
Dead Space 2
Third-Person Shooter · Survival Horror · Space · Horror · Aliens
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Review
A remake of the 2008 sci-fi horror classic. Engineer Isaac Clarke is stranded on the mining ship USG Ishimura, which is overrun by grotesque Necromorphs. You fight them by cutting off their limbs, with scarce ammo and a user interface built into the world itself. Rebuilt with modern visuals and sound, and added story and level changes.
Game Avant verdict
A ground-up rebuild that keeps the USG Ishimura's claustrophobia intact while fixing the original's silent protagonist and inconsistent pacing, held back only by a story that occasionally over-explains what used to be left unsaid.
By GameAvant · Published Oct 4, 2026 · Updated Oct 9, 2026 · 13 min read
IGDB
87%
242 ratings
Steam:
90%
63,171 reviews
Fits you if
you want claustrophobic sci-fi horror with resource pressure.
Skip it if
you dislike gore or prefer horror that is not action-based.
Availability
Steam
$14.99
Dead Space is Motive Studio's ground-up remake of the 2008 sci-fi horror classic, rebuilt from scratch rather than simply touched up, and published by EA. It follows engineer Isaac Clarke as he boards the USG Ishimura, a mining ship gone silent in deep space, only to find it overrun by grotesque creatures called Necromorphs that used to be its crew. The broad shape of the story is the same as the original, but almost everything around it has been rebuilt to modern standards, starting with the one change longtime fans debate the most. Isaac is now fully voiced, played by Gunner Wright, turning the original's silent protagonist into an actual character without losing the sense of isolation that made the first game work. New side missions and rewritten dialogue flesh out crew members like Nicole Brennan and Terrence Kyne, who barely registered as people in the 2008 version, giving the ship's backstory more weight than a simple collection of audio logs ever could. The combat system keeps its defining idea intact and sharpens it: strategic dismemberment, where shooting off a Necromorph's limbs is far more effective than aiming for the head, forces you to think about every encounter rather than just point and shoot. A new peeling system makes that dismemberment feel more tactile with weapons like the Plasma Cutter and Line Gun, and zero-gravity sections let Isaac float and boost freely through open space instead of hopping between the fixed magnetic points the original relied on, a small change that makes entire sequences feel less restrictive. Perhaps the most striking technical achievement is how the Ishimura itself is traversed. There are no loading screens and almost no hard cuts between areas of the ship, so the whole thing feels like one continuous, wrong place rather than a series of separate levels stitched together, which does a lot of work for the sense of dread the game is built around. An Intensity Director randomizes scares and enemy placement across playthroughs, keeping even players who know the original on their toes, though that same randomness occasionally undercuts a carefully paced set-piece by throwing an enemy in a beat too early or too late. The expanded story does cost the original something: it removes some of its ambiguity, spelling out details that used to live only in item logs and the player's own imagination, and combat pacing in the mid-game can repeat the same handful of Necromorph types in corridors that start to blur together. None of that undoes what the remake gets right. It keeps the USG Ishimura's claustrophobia completely intact while fixing the two things that dated the original most, a silent lead and an inconsistent pace, making this the clearest way to experience one of survival horror's defining stories today.
You may love it because
Isaac's new dialogue with Kendra, Hammond and the crew makes the Ishimura feel inhabited instead of like a solo museum tour.
It may frustrate you because
Some of that dialogue narrates tension the silence used to build on its own, and a few horror beats land softer because Isaac reacts out loud to them.
You may love it because
Walking from the tram to a store to a vent shaft without a single loading screen or cut keeps the ship's geography real and the dread constant.
It may frustrate you because
Because nothing hides a seam, a few transitions between story beats feel stretched out to cover the technical trick rather than to serve the pacing.
You may love it because
New scenes with Nicole, the Church of Unitology and the Ishimura's crew give the plot an actual shape instead of scattered audio logs.
It may frustrate you because
The added clarity, including a much more direct secret ending, trades away some of the original's deliberately unresolved dread.
13 min read
· By Game Avant
Three alternatives, one line each on why.

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