutter sounding wimpy, I honestly was never too attached to the sound of the original, and I think for a tool that is even used in surgeries as we saw at the start of 2, it shouldn't make a loud banging gun noise. It should be smooth and quiet. Slick like its design. I also found the clip you showed at 16:18 to just be silly. Why is its arm flying up like that? I get that the physics in Deadspace are kinda wonky and charming in their own way, but thats supposed to be an intense moment. Having the necros arm take flight to the heavens might make the dismemberment feel more impactful, but id argue in the silliest of ways in game that otherwise takes itself pretty seriously. It sucks you had problems with hitboxes with the cutter. I personally never had that happen, and I think this is the best iteration of the gun. Now a weapon that I thought felt worse overall was the ripper. Compared to the old games, it sounds a lot more tame? Almost muffled. This must be how you feel with the plasma cutter. But unlike the plasma cutter the ripper is basically a futuristic buzz saw, not something known to be all that quiet. And they even go out of their way to give it those rickety clanking noises just when running around, so its odd how it sounds when you actually fire the saw that is ripping into aliens with serrated teeth. Also it feels less accurate at cutting limbs? Its kinda difficult to cut the legs on say a pregnant. Even when the blade looks like its on the legs, ill be cutting its gut. This change in feeling is actually the reason I put the ripper into storage, and apparently it was a good choice! Anyhow I guess its down to preference what sounds you would rather, but I thought it was an interesting point. and certainty the ripper needs a nerf. get rid of the stagger! On the point of side quests, I think the game has more than outdone itself, and adding in entirely new bosses for some side quests sounds like a lot of work. I think they did good with the time they had. Its not like they detract from the game, and combined with security clearance rooms, it gives you some more reasons to go back and explore some areas. Immediately after gaining security clearance 3 in chapter 7 I think it is, I had a blast back tracking to unlock all the doors, and trying to plan a route that would allow me to do so while also hitting a stasis recharge station, delivering a tissue sample in medical, and getting one of the rigs in engineering I think it was for the clearance side quest. But sure they could have at least made it so that when you backtrack to get the rig or deliver a tissue sample, there is a guaranteed combat encounter in the areas where you do so. Also one thing I think that should be mentioned is atmosphere. In hydroponics specifically, there is jungle ambiance and the ability to turn it off. It may seem like a silly option, but man they knocked the atmosphere of that place out the park. So turning it off, which should be the pretty obvious decision to make, was actually a choice for me. That's how good they did with the atmosphere. cool video, hope you return to this game. Maybe well see an impossible run upload? I think it is a masterpiece.
3:30 Exactly this! The OG is more lit obviously, and yet it still manages to be more atmospheric. Dark shadows/shadows are in their right place, and the lit areas still gives a sence of dread and uneasiness due to its gloomy colors. I don't sense that with the remake at all, even if areas are lit everything feels way too clean and shiny. This was very apparent when they compared the two games with the headbanging person's death as you approach him, the new one just didn't feel right to me.
Aside from the new Plasma Cutter firing sound and lack of enemy feedback when hit, giving the impression of it being weaker, I never found it weaker in terms of it dealing damage in the early game even on Hard. At base it takes 6 shots to kill a Slasher if you go for their limbs, 3 shots each, it's the same amount of ammo when you find an ammo drop for the gun. With the abundance of loot you can acquire and how quickly you can upgrade the Plasma Cutter if you choose to stick with it, the less shots you will need down the line, resulting in a large surplus of ammo, which then you can choose to sell them for even more Power Nodes, further giving it power jumps. Usually by the end of Chapter 3, I'd already maxed out the Plasma Cutter upgrades, including for both of the weapon attachments. (which you can find really early as well when compared to other weapons'). This of course after adding Kinesis and Stasis abilities into combat, for dealing free damage and further saving ammo. Personally, the ability to 100% stunlock after every hit feels unfair in the originals, so I didn't have to use Stasis as often, but now stunning is a resource that you gotta spend in the form of Stasis, it's basically like the Frag or the Cryo Grenade from Doom Eternal.
plasma cutter in the og sounded like a fucking magnum. it was honestly too loud. i like the way ti sounds in the remake better. also, there's def enemy feedback when they get shot, considering there's less and less meat until eventually you only see the bone and then the limb detaches. enemies don't get stunned like the do in the og if that's what you meant by less feedback, but i like that it forces you to actually use cc tools now like the stasis, gravity well, fire wall, etc. it makes the weapons more balanced towards eachother.
Actually very well articulated my negative points about the game, great job. The combat however did not do it for me the same way it did for you. I played it the same way I did in in 2008. I didn't even figure most of the stuff you were talking about. A node with an upgrade? You can reset nodes? Impale mobs with stuff? No, me see, me shoot plasmacutter, no other weapon needed. Big plasmacutter also passes. Flamethrower? Me no need, me just suffer the loss. All in all, the game still horrified me the same way it did back then, it even helped with my stuffy nose due to the adrenaline.
I'm glad you mentioned the shots going right though lurkers! They're the most annoying and difficult to kill enemies in the remake. They take forever to kill and I end up getting hit.
I actually like the darkness because it allows the lighting to go far harder than ever before. also stuttering is the result of motion blur turn it off, exit the game, recompile shaders and it stops.
Great video! Yes! Not everything I agree with, but 100% about Nicole's dialogue. I also made that Dead Space 1 remake to the Resident Evil 1 remake comparison haha
I disagree regarding the door power nodes. I am glad the change was made for the remake. In the original, all one had to do was pocket a node until a door was found. There was never a negative to using a node on a door other than not leveling up something. But since there were empty nodes in the upgrades and a new node was only 10k, there wasn't much of a choice to be made; always pocket a node. The remake gets rid of the node doors so the player can focus on using the nodes for the upgrades, which don't have empty spaces so each node is used is useful, which was a better feeling than filling empty space.
Dead space to dead space 2 felt like going from PoP-TSoT to PoP-Warrior Within. The "improvements" didn't do it for the fans who liked the originals and their unique ambience......but were welcomed by the audience who wanted a more actiony, angry, quippy main lead.
Agree with some of your views on the remake, but couple of your critics contradicts them selves: Like you mention the change they made to DS2 when became in a more action oriented game, devoid of the horror element, then you complain of the darkness devs added on some sections of the remake, when the narrative calls for it, cos the Ship went dark and all its system were gone, you know. And the characters talking feels bit more organic, even if I think the actors should've directed to delivered her lines on a less "casual" manner🤷♂️. Also og old fans are those who found issues here and there with the remake, but I been watching playthrus of some DS new commers, the ones who seems more honest at least, and they look thrully scared, figuring out how to survive, making mistakes and overwhelmed for the experience as a whole, which has been DS stronger point...then yeah, old narrative issues remain, like Issac been unable to break window's glass to try to save people😁
You can do that emoji all you want; the majority of the voice acting of the core cast is as flat as pancake. Hammond sounds bored to death. It’s not good work.
@@citizen3000 Yeah, I know, that's why I pointed that out, casual=flat...and of all things, that my main and maybe only real "complain", cos that ride at the Ishimura should've been a trully terrifiging/crippling experince for those characters no matter what, but even Issac was updated AND retrofited to his DS2 self "just another necro-killing tuesday" at the same time😒
I absolutely agree with you on the death scream of the wall guardians. There was something absolutely unsettling about that scream and it was one thing I was looking forward to in the Remake considering how much it stuck with me but was so disappointed to hear them toned down so much.
I had no performance on Series X. Smooth all they way through. It’s just PC continuing to have performance issues on games. Devs really should start double checking performance on PC before releasing. Looking at you more than anyone Callisto. Also I disagree with all your negatives on Dead Space 2. It wast nearly as chatty as Nathan. And he never spoke in the middle of combat. Speaking during calm moments is perfectly okay. It’s not like he make a joke or quip every time he kills something. For me pretty much everything you had a problem with or didn’t like was a none issue for me. Except for the plasma cutter not sounding as beefy but that such a small detail on top of an other wise great experience. I love everything the remake did. The only thing I would change is not letting you out back on the level 1-5 suits once you get each upgrade. But they said they are looking into that possibility but no promises. I hope they were just playing coy because I can’t imagine that would be that hard to do.
I won't speak of the game's positives because everyone knows what is great about this game by this point. I will say that the sound design and animations could use work in certain areas. They are minor issues, but they can certainly be distracting when the Necromorph Brute roars after just killing you and it sounds more like a wet shopping back flapping in the wind, or when you're fighting the Hive Mind has you by the leg and is shaking you while only the tip of the tentacle is wiggling back and forth. There was also a huge missed opportunity to update the Infector's death scene as many people complained about how it just decapitates you in the original with its wimpy stinger instead of actually getting to see Isaac transform into a Necromorph. Ironically, they kept the game too faithful in areas like these where improvements could have been made.
Love this remake but I think the item pick up RNG is messed up. The game knows when you are trying conserve ammo. I think 90% of my pickups are worthless 100 credits.
"Phantom versions of enemies who have high HP [...] though I don't appreciate them saying that there will be new enemies, that's a lie" Yeah, that one caught me off-guard as well, specially with the name. I honestly expected INVISIBLE enemies as the variation. I expected something that you would be able to hear if you were paying attention (no music cue for them either), but that would only actually be visible when they were right on top of you. Not just "this one looks darker, thus more health". Kinda bummed me, but that was mostly the fault of my own very high expectations from their weird naming choice.
@@danielgeronimo5538 The Spectres in original Doom were comparatively worse, to be fair. Just an enemy slightly translucent, exact same behavior and health. I wanted a bigger surprise, like an invisible exploder with two grenade arms instead of one. If you're not paying attention to the sound design, he just sneaks up on your back, swings both arms and all you see are the Madagascar Penguins saying "Kaboom? - Kaboom, Rico". Memes aside, I just expected NG+ to not just be "enemy with more health". Sure, they shuffle around some of the enemies from the ground that get up, but that's mostly the only surprise aside from the extra ending. (Which is far superior than the original, even considering how iconic the original one is.)
something is wrong with your rig bro, I tried this on my spare rig, on a nvme and 2070 non super. It hold constant 60fps at 1440p high. with very rare loading stutter, maybe twice in 15 hrs of play
@@underthemayo really it seems like thats the case with anything. Sometimes I get a game that stutters all to hell and cant hold 60, then I got other people telling me the same thing I said how theirs runs it fine.
The stuttering isn't a not loading issue it's a shader issue. PC ports are having trouble with not compiling shaders and anytime anything new shows up it's gonna stutter. Getting a new GPU won't fix it.
Yeah, had simillar thoughts to yours - some things are too blunt, which makes subtlety of the OG better. Was surprised by how faulty my memory was on the details of DS1, like, Why do Necromorphs never Block your melee in the Remake? I am sure that they do in the original!
I still enjoy Dead Space 2 & 3 over 1 and that hasn't changed even with the Remake, I just fine the city settings more interesting than running around a freaking ship.
After the bitter dissapointment of Callisto Protocol the Dead Space Remake was a breath of fresh air, minor flaws aside. Unfortunately in today's modern landscape video games like this are about as good as they can be. Considering all the BS and outside influences that go into the industry now a days.
The first one was scary since the camera was closer to your character, the shooting was clunky, and it really felt you were Isaac in that heavy suit. I feel they crammed way much shit into the remake. It doesn't feel or look as scary as the original
5:20 I’m on 3090, 12900K, 32GB tuned DDR5, game on M2 SSD and it’s a stutterfest. I can’t bring myself to play it on impossible difficulty or replay it when game stutters like crazy each time I approach a door on a PC which can run most games maxed out at 4K. Optimization is broken and so is DLSS which makes the game so freaking blurry I just can’t look at it. It’s unusuable currently even on quality at 1440p. This whole stuttering shitfest is destroying all the immersion and fun I had with the game… I really hope they fix it and don’t leave this mess never fixed/patched. I might switch to the PS5 just so I won’t have to deal with the fucking stuttering in every new game I play…
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I love how on my Game + playthrough on Hard, the enemies actually look scarier and sporting red eyes now
@@MetaITurtle i refuse to buy ammo so I'm constantly running out on my new game+ playthrough on hard. I'm even waiting to upgrade capacity until a weapon is empty for the free refill and am still running out lol I'm stubbornly determined to beat it without purchasing ammo from the store.
But Mayo 1 thing you forgot to mentioned in this remake, is that ... Kendra is a lesbian now 😆🤣
I thought you were gonna complain more about how the Necromorphs sound less scary. Their textures are not as interesting. Look like generic naked zombies. The sound design really dropped the ball. They also added more needless lore to the church.
Also I am surprised you didn't bring up how Mercer freezes Isaac for an eternity to monologue at him. Stasis isn't permanent and Mercer didn't kill Isaac when he had the chance.
What is the name of the tune played right at the end?
Isaac in ds2 didn't turn into Nathan Drake. The devs used the same rules motiv's devs used in the remake. 1. Only talks when spoken to. 2. Reacts to things that would be weird not to react to.
He doesn't talk while gameplay is in effect. For example, in the later half of the game, when Isaac re-lives his experiences on the ishumura, he doesn't talk, not a bit, until once again he is spoken to. The devs built on what the first one was and decided to introduce an experienced Isaac that was indeed "full of bad ideas."
As always though I always appreciate someone else's opinion and great video, Mayo!
this new Isaac swears everytime he runs out of ammo. While more realistic, this alone makes him way more talkative compared to the 2nd game, which was the definition of a badass MC for me.
I will definitely play the remake once I have a ps5, I love the series, even though I didn't finished the 3rd one, I found it too "ugly"
@@curtisjackson5793 His new lines regarding CEC is honestly one of the best parts, since it's pretty much implied that it is a very shady company and Isaac taking out his frustration and being even more angry when his tools fail.
@@danielgeronimo5538 A bad workman always blames his tools.
@@Inconvenient_NPC Well Schofield tools and any other CEC issued equipment has always been implied to be faulty, so what does that have to do with anything?
@@danielgeronimo5538 - It's a joke, not a dick. Don't take it so hard.
I vehemently disagree with your criticisms of Dead Space 2's story, but I appreciate your views nonetheless. I was looking forward to this video!
You have to agree that the story was of a very different type than DS1, right? For that alone it makes sense for DS1 fans to dislike it, as it is clearly tailored to a more casual audience. It was far more "personal" than it was intriguing like DS1.
I personally think that it was just executed so well from an entertainment perspective that I don't mind it too much.
But it's still a "blockbuster" experience less focused on realism that, to me, makes it less interesting overall.
DS2 just nailed, nailed, nailed things like suit designs, animations, weapon sounds...
@@johannestafelmaier616 DS2 is great but for me for the reasons you say it’s DS1 that’s the classic all-timer to me and it’s the one out of the series that id choose to put in like the Videogame Hall of Fame.
Don’t get me wrong DS2 is broadly very good and I can see why people love it but it just didn’t have the same impact as the first one.
Fundamentally i think that DS should be scary and DS1 is scarier, making it superior to me among other reasons.
I liked 1 and 2 both, but I like Resident Evil games which vary from slow-paced and action-starved, to run and gun action movies.
@@citizen3000 Most people seem to play DS 1 a lot more aggressively and the original developers noted that players were already playing at a faster pace (and loving it that way) and cited this as one reason DS2 had faster and more responsive movement.
@@johannestafelmaier616 Yeah DS2 was clearly designed for a broader audience. I bet they got feedback that DS1 was just too exhaustingly scary
I loved the original wall Guardian scream. It screams in pain as it dies but the last sound it makes it almost a sigh of relief after every second of its life being agony
I like how he pointed that out. Gonna play this game soon, been putting it off having played the originals so many times, but after running through Callisto, which I actually really liked, it's flawed as hell but the combat is visceral and insane which at least dares to be different.
@@rob5541I found that it fell apart pretty quickly when you’re fighting more than 2 enemies
@@MonoKrohm_2020 I played pre patches so maybe it's better then when you played, but I actually thought it felt pretty good when it was working. Especially with the mini shotgun.
With some fixes, it think it could be a good combat system
"dead space doesn't have puzzles, it has tasks" man i think you can describe what a lot of modern games have that way
Well puzzle isn't a definite thing. A puzzle can be done various ways
To be fair, it is a rabbit hole that can be very tricky to get out of especially when devs go way too far and it jeopardizes parts of the fun. Silent Hill as good as the main trilogy was, is very much guilty of this.
@@danielgeronimo5538 actually I feel like sh puzzle is better than re
@@morkgin2459 They were good until that one specific puzzle in 3 that scales with difficulty. I measure puzzles not with the difficulty but the annoyance meter and that one took the cake.
@@danielgeronimo5538 i played 2 and 4
I wished they did more of the decision between lights and oxygen, but they only do it once. Lots more room for creativity with that, can't wait to see how they do it for Dead Space 2.
I swear I did it more than a couple times, is there really only once?
@@takeshikovacks6708 Once or twice, definitely less than 3 times. At the very least, there's only one instance I can recall where you actually had to decide, most others had some other way and could be ignored.
@@takeshikovacks6708 Oxygen and Lights are only once, but they throw in Lights and Doors a lot
Agreed. I think the only time it comes up is in engineering when refeuling the south engines. It could have been taken further like introducing hazards depending on what you disable (electric floor panels, fuel vapor getting into the air in some spots making explosives risky or stuff like that). It's stated in game multiple times just how beat up and busted the ishimura is, so ot would have made sense.
Would have taken a lot of work though, and could have screwed up combat flow in some spots. And I could see it ruining an impossible run if you don't know exactly where each hazard is.
It would get old, and it already did the few times they did it, because of course you're gonna turn the lights off and get ready for a fight. Dead space has never been scary to me, but still it's not scary when you're expecting it
Still cant believe Callisto was such a disadter, and this turned out to be this good.
It wasn't a disaster. It just didn't live up to people's OTT expectations. There's too much hype for anything these days. People get carried away and expect the world. The Dead Space remake was excellent, but it probably didn't deliver on half of what people were drumming up in their imaginations.
@@Inconvenient_NPC >it probably didn't deliver
And yet here you are, seeing all this
@@danielgeronimo5538 - You didn't understand the context of my comment. That's your problem, not mine.
@@Inconvenient_NPC it was objectively a disaster.
@realtimeentertainment7079 - Agreed. I wouldn't spend 60 bucks on it, maybe 25 at best. It's not a disaster, though. I feel that honour goes to Cyberpunk lol.
The story isnt broken for you mot seeing Nicole enter the ship, thats just a really a video game thing, if you think that doesn’t make sense where does Cross go when she isn’t in the wheezer room when you get to it, or how she gets to mining.
Is it really hard to just assume she walks to the ship normally? Plus one rule Dead Space Martyr establishes for the Marker is that it can ONLY show dead people, it cant make hallucinations of still living people. Hence why you see Nicole when she doesn’t see Jacob on your first encounter. Your twist wouldn’t work on that front. Jacob has to be dead in order for that to work, we already have Kyne who forshadows this anyways.
The reason the twist works is Cross and Temple are parallels to Nicole and Issac from the original game, they’re surviving their own story mode in audio logs but they get killed by Mercer by the end of it.
Here she lives and ends up literally taking the place of your wife. I think it would’ve been spectacular if Issac took off his helmet and not only hugged her but kissed her. It would’ve turned sour and twisted when you find out that its a completely different woman.
So yeah I think what they did worked out really well. A secondary twist to explain why Nicole was in danger with Necromorphs attacking her, and how she’s able to operate machinery as a ghost.
Complaining that "the story is broken" because of this was so melodramatic and silly.
if you play a video in your inventory before the "cutscene" video plays, they will play at the same time. after they are both playing close the one in your inventory and it will close both videos and end the cutscene early. thus unlocking the doors early so you can essentially skip all the videos. learned this watching speed runs. hope it helps.
Thank you brother! Now I must return to cleaning these if I have to admit new xeno filth, FOR THE EMPORIUM
@@mediocri5y Emporium?
I didn't know something as small as an Emporium, could represent the entirety of Humankind.
About the intensity director spawning it actually begins spawning random enemies towards the end of chapter 1. After that point pretty much every room will be different for everyone. Yes, you still get scripted encounters but most of your encounters will be randomised. I’ve watched my friend walk down a hallway in chapter 1 and get attacked whereas I never got an encounter. Then he went to the bathrooms and nothing was there whereas for me a necro jumped out the vent and scared the hell outa me.
The hallway where the intensity director starts to kick in is the one connected to the flight lounge. Where Hammond and Kendra go when you all get split up.
5:30 This wouldn't be an issue had they given us the option for classic aiming like they did in DS2 and DS3, where the lasers are actual individual laser rays that can inidvidually hit objects while the others travel further.
I was so disappointed to see they didn’t add this, even Dead Space 3 has classic aiming.
No wonder why I found the shooting in this game not to be has statsifying as the original's own. The aiming just feels so slightly off
I wasn’t even aware you could change it in 2
It’s decisions like this in the remake that just confuse me. DS’s laser aiming reticule is so visually distinct and memorable so uniquely characteristic of it that is totally baffling to me why you wouldn’t do everything you could to PERFECTLY recreate it.
It’s a small detail but wow it was quite disappointing to see that the dots didn’t work individually.
But no no it also ISN’T a small detail because you spend so much time scanning around rooms with your weapons. You see it all the time. But 15 years later, all this tech and money and the new laser dots are absolutely busted lol.
I mean holy shit don’t tell me that they couldn’t do it because of Frostbite. Surely not.
We do not see Nicole go through door so the story is broken.
I find that to be a little nitpicking at least. Especially in a game that implies that not everything Isaac sees is actually there. Not a big problem if you ask me. Just because we dont see someone go through a door doesn't mean it doesn't happen. It never was intended to be a Hitchcock movie.
I mean in the original game we saw Nicole opening the door for Issac to get the beacon while he was fighting nechromorphs on the other side and it was always weird to me that if Nicole was a hallucination then how did issac open the door from one side while at the same time he was fighting on the other side?😅
Completely agree on almost everything. While the side quests are basic, you do not have to go out of your way to complete them. The Hunter side quest has some tedious running around the ship, but the prototype stasis you get is great.
Regarding the Dead Space 2 story, I think it's fitting for Isaac to be more of an action hero. He has already faced all of this. But I agree that the whole psychological horror stuff in there is cheap. Except when you return to Ishimura, it's one of the best parts in the game. And I really like Ellie's character and her dynamic with Isaac. It's not soap opera bullshit love story (looking at you, Dead Space 3), but just a solid partnership.
Ellies good. You feel a connection to her, she has personality. Criminal what they did to her in 3.
For some reason I suddenly got the urge to play Dead Space: Extraction again. That game was absolutely fantastic for an on rails shooter. It’s also some of the best ways a story is told trough a video game. I remember how important weapon switching was in that game. You always needed to switch back and forth between weapons to conserve ammo. I wish they would remake that game for the Quest 2.
I quite like the idea that Isaac is not only an engineer, but pest control
One thing i love is that you can kinesis items as far as you want. In the original you could only carry something so far before it’s teleported back to it’s spawn.
21:34 im a bit late here but the scene builds up the sense of anticipation really good
because you know you will have to deal with that reanimated corpse while the infector is about to reanimate the other corpses you just walked by before the cutscene
I strongly disagree with your comment on dead space 2s story. When did Isaac ever make quips or scream profanity? He speaks during cutscenes and scripted sequences but that’s it never during gameplay. And his relationship with Nicole didn’t feel forced, it makes sense for him to have guilt
Stomp long enough and you will hear him say a swear or two
Truthfully I would have been fine with the upgrade nodes being like the original, just because I felt like it fed into the resource management aspect of the original. It's nice being able to get straight to the good nodes now, but I always had to plan ahead for how many nodes I'd gather before committing to upgrading a weapon. This combined with the original's scarcer ammo and supply drops meant sometimes I'd be forced to choose between upgrading the tool I wanted to later or upgrading something I had more ammo for to get me through a tough spot. I always played pretty loose so maybe others didn't run into this but I remember those situations fondly.
All that said, with the changes to gameplay and combat in the remake and the (sometimes overly-) abundant resources, I totally agree with how the upgrade trees are now. Like DS2 it focuses a lot more on action and less on horror, which works a lot better than I thought it would before playing. It's perfect for the remake, just how I thought the original trees were (obviously) perfect for the original.
Overall I figured this remake would turn out like Halo CE anniversary (for better and especially for worse). My expectations were completely blown out of the water and it's been great experiencing a new take on one of my favorite games ever.
Your criticisms against DS2's story wasn't great. There's nothing wrong with the slight camp to the story. It serves the tone that they were going for. But I agreed everything other point you made. Also isn't 2 the literal RE4 in space? I don't see why people give leeway to RE4 in terms of set pieces but not DS2 when they both have a balanced horror-to-action ratio.
I don't know about camp on DS2 man, that needle machine haunts my dreams still
@@danielgeronimo5538 When it's terrifying, it's better than DS1 for sure. I just never found the series to be scary anyway.
It's more or less like Event Horizon in tone which is grotesque and relentless, not scary imho
@@mikehasabike Playing it as an 8 year old and an 11 year old kid, I guess it was kinda scary when it tried, at least for me, but over the years I tend to lend more on the tension being in the flow of the combat, gameplay, and general atmosphere and pacing. Which Dead Space sorta falls apart after first run-throughs. Also why I kinda respect the remake, since, it kinda tries to be scary organically.
I see the series as marriage between Event Horizon and The Thing, but the Thing game, has a lot more scare to it, in a natural fashion.
@@danielgeronimo5538 The needle machine is one small scene in an 8-10 hour game. It’s the majority of the playtime that is relevant.
The game is flatly much less scary/tense (take your pick) than DS1 and thats its flaw.
@@citizen3000 And? These two are aiming to be two completely different games. The first one is atmospheric-driven while this expands on its predecessor's gameplay with much more interesting encounter design. Just because it's not scary doesn't mean it's bad
My biggest gripe with the remake is how kinesis was touted to be more like DS2 and refined especially with the new layering system that should allow you to pull blades off of weakened necromorphs, and it just kinda felt bad. Kinesis was as big of a part of my arsenal in DS2 as any other weapon, as you could reliably grab necromorph blades without digging for them. I’ve hurled more arms and torsos at approaching enemies than anything useful in combat, and while it’s funny to watch a shambling corpse get smacked in the face with their comrades leg, it’s less funny when you really wanted to grab an object that would impale them and you get ripped in half instead. It got to the point that in the latter parts of the game, I’d ignore my environment or anything laying around as a weapon because I simply could not rely on it to function without pulling in a bottle of cleaning liquid or something equally useless.
Yeah, what I usually did is clearly putting the impalables into one spot so I can pick them up.
I though honestly believe that this feature hurts both DS2's and the DS1 remake's gameplay.
It is so overpowered and even somewhat auto-aim in the remake that you hardly need to use guns any more.
By that, the dismemberment aspect is almost lost.
Also, at the very least it shouldn't be possible to pull necromorph blades from bodies without having cut them off before...
It sure could add variety to the gameplay but if it's everything you are doing it is really, really boring...
@@johannestafelmaier616 It doesn’t bother me.
12:52 That is simultaneously the funniest and most terrifying thing I've seen. You just gave a necromorph an infinite spartan laser. 🤣
Brutes did have a projectile attack even in the original. They just did it after their arm was cut of making it rather rare.
Interesting.
@@underthemayo fan blades were also a weapon in the original when you broke vents.
I don't think removing power node unlocks for rooms was a bad decision. Keeping one power node around never induced any kind of thought provoking or gameplay altering effect in the original two - you usually just bought one and it sat in your inventory gathering dust till you used it at a node lock and repeat for the next.
I think security clearance makes a lot of sense since remake isn't ultra linear like the first two - it makes backtracking more meaningful and honestly it's a lot less of a headache. But I think if you really wanted to see a power node system to return though I would've been happy to see an option where you could maybe use 3 or so power nodes to bypass master security locks, a costly 30k credits in value to open them but means you don't need to get master clearance for a particular door if you don't want to.
this dude is full of negative shit nothing pleases him
Great commentary and analysis mate. Dead Space, Evil Within and Resident Evil franchise are my favorite survival horror games.
Had to stop at “change to the twist at the end.” Haven’t finished the game yet.
I felt like the enemy AI and variety was lacking, certain enemies should've returned from DS2; mainly the Vomit guy and fanfavs Stalkers. The AI is less aggressive and intimidating, they don't sprint often or attack as often or try to out maneuver you or reposition like they did in the sequel.
I feel like they spit a lot more often compared to the original and the spit this time around feels way more damaging. With that being said, I am curious what would they do once the puker comes around. Since DS2's variety reworks mainly how encounters would be handled, especially if you're doing Hardcore.
I damn sure hope that they maintain the sound design for the stalkers, the growl they made while rushing towards me was thrilling, much like the exploders' original, unique sound
I disagree about them being less intimidating, the fact that they eat your bullets no matter where you shoot them and get more enraged as you do so is scary.
they feel just more bullet spongy im the remake, and are perpetually in the "approaches you menacingly" mode so feel way less animalistic compared to the original. remake necromorphs feel like robotic stoic terminator that dont feel or care about any pain inflicted upon and shrug off bullets as if they were nothing . compared to the original where they felt like cautious stalker beasts, they slowly crept around the corner and always tried to outmaneuover you by venting, and tried to intimidate you with shout at start or get angry and rush at you if you hurt them unlike the remakl where they always make a beeline for you at glance at a steady pace. and also in the original they physically stumbled and staggered backwards as well as gets stunned with each sh^t. in remake they barely flinch unless you cut the limb
@@darkshat3077 if you were ever in situation where you'd have to worry about ammo or damage I'd agree with you but that's not the case since you're flushed with it throughout the game. Being a bullet-sponge is not scary if there's always bullets to shoot.
Admittedly my favorite thing about dead space 3 were the side quests. Really fun variety and some had some super huge action moments I wish carried through into the isolated horror aspect of the ishimura
I recognize that this is a great Remake but replaying the original is more satisfying imo.
Original's combat feels weighty af with weapons that had tons of knockback effects and stunlock potential, if u were precise u can totally hold your ground and eventually physically pushback the enemies into a corner. it was about precise aiming, strategic sh^^ting and cautious tactcial positioning.
but in the remake you are just constantly running around them in circles in a frantic spray and pray instead like a budget watered down doom eternal lol. and the necromorphs felt waaay more animalistic as well in the Original.
also despite all the impressive "peeling system" and gore/bleed effect the original's combat still felt way more brutal somehow since the necromomorphs get stunned and staggered with every shot. u sh^^t a sprinting necro's legs and it gets stunned and physically stumbles backwards;u sh^^t its legs again it cuts off and the necro falls face first floor and faceplants gets whiplashed; u move forward and go for the one shotting its arm as it struggles to gain composure wuth its claws finsihing it kff fkin awesome. remake's necro feel way more robotic.
still one of the best remakes ez 9/10 and a must play. But OG is still a classic and has a weird replayability for its combat integrity
@b'tch, i ain't Kidding the whole original actually felt more polished in alot of places. The remake is a good time but I find the original to be more of a statsifying experience imo
@@shawklan27 A bunch of things in the remake are a clear downgrade. And for all their loud claims of being authentic mega fans blah blah blah they removed a tonne of smaller things that leave the game feeling more generic and less unique than the original.
@@citizen3000 I wonder if with time, people will replay the original more and notice what the remake fails to deliver.
@@johannestafelmaier616 probably so
I have been following the game development diaries and livestreams and it did kept me faithful to a certain extent. Of course that is somewhat challenged by the fact Callisto Protocol is coming out and EA's puppetteering of its studios. Adding to the fact that, remakes in general have lost some support because a certain studio has a bright idea that simply rebuilding things from ground up and slapping a higher price tag justifies it as a good remake.
That being said, here we are and the game is great. Motive has done and dipped itself into a territory that is very well fun to experiment on if you put your thoughts into it. Who would have thought that making a game with a balance and transparent mind can lend good results?
It's kinda shocking to me how much thought was put into this Remake. It's clear they actually cared and almost feels like EA knew not to screw with it and take a step back from the development process. It's not perfect, but it is certainly indicative of what Remakes should be.
As for higher price tags... Ugh. The market is in a ballsy place where they want to charge 80-100$ for relatively mundane titles and it's to the point where I just wait for it to go on sale on Steam in most cases. That was perhaps Callisto Protocol's biggest achilles heel, it was an "Okay" experience that costed way too much while far better horror and action alternatives were on the market for way less.
@@Impalingthorn EA is a very experimental company that is impatient to get astounding results, which serves as one of its downfalls. It caused it to make rash decisions, set unrealistic expectations, ultimately causing them more disappointment than successes. I think greed is not quite EA's problem, but its nosiness towards its developers and impatience. Which is getting treated steadily with newer releases, albeit with some still having problems mainly, like BF: 2042.
As for the prices, I can understand the economy, but game devs can be arrogant at times, and pride is usually a massive downfall. Callisto Protocol is once again an example of this, ending up falling towards EA's past sins that actually got Visceral shut down.
These are strange times tbh
I actually used to say this for years back when debates about EA being the worst game company out there were more prevalent. A lot of people stereotyped it as typical corporate greed but I always fell in line with the notion that they were ignorant and meddled with a lot of their IP's. And when an IP failed? Well they would often just gut the entire studio like they did with Visceral Games. But they grew as big as they did for a reason, they have tons of great games in their library mostly because they spent the money on assembling those teams, and usually when back public perception starts affecting profit margins, companies pull back, analyze their mistakes, and begin making smarter decisions. EA might be in that phase right now. Capcom went through it during the early 2010's back when it was still popular to clown on them but nowadays they are largely giving fans what they want (though they have their slip ups COUGH COUGH RE3MAKE).
Personally, though, I have always hated companies like Activision and Blizzard far more than EA. In fact, usually when one company catches all the flak, it creates space for other companies to become too cocky and I feel like we've seen a lot of that over the years.
@@Impalingthorn I couldn't be anymore sad regarding Activision and Blizzard especially. See, I am a pretty massive Diablo and Starcraft fan, I grew up with their shit and I admired what they have accomplished. Seeing the way they are now, and the issue isn't even greed it's basic conduct, it's really just painful to see.
EA is having a massive self-reflection right now, and the old EA is starting to slipthrough, just a tiny bit. It's gonna be a long ride though, I mean, we have a long list of either dead or dormant franchises to go through. Burnout, Command and Conquer series etc.
@@danielgeronimo5538 It really is a shame. I have a personal grudge against Activision as they've done some of my favorite studios dirty, but Blizzard was a company I never really played any of the games from but got to experience the second hand pain of what they were doing to their fans. They're so ridiculously out of touch with their audience that it makes my skin crawl. There are so many things they do wrong these days, but the moment that forever cemented them as a bunch of suits feigning interest in games was when they unveiled Diablo Immortal, got called out for disrespecting their PC audience that they owed their entire existence to, then proceeded to try and witch hunt the "April Fools joke" guy and ban him from future events as well as attacking their audience for rightfully being furious. Even if you look it up today, there's "journalists" that wrote articles describing fans as "Entitled Children" for reacting negatively.
People can say what they will about EA, but EA, like Capcom, seems to be learning from their past mistakes and taking all the criticism to heart.
I'm still on the fence on whether or not the new twist with Liz Cross is a good change or not, but I will say that the new holograms, side missions, logs and interactions with Nicole endeared me to her and her and Isaac's relationship MUCH more than the original did. When she was found dead at the end of og Dead Space, it was a shocking twist but it didn't tug my heart strings because I barely knew her or Isaac. However, in the remake, I actually came away really sad that she ends up dead because I had gotten much more invested in their characters and their relationship (especially because of that scene at the end of her side quest). I even think this new investment makes the whole thing about his guilt in DS2 better, as well. Well played, Motive.
My biggest gripe with the remake is the changes to characters and story beats. Makes me less excited for future dead space remakes and a possible continuation after 3. Gotta give props though for making a fun game and good upgrade visually and mechanically, definitely the best kinesis of the series.
I have to agree with the sound and imput with weapons and enemies. It really doesn't have the CRUNCHY feel. But it made me more paranoid since I can't just spam shots to stun them.
Anyone noticed how in the last chapter, there was no buildup for the Hive mind? In the original, the moment you walk out to leave the marker near the giant crater, you'd see a small glimpse of the gigantic tendrils from the hive mind that were so big, they blocked the sunlight right before they retreat back into the crater. After the reveal about Nicole, some really tense build up music would start, really getting you anticipating the final boss. It was really memorable for me, and the fact that it was removed in the remake is the biggest disappointment for me.
Look up the final chapter in the original if you don't know what I'm on about
It didn't matter much for me considering original hive mind was a disappointment as a final boss. New one though...and Isaac's final line is very much a solid improvement and even more surprising.
@@danielgeronimo5538 Isaac's line is a good tradeoff at least yeah..
The Hive Mind was built up much earlier this time though, in the story and side quests
The brute projectile isn't new. I was playing catch with that back in 2008 :)
Can’t believe they didn’t change the walking cycle from revealing the first technical demos. Issac position looks static no matter what your holding or what health state Issac is in.
Yes,
His breathing and voice changes with different states, but those exclusions makes the game feel less like the original survival horror it’s based on
The animation work in the game is bizarrely weak compared to the rest of the visual presentation.
It’s really not good and it sticks out negatively every time I play it.
@@citizen3000 What I don't understand how many people seem to not notice the weak animations or even praise them. To me the Necromorph's animations are even worse than Isaac's though...
Thank god we don’t have low health limping
I really think you’d enjoy Rain World. It’s a really genreless game but I’d call it a survival platformer. It also just got a huge accessibility update.
That's been on my wishlist for a while. Looks really fun.
It's not exactly survival but more exploratory
8:00 I honestly didn't mind backtracking thru areas of the Ishimura causes I always encountered enemies. Even when I went to places where no side missions were or objectives (mainly to scavenge ammo or nods or unlock lockers) I never let my guard down cause I always encountered enemies. Maybe I just got lucky. Even in the very beginning areas (when I was on ch 10 where you gotta get to shuttle to Aegis) I still found enemies faking dead or ambushing me from vents (making good sources of credits and ammo)
I was never not out of combat for more than 5 mins. Like, I'm on ch. 10, I went back to the medical (next to the morgue) and when I left, 2 necromorphs areared and attacked
Edit: Hell I just went to hydroponics... Just got ambushed by multiple necromorphs... they never stop. I went to the very beginning room. Guess what happened? I never have a break, unless I stand still in a place..
yo mayo! u should check "urban reign" a really challenging beat em up on the PS2
Deep fighting system and a large number of moves and combos to master. luv it!
I love that game, its part of my childhood 👌
best 3d brawler ever made
i love you
underrated gem
3:30 to be fair, the lights *are* off in this scene. it's supposed to look dark.
You think he would know that
I quite like the twist with Cross being Nicole. I think it explains things like in the original if Nicole wasn't real who opened the door for Isaac? Who was Isaac defending or did the door just open itself. I think an explanation is that during the control room is that for the most part the Nicole you see is a hallucination. I think its both a hallucination and Cross as Nicole. The marker can really mess with people, so to get Isaac to get the ship back that was a hallucination. But it's mostly cross. I don't know though that's what I think.
Like I said, I wouldn't mind the twist if they changed the ship exit part.
Isaac could have easily imagined a door being locked in the original. But two people imagining each other to be someone else really has to be orchestrated to work. And the marker was never supposed to have this sort of real-time intelligence. I much prefer the marker to be a machine without the capability to interact...
25:32 bruh Mercer kills Temple right in front of you when he tried to blow him away with the force gun
Can't wait for your Dead Space 2 video, I love that game so much
26:20 I really don't see how is this a plothole. At that point Nicole tells you that it's the point of no return and she will reprogram the flight program while you do finish you want, and when you board the executive shuttle it tells you it's the point of no return to the Ishimura, so basically the game tells you finish the side quests, collect whatever you want now because you won't be able to come back therefore the game doesn't expect you to instantly run to the shuttle. Yeah maybe they could've make her walk all the way down make the cutscene even longer when you get into the shuttle, but it's really not a plothole.
Disagree with your criticisms on dead space 2 and its story but overall a really great video mayo good job.
The only thing I don't agree with is the Nathan Drake comparison.
I don't know if its just a Mandela effect, but as far as I remember, some of the things you call new, or from DS2 actually did exist in DS1. Like kinesis shooting slasher blades (although in DS1 this was very clunky and the projectiles had a somewhat slow speed when thrown) or the Brute's long range attack.
Yeah a couple things I mistook as new. I had no idea the original brute had that projectile attack.
@@underthemayo just searched it, and brutes used that attack when you cut a leg, since they can no longer move
It would be cool if player could just turn off video calls, but the act of turning off the call makes the other characters angry at Isaac for being rude. So for a second play through, not only you can skip cutscene, but the game is harder because you get less rewards as result of being rude
I was more excited about Callisto protocol instead also. CP needs a sequel with drastically improved gameplay mechanics
Calisto is solid especially now . I really like the direction they took with the combat imo . It definetly needs a sequel with improvements. Hopefully we will see that with the dlc expansion .
@@Kobalt_Rax_the_one I hope Callisto protocol gets the Evil within treatment. Where the sequel completely overshadows it's disappointing predecessor.
yeah, that dodge mechanic need to go.
@@zee9709I also like games with maps and exploration, Side missions. I’d like CP 2 to have a completely different view on stages
@@zee9709 Maybe not a removal but a complete rework of it. There are similar dodge systems and they work so much better than the one TCP has right now.
recently started playing the remake and i honestly love how the farther in you get the more the art style starts to look like an updated ds 2. especially when you start seeing more of the candle lit areas with all the writing on the floors. add to that the fact they took every improvement made in 2 and implemented it into the remake and i'm beyond happy.
Running DLSS to get to 1080p would make a pretty fuzzy image. Not a lot of data for the upscaler to use
Yeah that happens. It's just that my games default to 1440 because of my monitor and when I set it to 1080 I didn't think to turn off dlss which had been on automatically.
"excellent ... and flawed" pretty much sums it up perfectly.
I don't get how Dead Space puzzles being harder would benefit the game. I mean Dead Space is an action game so having slower puzzle sections being harder would get in the way of the action. In survival horror it makes sense since shooting stuff is an aspect of the game.
As for the twist, I liked it even if it could be foreshadowed a bit better, I did think it made more sense than Kendra manipulating Issac while hallucinating a ghost, stars would just have to align to make it work.
I do wholeheartedly agree with your RE 2002 comparison with all that said.
You misunderstand me. I'm not necessarily saying that Dead Space needs to have a bunch of hard puzzles. I'm saying the fact that it doesn't have puzzles keeps it firmly out of the the survival horror genre. People regularly confuse DS as a survival horror game instead of the action horror game that it is. I'm fine with DS not meeting the criteria of a survival horror game. It's an action horror game, and a damn good one.
@@underthemayo
I honestly think Dead Space is a third person shooter at heart. I don't think the devs made that the distinction any less muddy with calling DS a survival horror game on the back of the box.
6:29 Too bad you can't place your own waypoint to doors that you couldn't get access to due to clearance, and benches, stores, save points, stasis recharge units, etc. So you still need to look at the map to navigate to get to those places.
This!
REmake is one of those flash in the pan, rare moments where no matter how much you love the original, the Remake is still better. It did everything the OG game did AND made additions and changes that were tasteful, but took nothing away in the process. I still love the OG game for nostalgia reasons but I’ve never heard anyone make a good/bad list for REmake besides maybe personal taste, it’s an overall rare example of perfection. That’s why I think this remake is good, but doesn’t deserve the comparison. The closest we’ve gotten to that perfection, perhaps, but the very fact there’s so many things the game has to trade off or things it didn’t do right exempts it’s from being on that same shelf, good as it is. I personally prefer it that way, not that I don’t wish this game were also perfection, but that I don’t think it’s a fair standard to hold anything to. It’s an impossible standard that in rare instances we get a taste of, but to expect it is to set yourself up for disappointment.
Re1 remake is the best ever and I wish all other remakes were like it but they’d legit rather just sell us the same game with minor changes like this 🫥
You have to remember that REmake benefited from having the same team that worked on the OG game. Most remakes nowadays only have the name associated with the original iteration and others are re-imaginings.
Regarding power nodes, I don't consider using a power node in ds1 to be a choice. The amount of stuff in every locked room was always greater than the 10k credits a power node costs. So not opening a locked door is simply missing out on resources and schematics
I was pretty skeptical at first with some changes and wasn't a fan of him talking but as the game went on I got used to it. Looking back ya I think that him talking and adding input serves the game way better then just being silent.
Definitely like them expanding on the story and feels like this iteration leads in DS2 a lot more fluid. The gameplay and quality of life refinement is great.
Making Isaac mute was pretty dumb back then imo. He's supposed to be a smart engineer, not a mindless puppet controlled by Daniels and Hammond. It was laughably bad when he didn't even say a word to Nicole after seeing her for the first time again. It always took me out of the immersion because it's just so unrealistic.
Some parts in the original are still better though, like the horrific death of Temple and the demise of Mercer. Some death animations are better too in the original. But in every other aspect the Remake improves on the original by a lot.
"Isaac, your girlfriend just died"
Isaac: *proceeds to awkwardly facepalm in grief*
Isaac is a tragic character but him being mute doesn't let that character shine as much as it needs to.
I enabled Rebar through Nvidia profile inspector I got significant improvements in performance. Did not make the stutter go but I was able to play at around 70 fps stably with a 3050
The problem with dead space 2 underselling is not the game itself but the marketing
There was 2 books and 1 movie related to it, a lot of different big campaigns, for a game that is from a very niche genre
If EA only focused on the game Dead Space 3 probably wouldn't have happened
I was very skeptical about buying it, because of EA.
Most of reviews I've seen are very positive
12:52 had me dying 🤣🤣. Also im glad im not the only one who heard the ambient music (in zero g areas I think) and thought, "is that alien?"
On the point of the plasma cutter sounding wimpy, I honestly was never too attached to the sound of the original, and I think for a tool that is even used in surgeries as we saw at the start of 2, it shouldn't make a loud banging gun noise. It should be smooth and quiet. Slick like its design. I also found the clip you showed at 16:18 to just be silly. Why is its arm flying up like that? I get that the physics in Deadspace are kinda wonky and charming in their own way, but thats supposed to be an intense moment. Having the necros arm take flight to the heavens might make the dismemberment feel more impactful, but id argue in the silliest of ways in game that otherwise takes itself pretty seriously. It sucks you had problems with hitboxes with the cutter. I personally never had that happen, and I think this is the best iteration of the gun.
Now a weapon that I thought felt worse overall was the ripper. Compared to the old games, it sounds a lot more tame? Almost muffled. This must be how you feel with the plasma cutter. But unlike the plasma cutter the ripper is basically a futuristic buzz saw, not something known to be all that quiet. And they even go out of their way to give it those rickety clanking noises just when running around, so its odd how it sounds when you actually fire the saw that is ripping into aliens with serrated teeth. Also it feels less accurate at cutting limbs? Its kinda difficult to cut the legs on say a pregnant. Even when the blade looks like its on the legs, ill be cutting its gut. This change in feeling is actually the reason I put the ripper into storage, and apparently it was a good choice! Anyhow I guess its down to preference what sounds you would rather, but I thought it was an interesting point. and certainty the ripper needs a nerf. get rid of the stagger!
On the point of side quests, I think the game has more than outdone itself, and adding in entirely new bosses for some side quests sounds like a lot of work. I think they did good with the time they had. Its not like they detract from the game, and combined with security clearance rooms, it gives you some more reasons to go back and explore some areas. Immediately after gaining security clearance 3 in chapter 7 I think it is, I had a blast back tracking to unlock all the doors, and trying to plan a route that would allow me to do so while also hitting a stasis recharge station, delivering a tissue sample in medical, and getting one of the rigs in engineering I think it was for the clearance side quest. But sure they could have at least made it so that when you backtrack to get the rig or deliver a tissue sample, there is a guaranteed combat encounter in the areas where you do so.
Also one thing I think that should be mentioned is atmosphere. In hydroponics specifically, there is jungle ambiance and the ability to turn it off. It may seem like a silly option, but man they knocked the atmosphere of that place out the park. So turning it off, which should be the pretty obvious decision to make, was actually a choice for me. That's how good they did with the atmosphere.
cool video, hope you return to this game. Maybe well see an impossible run upload? I think it is a masterpiece.
Great video Mayo. I like how you explained many aspects of the game to the detail.
12:41 this made me laugh so hard lmao
I love how pleasant the comment section can be on your vids
Even when there’s disagreement it tends to be respectful
3:30 Exactly this!
The OG is more lit obviously, and yet it still manages to be more atmospheric. Dark shadows/shadows are in their right place, and the lit areas still gives a sence of dread and uneasiness due to its gloomy colors. I don't sense that with the remake at all, even if areas are lit everything feels way too clean and shiny. This was very apparent when they compared the two games with the headbanging person's death as you approach him, the new one just didn't feel right to me.
Aside from the new Plasma Cutter firing sound and lack of enemy feedback when hit, giving the impression of it being weaker, I never found it weaker in terms of it dealing damage in the early game even on Hard. At base it takes 6 shots to kill a Slasher if you go for their limbs, 3 shots each, it's the same amount of ammo when you find an ammo drop for the gun. With the abundance of loot you can acquire and how quickly you can upgrade the Plasma Cutter if you choose to stick with it, the less shots you will need down the line, resulting in a large surplus of ammo, which then you can choose to sell them for even more Power Nodes, further giving it power jumps. Usually by the end of Chapter 3, I'd already maxed out the Plasma Cutter upgrades, including for both of the weapon attachments. (which you can find really early as well when compared to other weapons'). This of course after adding Kinesis and Stasis abilities into combat, for dealing free damage and further saving ammo. Personally, the ability to 100% stunlock after every hit feels unfair in the originals, so I didn't have to use Stasis as often, but now stunning is a resource that you gotta spend in the form of Stasis, it's basically like the Frag or the Cryo Grenade from Doom Eternal.
plasma cutter in the og sounded like a fucking magnum. it was honestly too loud. i like the way ti sounds in the remake better. also, there's def enemy feedback when they get shot, considering there's less and less meat until eventually you only see the bone and then the limb detaches. enemies don't get stunned like the do in the og if that's what you meant by less feedback, but i like that it forces you to actually use cc tools now like the stasis, gravity well, fire wall, etc. it makes the weapons more balanced towards eachother.
Actually very well articulated my negative points about the game, great job. The combat however did not do it for me the same way it did for you. I played it the same way I did in in 2008. I didn't even figure most of the stuff you were talking about. A node with an upgrade? You can reset nodes? Impale mobs with stuff? No, me see, me shoot plasmacutter, no other weapon needed. Big plasmacutter also passes. Flamethrower? Me no need, me just suffer the loss. All in all, the game still horrified me the same way it did back then, it even helped with my stuffy nose due to the adrenaline.
I'd argue detail went into this as Isaac's front visor clearly has Lorem Ipsum left in it.
I'm glad you mentioned the shots going right though lurkers! They're the most annoying and difficult to kill enemies in the remake. They take forever to kill and I end up getting hit.
Line gun
I actually like the darkness because it allows the lighting to go far harder than ever before. also stuttering is the result of motion blur turn it off, exit the game, recompile shaders and it stops.
I'me playing through ds2 currently and the remake is nothing like ds2...
Nah dude it isn't your 2070, 4090's are having the same spotty frame rate.
Great video! Yes!
Not everything I agree with, but 100% about Nicole's dialogue.
I also made that Dead Space 1 remake to the Resident Evil 1 remake comparison haha
I'm already planning my 4th run for after HW and Metroid Prime.
Great video mate
I disagree regarding the door power nodes. I am glad the change was made for the remake. In the original, all one had to do was pocket a node until a door was found. There was never a negative to using a node on a door other than not leveling up something. But since there were empty nodes in the upgrades and a new node was only 10k, there wasn't much of a choice to be made; always pocket a node. The remake gets rid of the node doors so the player can focus on using the nodes for the upgrades, which don't have empty spaces so each node is used is useful, which was a better feeling than filling empty space.
Right, I get that. Still, having 2 power node doors in the game would be a fun nod to the original design.
Dead space to dead space 2 felt like going from PoP-TSoT to PoP-Warrior Within.
The "improvements" didn't do it for the fans who liked the originals and their unique ambience......but were welcomed by the audience who wanted a more actiony, angry, quippy main lead.
At 23:46 you should have put an edit/cut of that scene of Doom 2016 where the Slayer shoves the screen away.
*mayo clearly aiming directly at a wall, with his gun touching the wall
"Yeah it is hard to tell when you're going to shoot a wall or not."
Agree with some of your views on the remake, but couple of your critics contradicts them selves: Like you mention the change they made to DS2 when became in a more action oriented game, devoid of the horror element, then you complain of the darkness devs added on some sections of the remake, when the narrative calls for it, cos the Ship went dark and all its system were gone, you know. And the characters talking feels bit more organic, even if I think the actors should've directed to delivered her lines on a less "casual" manner🤷♂️. Also og old fans are those who found issues here and there with the remake, but I been watching playthrus of some DS new commers, the ones who seems more honest at least, and they look thrully scared, figuring out how to survive, making mistakes and overwhelmed for the experience as a whole, which has been DS stronger point...then yeah, old narrative issues remain, like Issac been unable to break window's glass to try to save people😁
You can do that emoji all you want; the majority of the voice acting of the core cast is as flat as pancake. Hammond sounds bored to death.
It’s not good work.
@@citizen3000 Yeah, I know, that's why I pointed that out, casual=flat...and of all things, that my main and maybe only real "complain", cos that ride at the Ishimura should've been a trully terrifiging/crippling experince for those characters no matter what, but even Issac was updated AND retrofited to his DS2 self "just another necro-killing tuesday" at the same time😒
@@Hellion73 sorry I misread and misunderstood your line and use of the emoji there
@@citizen3000 No prob, man its cool👍
I absolutely agree with you on the death scream of the wall guardians. There was something absolutely unsettling about that scream and it was one thing I was looking forward to in the Remake considering how much it stuck with me but was so disappointed to hear them toned down so much.
I had no performance on Series X. Smooth all they way through. It’s just PC continuing to have performance issues on games. Devs really should start double checking performance on PC before releasing. Looking at you more than anyone Callisto. Also I disagree with all your negatives on Dead Space 2. It wast nearly as chatty as Nathan. And he never spoke in the middle of combat. Speaking during calm moments is perfectly okay. It’s not like he make a joke or quip every time he kills something. For me pretty much everything you had a problem with or didn’t like was a none issue for me. Except for the plasma cutter not sounding as beefy but that such a small detail on top of an other wise great experience. I love everything the remake did. The only thing I would change is not letting you out back on the level 1-5 suits once you get each upgrade. But they said they are looking into that possibility but no promises. I hope they were just playing coy because I can’t imagine that would be that hard to do.
I won't speak of the game's positives because everyone knows what is great about this game by this point.
I will say that the sound design and animations could use work in certain areas. They are minor issues, but they can certainly be distracting when the Necromorph Brute roars after just killing you and it sounds more like a wet shopping back flapping in the wind, or when you're fighting the Hive Mind has you by the leg and is shaking you while only the tip of the tentacle is wiggling back and forth. There was also a huge missed opportunity to update the Infector's death scene as many people complained about how it just decapitates you in the original with its wimpy stinger instead of actually getting to see Isaac transform into a Necromorph. Ironically, they kept the game too faithful in areas like these where improvements could have been made.
Saying the animations could use work is sadly quite a generous description.
Love this remake but I think the item pick up RNG is messed up. The game knows when you are trying conserve ammo. I think 90% of my pickups are worthless 100 credits.
Your better off holding 1 or 2 guns instead of 3 and 4
Good and honest review with solid points as always!
"Phantom versions of enemies who have high HP [...] though I don't appreciate them saying that there will be new enemies, that's a lie"
Yeah, that one caught me off-guard as well, specially with the name. I honestly expected INVISIBLE enemies as the variation. I expected something that you would be able to hear if you were paying attention (no music cue for them either), but that would only actually be visible when they were right on top of you. Not just "this one looks darker, thus more health". Kinda bummed me, but that was mostly the fault of my own very high expectations from their weird naming choice.
Imagine though if, it's really only like the spectres from the original Doom that is pinkies but transparent.
@@danielgeronimo5538 The Spectres in original Doom were comparatively worse, to be fair. Just an enemy slightly translucent, exact same behavior and health.
I wanted a bigger surprise, like an invisible exploder with two grenade arms instead of one. If you're not paying attention to the sound design, he just sneaks up on your back, swings both arms and all you see are the Madagascar Penguins saying "Kaboom? - Kaboom, Rico".
Memes aside, I just expected NG+ to not just be "enemy with more health". Sure, they shuffle around some of the enemies from the ground that get up, but that's mostly the only surprise aside from the extra ending. (Which is far superior than the original, even considering how iconic the original one is.)
Yeah that reanimator nec is one of the few enemies that makes by butt pucker.
something is wrong with your rig bro, I tried this on my spare rig, on a nvme and 2070 non super. It hold constant 60fps at 1440p high. with very rare loading stutter, maybe twice in 15 hrs of play
PC problems for this game are quite common.
@@underthemayo really it seems like thats the case with anything. Sometimes I get a game that stutters all to hell and cant hold 60, then I got other people telling me the same thing I said how theirs runs it fine.
The stuttering isn't a not loading issue it's a shader issue. PC ports are having trouble with not compiling shaders and anytime anything new shows up it's gonna stutter. Getting a new GPU won't fix it.
You actually can still hit the brute from the front. At least with the plasma cutter idk about other guns.
Played it on ps5. No crashes no stutter game runs like a champ
Yeah, had simillar thoughts to yours - some things are too blunt, which makes subtlety of the OG better. Was surprised by how faulty my memory was on the details of DS1, like, Why do Necromorphs never Block your melee in the Remake? I am sure that they do in the original!
I still enjoy Dead Space 2 & 3 over 1 and that hasn't changed even with the Remake, I just fine the city settings more interesting than running around a freaking ship.
After the bitter dissapointment of Callisto Protocol the Dead Space Remake was a breath of fresh air, minor flaws aside. Unfortunately in today's modern landscape video games like this are about as good as they can be. Considering all the BS and outside influences that go into the industry now a days.
The first one was scary since the camera was closer to your character, the shooting was clunky, and it really felt you were Isaac in that heavy suit.
I feel they crammed way much shit into the remake. It doesn't feel or look as scary as the original
The scream is too humanizing. 😂
5:20 I’m on 3090, 12900K, 32GB tuned DDR5, game on M2 SSD and it’s a stutterfest. I can’t bring myself to play it on impossible difficulty or replay it when game stutters like crazy each time I approach a door on a PC which can run most games maxed out at 4K. Optimization is broken and so is DLSS which makes the game so freaking blurry I just can’t look at it. It’s unusuable currently even on quality at 1440p. This whole stuttering shitfest is destroying all the immersion and fun I had with the game… I really hope they fix it and don’t leave this mess never fixed/patched. I might switch to the PS5 just so I won’t have to deal with the fucking stuttering in every new game I play…
Denovuo doing its thing. It has been successfully in fending off the pirates though
The traversal stuttering so game breaking. It not just annoying. If anyone is wanting to purchase this on pc, don't bother.
I have still been able to chop off brute arms from using armpit shots, maybe they just made it a bit more difficult to hit?
It's doable.