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It's time to submit your comment on the first half of Dead Space for The Deepest Dive! The first discussion covers everything up through the completion of Chapter 6, please don't spoil anything beyond that for newcomers.

Submit a comment below and please get specific. Don't write a long review, please keep your one comment to around the length of a tweet. We want to get to as many comments as possible. Let's get specific, submit a comment about the scariest moment, your favorite weapon, some specific piece of sound design, anything specific. The more specific you are, the higher the odds of us reading your comment during the discussion. We'll finish collecting comments on Tuesday morning.

We'll be covering the second half of Dead Space next week and collecting comments on August 2nd.

For The Deepest Dive on Dead Space, Ben Hanson will be joined by MinnMax's Kyle Hilliard, Kate Sanchez from ButWhyTho, YouTube essay extraordinaire Jacob Geller, and former Visceral producer Zach Mumbach.

You can unlock the podcast version of the first discussion by supporting MinnMax at the $5 tier, or you can watch the YouTube version here - https://youtu.be/hDpNBd9mfO0

You can jump in the chat and watch us record The Deepest Dive live on Tuesday evening if you're at the $10 Backstage Pass tier on Patreon. The link will be in the Backstage Pass tier on the Discord. Thanks for your support.

Files

Comments

DarkFishDays

Among a plethora of great sounds, the bench opening and closing is my favorite with its weighty crunch. It’s equally loud and intimidating but also satisfying.

Travis M.

The moments where you come across other humans that wait for you to show up before dying are especially scary to me. The corpse hitting its head against the wall, the doctor that slits her throat, stuff like that... chills.

Kassandra Boss

What’s the deal with the creepy whisper voices exactly? Are they part of the soundtrack or are they happening in-game? If we’re hearing what Isaac’s hearing, is this supposed to represent him losing his mind? Or are the voices actually coming from inside the walls? Seems possible since their are walls and floors made of actual flesh. And it would help explain Isaac’s dainty tip-toe across those flesh-floors.

AnAttackCorgi

Thoughts from this playthrough for the panel in general: 1. The AI is Very Smart The AI programming is very good: enemies play dead before and during combat, butcher Isaac in inventively gory ways, and dynamically hunt the player through the vents. 2. User Interface is Exceptional I love how everything happens in real-time, from inventory management to cutscenes. What game does this better? 3. Accessibility Issues Did anyone else have a hard time with the strobing effects? Every other hallway was a dystopian dance club filled with zombies and blood. There’s a room in chapt 3 where they blast engine noise and crank the strobe effect to 11 4. Space Mining is a Lonely Business The Ishimura is low key very horny. The engineers leave Interstellar Playboy magazines all over the place and there’s a Flesh ‘sex robot’ advert on the trams. "Peng" ads are all over the place, and after looking into it, no one's really sure what "Peng" is, but some think it's oral sex? Guess it’s lonely out in space. 5. Beware Radioactive Babies In Chapter 2’s baby clinic, there are red needles over an operating table with a note saying "Remember to Feed". The tanks with babies in them also say they’re radioactive. What the hell is going on in there? 6. Rank the Necromorphs Are Necromorphs the best space zombie? Where do you place them with the rest of the video-game zombies? (Halo's Flood, Mass Effect 3's Reapers, etc.)

Patrick O'Connor

Hello, composer here! I just wanted to shout out something that I feel (with admitted bias) dramatically contributes to Dead Spaces' excellence, Jason Graves' iconic score. He composed this score at a time when the music technology wasn't up to the task of representing a mockup of the music. As a result, he had nothing to truly illustrate what the score was actually going to sound like. The head of audio at EA at the time was trusting enough to fork out the huge chunk of the budget needed for the orchestral scoring sessions without ever hearing a note. Graves then recorded the orchestra in all their scratchy, screechy glory and assembled the score from these recordings. The amount of ingenuity shown by Graves coupled with the trust of the devs resulted in what is considered by many to be a groundbreaking score. The sound design and visuals are scary enough but the score is the bloody icing that makes this hellish cake.

Fred Dinovo

Howdy, Something worth checking out is that technically Isaac IS NOT a silent protagonist in this game.  He doesn't speak sure, but within the menu if you go to the Objectives tab you can read each objective written by Isaac like a journal entry. He writes out as much early in the game once you get your first task. It's more than just "I need to go fix the HVAC because it's hot in here" he'll express concerns, fears, distrust etc. Not the most fleshed out, but worth checking in whenever you obtain a new objective to see what Isaac thinks about it.

Phil DeGrave

How good is that meaty crunch from Isaac’s boot stomp? So wet and crunchy.

Phil DeGrave

I don’t think the credits and store system holds up well. Feels very 360/PS3 game design. It doesn’t fit naturally with the lore—like there are credits and little kiosks all over the Ishimura? I hope the remake fixes this. Issac is an engineer. He should craft the components he needs. Replace credit drops with materials and have Isaac craft items at workbenches and then use that to upgrade the rig and weapons.

Jrez

Am I using it wrong, or is the flamethrower just bad compared to the other weapons? I've really enjoyed revisiting this gem! Still a lot of fun

Stephen Hammond

Had a random,funny thought at the beginning of the game, when they're approaching the Ishimura and trying to get someone to respond. You can hear a necromorph screaming through the static and I suddenly pictured a necromorph trying to do it's version of Han Solo. "Everything's fine here. How are you?" By no means did I speed through this game so I was surprised when I got through chapter 6 in less than six hours. It FELT like 8 or 10, easily. The stress this game causes me must've created some kind of time dilation. I didn't notice it in previous playthroughs.

Shawn Mills

The scariest part of the game for me happens if you wait 30 seconds at the start screen. A creepy female voice starts singing twinkle twinkle little star and the screen jump cuts to several scenes of creepy necromorphs killing Isaac in really gruesome ways. These horrific scenes set to a classic lullaby really made me uneasy. I heard a voice singing twinkle twinkle little star in an elevator in Chapter 6 and it really creeped me out all over again.

Kassandra Boss

Destroying the asteroids with the cannon was the worst! Only part that took me close to 10 tries.

David Stuhlmiller

I absolutely love the Dead Space series, and fully completed the achievement list for DS1 & 2 back on the 360. If I were to pick my favorite piece of this game, it would hands down be the sound design. I will never forget using surround sound headphones for my first play-though and being blown away by the ambient sound throughout the game. Walking down a random hallway and hearing something metal clatter in the vents somewhere above and behind me was chilling especially when it turned out to be nothing. Visceral nailed this aspect (and many others) and it still sits with me to this day. I hope the remake embraces the audio fidelity that Atmos/3D audio provides and manages to recapture that horrifying magic again.

Harrison Holt

This is my first time playing this game and I’m loving it so far, but one thing jumped out at me in Chapter 4. On the way out of the Captains Nest, a necromorph wakes up in the last remaining escape pod, and Hammond swiftly jettisons it, when the ship is currently being wrecked by asteroids, and no guarantee it’ll get fixed, when someone who is proven to be able to swiftly dispatch necromorphs is right there. It just doesn’t seem very well thought through on his behalf. 😅

CalebMurray

Hello deepest divers! What do you think Sun cola tastes like?

G-Max Thoeren

This is the first deepest dive where I thought I might not make the deadline - because it's sooo scary! Other horror games have ups and downs with their tension, but with Dead Space I am on edge 100% of the time. No matter how many times they do it, the jump scares get me every time!

Jeorin

Playing this game on PC has been interesting. It took me nearly an hour to get past the door where you fight your first necromorph. The cutscene that allowed the necromorph to attack would only play if the game was set to 60 fps with vsync turned on (which locks the game at 30fps). I've also encountered many fun physics glitches. Body parts set in motion will never stop bouncing around. If I stomp anywhere, it causes all objects in a room to drift to one wall, and enemy corpses will sort of smoosh against it, stretching out in a terrifying manner. Still managing to enjoy the game, but I've been too frightened of my next crash to desktop to find any terror in the gameplay.

Jonnythan 12

Hot take: I don’t find the in-universe navigation/ui is as impressive as many make it out to be. It’s not bad, but I find that trying to make this very video-gamey thing parr of the world actually takes me out of it more. Why make the part of the suit that tells who how close you are to dying on your back for everyone BUT you to see!! On a less nitpicky note, the laser cutter idea is cool, and surprised there hasn’t been more imitations of it.

Nick!!

A few quick comments, feel free to use one, none, or as many as you see fit -I get the feeling the team was nervous players would not understand the need to strategically dismember the enemies. In chapter 1, Isaac is told four times to cut off their limbs: once as a tool tip, a call on the radio, an audio log, and the famous blood graffiti -I forgot-- no quick turn??! -I know games are made by large teams so please correct me if I'm wrong but shout outs to Dino Ignacio. It's always been my understanding that he played a huge role in creating the diegetic UI -The sound the victims make in Chapter 6, the labored breathing of the infected crew mates poisoning the air, is so creepy. It's stuck with me all these years. Are there any specific sounds that stick out to you?

JEREMY L

So, I always assumed that I did not like horror games-- probably because I typically don't like horror movies. However, I am absolutely LOVING this game-- jump scares and all. I love the systems, the story, and the way the game is keeping me fully and completely engaged. So now I'm left wondering, do I actually like horror games or do I just like Dead Space? Are there other games that I have avoided (e.g. Resident Evil games) that I should now try to find out if I actually do like horror games? Thanks!

Mark Ramirez

Visceral nailed the starting weapon with the plasma cutter. It doesn’t feel weak like I need to swap it out as soon as I find another weapon, and it upgrades well so it doesn’t feel outdated. I actually prefer the plasma cutter over the other weapons cuz it feels so good. This gun and the whole gameplay mechanics circling around dismemberment are the reasons this game is a must play (even for non-horror fans) feels so good!

RiskyChrisP

Maybe it’s just standing out to me because of the recent events at Activision-Blizzard, but there’s some magazines on the ground in the tram station that have women in bathing suits on them. While there’s some great environmental storytelling going on in the game, this feels like it’s in really poor taste, and it doesn’t fit with the environment anyway. It’s disappointing to me that someone took the time and effort to put this in the game. I know it’s a tiny detail almost no one would even notice, but it broke my immersion and left a bad taste in my mouth in light of recent events. I just hope its existence isn’t indicative of anything happening within the dev team at the time.

Barry Logan Smith

The vending machines seen thus far only sell a drink called "Sun Cola." In the area where you first find a shop, there is an ad for Sun Cola with the tagline "Bring out the sun." My guess is that Sun Cola is loaded with vitamin D to make up for all the workers lack of direct sunlight while living on this ship. Fun lil worldbuilding

Zach E

I’d like to hear if anyone was reminded of Doom 3 the first time they played Dead Space. Both are horror-action games set in a similar sci-fi space/industrial atmosphere, but Dead Space cranked up the horror with enemy design and game mechanics. Doom 3 must be an inspiration for Dead Space, right? (I really enjoyed both games).

Jordan Holmdahl

Hey crew, Overall I'm having a much better time with Dead Space than I expected, however I am so frustrated over the equipment upgrade system. To upgrade items like Isaac's RIG or the plasma cutter players have to spend a significant number of nodes with no tangible benefit. For example, to fully upgrade Isaac's health, a priority for me in almost any game, you'd need to commit eight nodes to the upgrade tree and before you can max out his HP. As far as I can tell nodes are rare in exploration and prohibitively expensive at the store, and on top of this they're also used to open optional rooms filled with resources and world building material. I can't think of another game that had upgrade currency double as a single-use keys and I really do not like that implementation here. Am I alone in experiencing these irritations?

Otto Lehto

My first exposure to Dead Space (and that is indeed a good word to describe it) was the Dismemberment Demo on X-Box 360. It left an indelible impression. The hype machine was well-oiled. What are your memories of the build-up to launch and the demo exposure?

Logan K

One thing the game does exceedingly well is the diegetic user interface. Having to read countdown, timers and ammo capacity on Isaac's suit and equipment made me feel a certain level of focus on the tasks at hand and the events unfolding around Isaac. This was a unique experience for me because my mind tends to wander when dealing with more conventional and cluttered HUDs. Why have we not seen more of this since then? This was a truly brilliant implementation of an in world interface. Chef's kiss on that one!

Derin

I remember first learning about Dead Space thanks to a Sci-fi (I think) channel special that aired around the game's release, where the show had various developers discussing how tense and creepy the game was. I wasn't a horror game fan at all, but the special provided enough hype that I went to the store that day and picked up the game. It quickly lived up to the hype from there on out. Just curious to see if anyone else was aware of this sci-fi channel special they had or if I'm the rare person who remembers this? The first 15 minutes of Dead Space are so, so good. It hits all the right notes of instilling fear in the player while setting the tone for the rest of the game.

Clemens Zobel

It's really cool that most of the weapons are repurposed engineering tools. Plasma cutter is the most trustworthy companion, but the ripper is so rad in concept. A kinesis held saw blade? Love the weapon upgrade system in this game, finding a power node is always so satisfying. And feeling the difference between standard and fully upgraded weapon is so nice, makes facing the terror a little easier!

John Scovic

The first Dead Space is the first time I can remember "getting" horror. I had friends who were into horror that had me watch stuff like Blair Witch and The Ring and Paranormal Activity, and I never really understood the appeal. There was always a layer of disconnect- I could see the the way the movies were crafted to TRY to scare me, rather than just sitting back and being along for the ride. With Dead Space, when I first experienced that moment of hesitation before entering a room I knew was going to have something scary in it, the genre clicked for me. Horror games are now one of my favorite genres! Where do y'all land on interactive horror vs. purely visual horror?

Barrett Boswell

I'm not sure how you all felt when this game came out but it felt like a deliverance back to what survival horror was missing for years: feelings of isolation, helplessness and a true fear of the unknown. "Horror" games the few years prior were introducing more action and providing too much power to the protagonist. Dead Space, in my opinion, snatched the survival horror crown from Resident Evil and set the bar back to its proper level for the genre. Thank you all for the great Game Club discussion!

PuckFittsburgh

Is anyone else playing this on PC? I originally played this on 360 and I still have my system and copy, but I decided to try it out on PC. I've been playing with a control (I heard keyboard and mouse made the game unplayable) and I'm loving my experience. The graphics still look great and I'm loving the 120 fps. I'm loving the little details that I never noticed before because the 360 is just a less powerful console (i.e. Isaac's badge on his chest is super detailed on PC). Maybe I listened to the wrong people but I think PC is the best console (?) to play this game.

Matt Lynch

This game is fun because you can enter any room and you might randomly get your ear drums blown out

Miguel Medjai

Starting this game and I forgot how basic Isaac's design is at the beginning. Always excited when you upgrade later. Love the health showing on your spine and easy to show way point in real time.

Kraid Belmont

Progression in horror games is such a powerful tool. Every gun is interesting, new armor looks great when purchased. Currency and nodes found while exploring and new enemy types keep me doing a very healthy amount of mental gymnastics. Damn them for making me paranoid. I’m always checking my back and theres almost always a monster there.

Nick!!

I remember a lot of hype around the launch of Dead Space and the accompanying expanded universe material-- the animated film Dead Space: Downfall and the Dead Space comics both launched in 2008 as well. And I was all in baby! It's outside the scope of the main game discussion but did anyone else dive into the supplementary material then or now?

Miguel Medjai

Also was anyone fooled by the lying down necro? Lol

DangerZone

Something I really enjoy about Dead Space is Isaac’s physicality. He almost shambling across the broken ship in a very unsettling way. I think they did well making him an engineer by trade and not some solider. The way he throws punches and stomps is uncoordinated and gives off a sense of desperation, just like any regular human would be in this situation.

Barry Logan Smith

I know cutting off limbs is a core mechanic to this game, but jesus christ they are heavy handed in telling the player - "cut off their limbs" written on the wall in blood, two dismemberment menu tutorials, one crew audio log, AND hammond telling Isaac again. A little much

Barry Logan Smith

My two favorite writings on the walls so far: 1: "Save us" written 6 times in a row, and then a larger "Save ME" 2: "We are so FUCKED" and then in a different font right next to it "Hey its okay to be fucked"

Miguel Medjai

I have never been to space but those zero g parts, that ambiance feels on point

Leo’s Immersion

One of my favorite things about this game are the movement schemes. Isaac’s steps have weight to them and he is not necessarily fast, but he’s not lumbering around uncomfortably or “tanky”, for lack of a better term. He’s slower than the enemies, but the enemies themselves have odd movement patterns and don’t always rush you, so evasion is still a viable tactic as long as you’re, well, tactical. I like that sprinting, reloading, etc. aren’t just given, they take a small amount of thought to pull off. Does anyone else think that controls in games are sometimes too streamlined, and would like to see more games take an approach requiring a greater learning curve for some of the simpler tasks?

Jalopy Slow

At the end of chapter six, post-butthole boss-fight (It even shoots zero-g poops at you, COME ON), I find myself intrigued by Sgt Zach Hammond’s character arc so far. At first he seems like a bit of a suspicious jerk, but then he butters you up by being vulnerable in front of the pumpkins, and now he’s missing! I know Kendra doesn’t trust him, but I think we should all collectively give him the benefit of the doubt with zero reservations.

Jimbotron

Am I missing something with those snot creatures that bust out of the fat necromorphs? There’s always 20 of them, they aren’t super easy to kill and they absolutely destroy my health.

Sean Christopher Manning

Early in the game you have to find Matthhius to get some codes and after some digging Kendra informs you he is dead. To which Hammond responds "What?, How?".... as if you hadn't answered a distress call only to immediately discover hoards of monsters and corpses all over the Ishimura. I don't think Hammond is qualified to be leading security.

FutureWarmCorpse

This game repeatedly has survivors die immediately after seeing them and I find that the repetition of the device is increasingly unimpactful. Guy getting killed by a necromorph right after picking up the plasma cutter, lady who gives you kinesis, guy getting killed by baby necromorph, guy banging head against wall, and the nurse operating on patient. And that's just through chapter 2. Am I being too cynical? Also, I'd like to see the remake add a crew roster/terminal (similar to Prey), so we can really connect the audio logs to the bodies we find throughout the ship

Beau!

Dead Space is the scariest game I've played. My head is constantly on a swivel. Checking every corner, slowly walking down long hallways and second guessing every body on the floor. You might open a door and look down at a head or limb that rolls out of view, just to look up while a necromorph is charging at you and another necromorph's pointy arms are coming into view behind you. Its unrelenting.

Beau!

Not sure if anyone pointed this out but the opening half of Dead Space has a lot of similarities to the first half or Bioshock. Crash landing into a isolated location. The voiceless protagonist. Blood writing on the walls. The mad scientist. The Kinesis and Stasis acting like Plasmids. The same travel from level to level. Just something I noticed. Can't wait to hear this deep dive!

The Sideline Crowd

The mechanic of shooting limbs to kill necromorphs has me constantly fighting against my muscle memory of headshot= quick kill that I've gained from years of playing resident evil, The Last of Us, any shooter known to man. I even had that moment of "What the?! oh yeah, shoot the limbs" after I sliced an enemy in half at the waist with the line cutter and it crawled after me. It's a unique way to treat the enemy encounters, and a bit refreshing as opposed to other horror shooters I've played. Also screw those asteroids

R-Priest

The asteroid-shooting segment is by far the hardest part of the game so far. I’m playing for the first time on medium difficulty and I hadn’t died at all up until that point, but that segment took 5 tries to get through. The shooting overall feels pretty clunky but that was the only time it really got frustrating for me.