All of these are obviously intended to enrich the game’s fictional world none of them actually succeed in doing so. The same applies to the third-party messages and private communiqués Isaac finds scattered around the game world. Dead Space 2 serves as a prime example of the Midi-Chlorian Error, which confuses that which has not been explained for that which must be explained. While I now have a better sense of what Unitologists believe, I am not sure why I do. There is also a good amount about the particulars of Unitology, including a visit to an abandoned Unitology recruitment center and, after that, a devastated Unitology church. There is a lot of explication about the Marker, for instance, which feels as fundamentally wrong-headed as giving 2001 a coda in which the Star Child turns to the camera and explains himself. This new expansiveness is not always appealing, though, and much less necessary. While the first Dead Space forced Isaac through a relatively constrictive gauntlet of crowded rooms and narrow hallways (save for a couple of truly frightening spacewalk sequences), Dead Space 2 unfolds within a larger and more open-seeming space station. Isaac is back in the sequel, of course, and so are the necromorphs.
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