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🚀 Dive into the Horror of Space!
Dead Space 2 is a survival-horror video game that expands the franchise with multiplayer skirmishes, enhanced dismemberment mechanics, and innovative zero-gravity gameplay, all set in the eerie environment of the Sprawl.
| ASIN | B00309U0M6 |
| Best Sellers Rank | #21,327 in Video Games ( See Top 100 in Video Games ) #678 in Xbox 360 Games |
| Compatible Video Game Console Models | Microsoft Xbox 360, Microsoft Xbox 360 E |
| Computer Platform | Xbox 360 |
| Customer Reviews | 3.9 3.9 out of 5 stars (793) |
| Date First Available | December 8, 2009 |
| Global Trade Identification Number | 00014633158892 |
| Is Discontinued By Manufacturer | No |
| Item Weight | 3.17 ounces |
| Item model number | 15889 |
| Language | English |
| Manufacturer | Electronic Arts |
| Number of Players | tbd |
| Product Dimensions | 5.39 x 0.51 x 7.4 inches; 3.17 ounces |
| Publication Date | January 25, 2011 |
| Rated | Mature |
| Release date | January 25, 2011 |
| Type of item | Video Game |
| UPC | 014633158892 |
A**D
Dead Space 2 (XBOX 360) Single Player Review
If you read my recently posted review of Dead Space The First, you may have noticed that I wasn't one of its most ardent supporters. Don't misunderstand my 3 star rating as me hating the game, because I didn't; I liked Dead Space (DS), but I didn't love it. It had a lot of good ideas and fell short on following through with those ideas the majority of the time, but it was still a solid, enjoyable game--just, in my opinion, not as "great!" as everyone made it out to be. With Dead Space 2 (DS2), it seems as though the ambitions have been met with great follow through and it surpasses its predecessor in every way by delivering a genuinely intense experience filled with surprises (literally) at every turn. DS2 starts off with a bang by introducing you to the no longer silent Isaac Clarke in a flashback video that segues into your introduction of the new and improved Nicole (if you played the first game, you know Nicole... and you may know what to expect... for those of you who haven't, this is one of my favorite moments of the game and it gave me genuine chills). Story progression from this point until about five chapters in, however, is a little thin. It's somewhat disappointing because you're essentially running from waypoint to waypoint with no real plot other than "escape the baddies," but, when the plot picks up, things get more interesting as the mysteries of what Isaac has been up to between the first and second game are slowly unraveled. Isaac Clarke is definitely the star of this sequel and it's hard to believe that you're actually playing the same character you did in the first. Isaac in DS was more of a tour guide who aided you in your journey through the real star of the game, the USG Ishimura, as he silently made his way from objective to objective while encountering countless waves of deadly foes along his way. He was kinda just... there for the hell of it, I guess. They put a little effort in making Isaac an actual character in the first game by giving him a reason to be aboard the Ishimura but, beyond that, there wasn't really anything to make you actually care about the guy. DS2 makes Isaac much more believable as a character... someone you can actually invest some emotion into. I wasn't lying when I said it really feels like you're playing a different character, though; there were so many moments in this game when I was playing and Isaac said something and I honestly thought it was a different character talking to him (I went into this right after playing the first game again, so forgive my absent mindedness at times, plz). Were it not for the plot's heavy reliance on Isaac's mental breakdown caused by the events of the first game, they could have just made a different character to be the protagonist of DS2 and nobody really would have cared (just as long as he gets to wear the iconic armour, really). It's that breakdown, as well as his considerable experience with dispatching necromorphs from the first game, that keeps DS2's story moving forward and it's an interesting concept that I really wish they would have explored more. Isaac Clarke's grasp on reality is somewhat fragile after encountering The Marker and all the unimaginable horrors it produced during the first game, but it's not that fragile. Despite the happenings between the two games, he seems to be adjusting to his insanity pretty well... easily able to determine what is real and what is not. It sometimes makes you (I did, anyway) feel cheated because they didn't explore this further--just a few otherworldly bursts of insanity that are easily discernable from the "real" and move on. It's not game breaking or a flaw in any way but, rather, a missed opportunity. The gameplay of DS2 centers around the same core ideas of the original game's: shoot to dismember! The franchise's plasma cutter returns as your starting weapon and you'll come across a similar arsenal provided in the first game with several new and deadly additions to increase your killing efficiency. On top of the weapons, you are also reacquainted with stasis and kinesis; both of which serve the same functions as they did in the first game: stasis slows things down and is useful for solving some of the simple puzzles the game throws at you as well as keeping charging enemies at bay to give you enough time to better place your shots while avoiding a grisly demise, and kinesis is basically a remote grab feature (also useful for completing the game's puzzles) which also allows you to launch whatever you grab and use it as a weapon (think the gravity gun in Half-Life 2). Stasis and kinesis have both had some tweaks since the first game: kinesis, by default, now has a longer range, objects get to you faster than they did in the first game, and I found myself using it more efficiently as a weapon than I did in the first game. Stasis starts off a lot weaker than it was in DS, but it now has the added benefit of a recharge over time--it's slow at first, but you can upgrade it at benches to recharge faster as well as have a longer duration and more uses. Also (and I think this is my favorite gameplay improvement with the sequel) Visceral Games gave us a quick stasis reload! I complained in my review of the first game how it was lacking a panic button for stasis recharge but, Altman be praised, we got it in the sequel. The game's options also allow for a wider range of customization than the original's by, thankfully, allowing you to adjust your sensitivity as well as reticle placement (you can change between "Classic," which is how the original game's aiming worked, and "Center," which is how pretty much every TPS (third-person shooter) works). It's nice to have those options because I like to be able to spin around quickly (which is why a quick turn button would be nice), so turning up the sensitivity is a plus. It's also nice to have aiming set to center for the segments where you are grabbed by a boss or something and you have to shoot the weak spot to avoid dying--it's much easier to aim with that setting than classic. I will say that I wish you could have it auto change to the center setting for those scenarios while allowing you to have it set to classic for standard combat; I actually prefer classic in those situations. That's not something I'm going to dock points for, though, just something I think would be nice to have. DS2 does a much better job implementing the horror elements than did the first game. DS2 has five difficulty levels (two of which are unlocked upon completing the game on any difficulty) and I started on the third, Survivalist, for my first playthrough, so it might be different since I started on what is essentially the "hard" difficulty, but ammo and credits seemed like they were in less supply in DS2 than they were in the original game (I also decided to have 3 weapons on me at all times, so I was selling less ammo than I did when I played through DS last--because I was going for the plasma cutter only achievement--so that might also have been a factor). With less ammo, and less money to buy ammo, you can't just shoot anything and everything; you have to use your stasis to make sure you place your shots perfectly to conserve ammo and you have to use kinesis to throw objects at enemies to conserve ammo. It only adds to the tension that the enemy count hasn't decreased with your ammo. On top of the tension added with the lower ammo supply, DS2 likes to play with your head and your expectations--and it actually succeeds. Several moments throughout the game you will find yourself preparing for a jump scare or an onslaught of enemies... but nothing happens and, just when you think you're safe, you let your guard down--this turns out to be a bad idea and, before too long, you find yourself overrun and fighting for your life. It's a thrilling experience and delivers that rush of adrenaline fueled tension that I felt the first game was lacking. Combat arenas (something prevalent in the first game) aren't such a heavy presence in DS2, which is a welcome relief, but they're not gone altogether. The arenas that are in the game are, however, better constructed than they were in the first game and less predictable because they don't telegraph that a lockdown is coming--you just get bum rushed by a bunch of enemies and you are fighting for survival to get by them. So, it feels more like you're trying to fight your way through or get around these armies of alien-mutated dead to move forward than burdened with the chore of killing them all before you can actually progress. DS2 also features a lot more actual forward progression than the previous installment--you're not backtracking through the same 4 levels multiple times, but you are actually moving through new environments. But, even with all the new environments and added tensions, DS2 is a thrill ride that is over all too soon with the campaign being easily finished in under 10 hours on the initial playthrough (even less time with a New Game+). It also astounds me that the XBOX 360 version of DS2 is split up between two discs--it's a pretty game, yes, but it's also short and there are no pre-rendered cutscenes. Multidisc games aren't usually a problem for me, but that's when I can spend 20+ hours on a single disc; with DS2 (a game that encourages multiple playthroughs), you will be switching discs back and forth every 3-5 hours and it's a terrible inconvenience. With all that said, Dead Space 2 is a vastly superior game than the original and I am eagerly looking forward to seeing the direction Visceral and EA take the franchise beyond this. It is short (I completed my first playthrough on Survivalist in 9 hours and 45 minutes... and I wander around trying to collect everything I can when I play a game (it took me about 3 hours longer to beat the first Dead Space my first time through on Normal)), but it is undeniably thrilling with some genuine chills-inducing moments and well-constructed jump scares. I highly recommend giving Isaac's second outing a try--but be willing to play through the story multiple times if you really want to get your money's worth.
A**X
In Space, Nightmares Never End
The first DEAD SPACE was simply an amazing game to play through. Much like RESIDENT EVIL 4, it upped the ante for what makes a survival-horror title great. It could've settled for just being terrifying while in space, but it was also very, very good science fiction. Traveling through the USG Ishimura was an immersive experience; with almost no (noticeable) loading screens between decks and other various parts of the ship, along with fantastic level design, there was a sense of cohesion that few games this side of ALAN WAKE have been able to attain. So, with no loading screens or cutscenes, you really never knew when things were going to attack you, or from which angle. DEAD SPACE 2 could've done all sorts of things for the sequel, but thankfully they opted to take all of the things that made the first game great, expand upon them, and set the bar even higher. This is a much bigger and scarier game than the first, with a story and universe worthy of the hard sci-fi genre it celebrates. The story takes place three years after the events of the first DEAD SPACE, with Isaac Clarke waking up in a psych ward on the Sprawl, a massive, self-contained city built upon a shard of one of Saturn's shattered moons. He has little to no memory of anything that's happened to him in the last few years, but he DOES know that there's a necromorph outbreak sweeping through the Sprawl. Disoriented and without answers, Isaac has to fight his way through a city that's fallen into chaos, all the while trying to figure out how all of this could happen (again). The game lumps on the mystery from the beginning and the answers are slow to arrive, leaving you to wander in ignorance along with Isaac - which I liked. Your only priority is to survive, but the story that eventually takes shape is a good one, which greatly expands upon the already expansive universe built around these games. You'll also get a chance to learn a lot more about the once-silent Isaac Clarke, and how he's still struggling to come to terms with the horrific events of the first game. And one of the major changes you'll notice starting out is the scope of the game. We aren't confined to a single ship anymore; Visceral Games have gone out of their way to make you feel like you're really playing through a vast, cohesive city. Like in DS1, there are no real loading screens or cutscenes (except when you change discs), so attacks or major events can happen when you least expect it. The areas are well designed and very pleasing to the eye. You'll fight through shopping malls, a church, sewers, an apartment complex, and many other places, and nowhere is safe. In the gameplay department, everything's largely unchanged, which might please or disappoint some fans. Aiming and navigation are much more responsive; if something sneaks up on you, it's not as difficult to turn around and start blasting away. The zero gravity sections have benefited from the addition of a thruster pack on Isaac's suit, so you'll be floating through the areas instead of hopping around. New weapons have been added, as well as new suits that retain different attributes. For instance, one suit grants you higher damage with the pulse rifle, while another gives you a discount at the store. This gives you more incentive to explore, but this leads into one of my main criticisms. Like I said, DS2 is bigger, better, and much more stunning visually, but not too much has changed in the way of gameplay. I might be looking at this the wrong way, but fighting off the necromorph horde is on the verge of becoming repetitive. Sure, there are a few new kinds of baddies, but most of them will be familiar, and the game's way of making things more difficult was just to throw more at you. In DS1, managing the horde was a challenge because new types of enemies were gradually introduced, which forced players to adapt. In DS2, you just get swarmed, and I often found myself with very little ammo to fight them off. So, my main criticism is that I feel the DEAD SPACE games are beginning to back themselves into a corner gameplay-wise. I would've been disappointed if MASS EFFECT 2 had forced you to fight more geth in different ways, so I'm slightly disappointed that this happened in DS2. I hope the necromorphs don't necessarily have to be the main focus villain-wise going forward. In all the chaos and corruption on the Sprawl, surely there were other things that were deserving of being shot at with a plasma cutter. It only adds to the story when there's more than one bad guy. But that's something that I don't feel detracts from the game overall, but rather something that detracts from my confidence in the series going forward. Visceral Games sort of shot themselves in the foot by creating this interesting and immersive sci-fi universe that I honestly believe is up there creatively with BioWare's MASS EFFECT series, only to populate it with one kind of enemy. I just see way too much potential there, I guess, so I hope Visceral capitalizes on that in the future. For now, DEAD SPACE 2 is an amazing game, and I'm very positive that fans of the first DEAD SPACE will not be disappointed. In fact, DS2 goes out of its way several times in the story to celebrate what went down on the Ishimura. All in all, it's a terrifying and fantastic continuation of a great survival-horror title.
P**S
Es que juego me ha dejado fascinado. Sin duda necesita estar en tu colección. Como siempre el envió mediante amazon y dhl , puntual, y en perfectas condiciones.
華**音
オモロイ!
(**!
面白い英語分からないけど(笑) 大変なこと起きてるぐらいは分かります 早くこっちもリメイク出せばイイのに レビュー見ている暇があったら、動画見なさい(笑)
A**R
Beautiful condition, outside of not having to unwrap it the entire package may well have been new. Game wise, just as good as the original with all the positive refinements you would hope to find in a sequel.
M**S
1 の時点で完璧ともいえるゲームだと思っていましたが 本作は 1 の僅かな部分でさえも良い方向に進化しています ・ストンプ(踏み潰し)とメーレー(殴打)が連打できるようになった(それでも相変わらず微ダメージですが) ・歩くのが若干早くなり、避けたり攻めたりが気持ち良いスピーディーな戦闘ができるようになった ・武器の強化にリセット機能が付き、強化の方向性を間違えても修正できるようになった ・キネシス(触れずに物を動かす能力)とステイシス(対象の物質や生物の動きを遅らせる)の性能がより戦闘向きになった ・無重力シーンでの移動方法が劇的に進化し、宇宙空間である事をより実感できるようになった ・武器の残弾数の表示が分かりやすくなった ・次にどこに行けばいいのかのガイドに、ストア(アイテム購入)とセーブポイントへの最短ルートも追加された ・前作では無口な主人公(アイザック・クラーク)だったが、全編通して積極的に喋るようになった(これは前の方が良いと言う人もいるでしょう) ・(ネタバレ)前作のアレに再び入れます(自分は感動しました) 一言で言えば、前作の要素をほぼ上方修正したのが本作です 新たな武器(工具だったかな)や新ネクロモーフ、新スーツ取得時の演出など、とにかく全てがパワーアップしています 2015 年時点でも全く色褪せないゲーム性とシステム、グラフィックは、最新のゲームでも敵わないのでは?と思います ただ、北米アカウントでないと遊べないオンライン対戦に関しては、一切やる必要がないくらい微妙でした(今でも遊べるのかな?)
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