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* PortingDisaster: The PC port annoyingly suffers from the inability to access the DLC Severance campaign, and as a result the corresponding special loot rooms in the main game will remain permanently locked unless you edit the game to fix this. But 'far' more frustrating is that, either by design or by oversight, clearing the game on [[HarderThanHard Hardcore difficulty]] ''does not'' unlock the Hand Cannon and the Soldier Rig unless you beat the game in one sitting.

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* PortingDisaster: The While the PC port isn't nearly as broken as the first game's, it annoyingly suffers from the inability to access the DLC Severance campaign, and as a result the corresponding special loot rooms in the main game will remain permanently locked unless you edit the game to fix this. But 'far' more frustrating is that, either by design or by oversight, clearing the game on [[HarderThanHard Hardcore difficulty]] ''does not'' unlock the Hand Cannon and the Soldier Rig unless you beat the game in one sitting.

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** The Tormentor's chase sequence at the end of Chapter 5 is incredibly awesome to look at, is fun to play, and is one of the most memorable moments of the game. It also, weirdly enough, ''has no context across the entire game''. Nothing explains why it was where it was, what it even '''is''' and why Isaac must fight it. The only explanation is that the sequence was made first and the context was added later to justify Isaac moving from the Church to the Cultist Residence, ala some setpieces of the {{VideoGame/Uncharted}} series.
** The Ubermorph just appears and, unlike the Hunter from the last game, absolutely nothing is revealed about it's origins, why it's there, or what it is. The only clues are it's smooth skin (as opposed to the torn and rotting skin of other necromorphs) and the five eyes on it's lamprey-like head, hinting that it might be an immature form of the Hive Mind of the first game. You also never really deal with it; after a certain point it just disappears as you enter the final boss room (it's otherwise completely invincible, just like the Hunter).
* BreatherLevel: If you know what your doing Chapter 12 takes all of 15 minutes to complete, and has comparatively few enemies, and only a handful of the upgraded type. The battle sequence atop the drill features only standard type necromorphs and the only challenge really is the Lurkers that will snipe at you from the sides of the tunnels.

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** The Tormentor's chase sequence at the end of Chapter 5 is incredibly awesome to look at, is fun to play, and is one of the most memorable moments of the game. It also, weirdly enough, ''has no context across the entire game''. Nothing explains why it was where it was, what it even '''is''' and why Isaac must fight it. The only explanation is that the sequence was made first and the context was added later to justify Isaac moving from the Church to the Cultist Residence, ala some setpieces of the {{VideoGame/Uncharted}} ''{{VideoGame/Uncharted}}'' series.
** The Ubermorph just appears and, unlike the Hunter from the last game, absolutely nothing is revealed about it's its origins, why it's there, or what it is. The only clues are it's its smooth skin (as opposed to the torn and rotting skin of other necromorphs) and the five eyes on it's its lamprey-like head, hinting that it might be an immature form of the Hive Mind of the first game. You also never really deal with it; after a certain point it just disappears as you enter the final boss room (it's otherwise completely invincible, just like the Hunter).
* BreatherLevel: If you know what your you're doing Chapter 12 takes all of 15 minutes to complete, and has comparatively few enemies, and only a handful of the upgraded type. The battle sequence atop the drill features only standard type necromorphs and the only challenge really is the Lurkers that will snipe at you from the sides of the tunnels.



** Stalkers, which are just about the cheapest enemies you'll ever find. They play hide-and-seek behind boxes (and there are ''always'' boxes), poking their head around corners just to see if you're still there. Then they charge at you with ridiculous speed, knock you down if you connect, then run away so fast that you need near-perfect reflexes to land a limb blow. Even if you do manage to blow away their legs, they get ''even cheaper''. If you don't kill them quickly, they crawl at you faster than most enemies can run and swipe at you continuously until you die, which will be quickly. They also come in groups of 4 or 5, at least. Better have upgraded that stasis unit or better yet the force gun; you will '''need''' it. The Detonator also works well against them, but requires careful consideration of what directions the Stalkers can approach you from and actually limits your own options for movement since Isaac can set the mines off himself.
*** The first encounter with Stalkers is particularly irritating since it occurs before you have a chance to obtain the Detonator's schematics, forcing you to take them on head-on when they charge at you.
** Leapers (the two handed enemies with a spiked tail) were an annoyance in the first game, since their odd design makes getting a good limb hit in somewhat difficult but they weren't that quick or damaging. This game decided to rectify both those problems, turning Leapers into speedy little death-dealers that come out of nowhere. At least they're mercifully rarer than in the first game.

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** Stalkers, which are just about the cheapest enemies you'll ever find. They play hide-and-seek behind boxes (and there are ''always'' boxes), poking their head around corners just to see if you're still there. Then they charge at you with ridiculous speed, knock you down if you they connect, then run away so fast that you need near-perfect reflexes to land a limb blow. Even if you do manage to blow away their legs, they get ''even cheaper''. If you don't kill them quickly, they crawl at you faster than most enemies can run and swipe at you continuously until you die, which will be quickly. They also come in groups of 4 or 5, at least. Better have upgraded that stasis unit or better yet the force gun; you will '''need''' it. The Detonator also works well against them, but requires careful consideration of what directions the Stalkers can approach you from and actually limits your own options for movement since Isaac can set the mines off himself.
***
himself. The first encounter with Stalkers is particularly irritating since it occurs before you have a chance to obtain the Detonator's schematics, forcing you to take face them on head-on when they charge at you.
** Leapers (the two handed enemies with a spiked tail) were an annoyance in the first game, since their odd design makes made getting a good limb hit in somewhat difficult but they weren't that quick or damaging. This game decided to rectify both those problems, turning Leapers into speedy little death-dealers that come out of nowhere. At least they're mercifully rarer than in the first game.



* ThatOneLevel: [[spoiler:The decontamination chamber in the ''Ishimura'' returns. The chamber itself will let you off without incident the first time. The hallway past that more than makes up for it. It's perpetually dark. There are Pukers and Stalkers (the latter at least missing legs, thankfully) in addition to normal enemies. There are EliteMooks that blend in with the darkness. Enemies just spawn out of nowhere, often behind you. It's cramped, which makes it that much easier for them to hit you. Did I mention that it's dark? Because I can't stress that enough. Then you go back to the chamber, which starts up again so you can be properly ambushed like last time. Oh, and you have no access to any shops until after the long hallway of enemies, meaning if you enter the chapter low on supplies (something that isn't unlikely after the big climax of the previous chapter), you are going to have to be very careful.]]

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* ThatOneLevel: [[spoiler:The decontamination chamber in the ''Ishimura'' returns. The chamber itself will let you off without incident the first time. The hallway past that more than makes up for it. It's perpetually dark. There are Pukers and Stalkers (the latter at least missing legs, thankfully) in addition to normal enemies. There are EliteMooks that blend in with the darkness. Enemies just spawn out of nowhere, often behind you. It's cramped, which makes it that much easier for them to hit you. Did I we mention that it's dark? Because I we can't stress that enough. Then you go back to the chamber, which starts up again so you can be properly ambushed like last time. Oh, and you have no access to any shops until after the long hallway of enemies, meaning if you enter the chapter low on supplies (something that isn't unlikely after the big climax of the previous chapter), you are going to have to be very careful.]]
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Evil Is Sexy TRS; this has become an objective, in-universe trope.


* EvilIsSexy: [[spoiler:Daina]] is a genocidal lunatic, but at least she's an attractive and well-endowed genocidal lunatic.
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* PortingDisaster: The PC port annoyingly suffers from the inability to access the DLC Severance campaign, and as a result the corresponding special loot rooms in the main game will remain permanently locked unless you edit the game to fix this. But 'far' more frustrating is that, either by design or by oversight, clearing the game on [[HarderThanHard Hardcore difficulty]] ''does not'' unlock the Hand Cannon and the Soldier Rig unless you beat the game in one sitting.
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A Date With Rosie Palms is no longer a trope


* AccidentalInnuendo: In a later level of the game ([[spoiler:in which you revisit the ''Ishimura'']]), there are ultraviolet floodlights set up to aid decontamination crews in scrubbing up bloodstains and such. Of course, most gamers will read [[ADateWithRosiePalms something different]] into white stains under black lights. (The fact that they are ''huge'' just makes it that much funnier.)

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* AccidentalInnuendo: In a later level of the game ([[spoiler:in which you revisit the ''Ishimura'']]), there are ultraviolet floodlights set up to aid decontamination crews in scrubbing up bloodstains and such. Of course, most gamers will read [[ADateWithRosiePalms something different]] different into white stains under black lights. (The fact that they are ''huge'' just makes it that much funnier.)
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* CompleteMonster: [[spoiler [[TreacherousAdvisor Daina Le Guin]], a [[ChurchOfHappyology Unitologist]] aboard the Sprawl, became obsessed with the comatose [[PlayerCharacter Isaac Clarke]]'s capacity to produce more Markers to spread the Necromorph infection. Opting to steal Isaac to take his knowledge, Daina [[VideoGame/DeadSpaceMobile tricked Karrie "Vandal" Norton]] into unleashing the Necromorphs onto the Sprawl, massacring the government sector and killing almost every living thing about the station. Manipulating Isaac to draw him near, [[OmnicidalManiac Daina]]'s ultimate plan was to kidnap Isaac and send the resulting Markers across the galaxy in a Necromorph plague to consume life.]]

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* CompleteMonster: [[spoiler [[spoiler: [[TreacherousAdvisor Daina Le Guin]], a [[ChurchOfHappyology Unitologist]] aboard the Sprawl, became obsessed with the comatose [[PlayerCharacter Isaac Clarke]]'s capacity to produce more Markers to spread the Necromorph infection. Opting to steal Isaac to take his knowledge, Daina [[VideoGame/DeadSpaceMobile tricked Karrie "Vandal" Norton]] into unleashing the Necromorphs onto the Sprawl, massacring the government sector and killing almost every living thing about the station. Manipulating Isaac to draw him near, [[OmnicidalManiac Daina]]'s ultimate plan was to kidnap Isaac and send the resulting Markers across the galaxy in a Necromorph plague to consume life.]]
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* CompleteMonster: [[TreacherousAdvisor Daina Le Guin]], a [[ChurchOfHappyology Unitologist]] aboard the Sprawl, became obsessed with the comatose [[PlayerCharacter Isaac Clarke]]'s capacity to produce more Markers to spread the Necromorph infection. Opting to steal Isaac to take his knowledge, Daina [[VideoGame/DeadSpaceMobile tricked Karrie "Vandal" Norton]] into unleashing the Necromorphs onto the Sprawl, massacring the government sector and killing almost every living thing about the station. Manipulating Isaac to draw him near, [[OmnicidalManiac Daina]]'s ultimate plan was to kidnap Isaac and send the resulting Markers across the galaxy in a Necromorph plague to consume life.

to:

* CompleteMonster: [[spoiler [[TreacherousAdvisor Daina Le Guin]], a [[ChurchOfHappyology Unitologist]] aboard the Sprawl, became obsessed with the comatose [[PlayerCharacter Isaac Clarke]]'s capacity to produce more Markers to spread the Necromorph infection. Opting to steal Isaac to take his knowledge, Daina [[VideoGame/DeadSpaceMobile tricked Karrie "Vandal" Norton]] into unleashing the Necromorphs onto the Sprawl, massacring the government sector and killing almost every living thing about the station. Manipulating Isaac to draw him near, [[OmnicidalManiac Daina]]'s ultimate plan was to kidnap Isaac and send the resulting Markers across the galaxy in a Necromorph plague to consume life.]]
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Added DiffLines:

*CompleteMonster: [[TreacherousAdvisor Daina Le Guin]], a [[ChurchOfHappyology Unitologist]] aboard the Sprawl, became obsessed with the comatose [[PlayerCharacter Isaac Clarke]]'s capacity to produce more Markers to spread the Necromorph infection. Opting to steal Isaac to take his knowledge, Daina [[VideoGame/DeadSpaceMobile tricked Karrie "Vandal" Norton]] into unleashing the Necromorphs onto the Sprawl, massacring the government sector and killing almost every living thing about the station. Manipulating Isaac to draw him near, [[OmnicidalManiac Daina]]'s ultimate plan was to kidnap Isaac and send the resulting Markers across the galaxy in a Necromorph plague to consume life.

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