![dead space 2 pc dead space 2 pc](https://i.ytimg.com/vi/N49v7U5El7Q/maxresdefault.jpg)
It's really amazing much it contributed to justifying the art, design and even enemy selection- the lurker is made from cloned babies that exist as spare parts, because the human workers are treated like machines. The subtle fascism of the first game made the story WAY more compelling but still managed to be non-obvious. It would have made for a very interesting setting. Just before DS3, unitologists casually overthrew the government everywhere except Earth and everything was insane.
![dead space 2 pc dead space 2 pc](https://i.ebayimg.com/images/g/E8gAAOSwAWtb0Vj-/s-l300.jpg)
Phoenix would have been one of the biggest cities remaining in the world, assuming it was still habitable.īefore DS3 humanity was ruled by a totalitarian, classic-fascist government massive companies acted essentially on the behalf of the state (more autonomously in the first game, less so in the later ones), military blurred with police, propaganda was everywhere, and your job was essentially your life. The Mississippi delta was underwater, which includes huge parts of the south and midwest US. The population had literally fled to the continental interior and most major cities had been gone for ages. It would be cool to see Earth before that, with war and global warming having erased most recognizeable features. They'd probably have to retcon Awakened, except maybe for a small flashback section of trying to get in, rescue some people, and get the fuck out. It would be cool to see what Earth is like, with Earth actively getting hoovered by the necromorphosed remains of at least four other planets. The demands for action, multiplayer and microtransactions ruined those games. The DS stories were pretty great and fantastically creative, the art direction was spectacular, the vision and implementation were incredibly good. I also put all the blame squarely on EA for practically everything wrong with the series. DS3 still did a solid job of building that alone feeling (although less often than the previous), but every cutscene would totally destroy that as at least two other characters would pop out of nowhere. IMO the most annoying part was just having Carver appear out of nowhere in the cutscenes. Or even have Isaac/Carver scold each other (rarely, at important sections). With dead space you could even just scream directly at the player to shut up, if you wanted. I hate gimmicky stuff like hijacking the microphone, but subtly punishing the player for talking would be interesting. Maybe making audio cues more important, so that you always had to be listening. I can't help but wonder if some incentive to avoid talking would have helped. The two had completely different themes to their madness, and some enemies were only visible to one player. The different hallucinations you'd get depending which you were playing was a great idea.
![dead space 2 pc dead space 2 pc](https://www.gamingdragons.com/images/game_img/screenshots/deadspace2/4.jpg)
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