I've actually been playing Dead Space 2, and it really does hold up incredibly well. Feels like it could have been released yesterday. It's a bit difficult to decide what could - or even should - be overhauled in terms of gameplay and progression.
Dead Space 1's big set piece is the Ishimura. It's a single ship that you stay on for almost the entire game, acting as a narrative closed circle. It's a singular, giant
thing you're forced to get to know and be aqcuainted with over the entire game. Speaking of which:
- They had a whole-ass map system that looked like they wanted to be a metroidvania but in the end went for a strictly linear story progression, complete with strictly linear/predictable necro spawns. That combined with their habit of blaring scare chords the moment one roared or blundered on-screen, there was very little sense of dread about what you might find around the corner, given the necros announced themselves by trumpet well in advance of them actually being a threat to you, and backtracking when you weren't expected to was like wandering around an empty stage set. Making things more dynamic and less linear would go a long way. Things like the checklist of objectives you have to run through to fix the Ishimura could definitely be made a non-linear / 'solve these things in any order' affair. I really liked the DS1 map system and it was an absolute shame you never really had to use it beyond following the plotted line.
You'll be happy to know that they seem to have addressed this - the Remake has doubled down on the approach I mentioned, expanding what exists and giving you lots of reason to backtrack. There's a "security clearance" system by which you can get ever increasing access to locked doors, giving you motive to revisit past areas.
Returning to Dead space 2, it takes a very different approach. Rather than DS1's more intimate, meandering experience on the Ishimura, Isaac is taken a
roller-coaster ride through the Sprawl. It completely eschews Dead Space 1's frankly very half-hearted approach to being a metroidvania, cuts away the fat with a plasma cutter, and goes for lean-and-mean.
There's trade-offs for this. DS2 is very good at maintaining a sense of constant forward momentum, but this comes at the expense of making its environments feel like believable place. One thing really sticks with me - when you revisit the Ishimura in DS2, you get to see the bridge controls again. On the holographic display, the Ishimura is a fully realized 3D model that you can walk around and inspect from multiple angles. The Sprawl, meanwhile is literally just a 2D image that rotates to face you. I think that's a good microcosm of the difference between the settings - the Ishimura feels more real, more believable than the Sprawl.
But this isn't a bad thing so much as part of a shift in priorities. DS2's environments are much more blatantly video game levels, but they are tightly designed in that aspect.
Which is part of what makes it difficult to imagine what a Dead Space 2 remake
should be. Obviously porting in the "peeling" mechanic and improved graphics would be nice, but beyond that...DS2 was much better at being exactly what it wanted to be than DS1. DS1 had a metroidvania lurking under the skin, never quite realized, and the Remake seems to be a better realized version of that vision.
So what should a Dead Space 2 remake be like? Should it be:
- A faithful recreation of Dead Space 2, a strictly linear adventure akin to a rollercoaster?
- A complete reimagining that puts Isaac in a single big environment akin to the Remake's Ishimura? Something that reinterprets the Sprawl as something smaller, or limits Isaac to a smaller part of the overall city?
- Something in between, a bit like Resident Evil 3 (both OG and the remake)? A hybrid of linear and exploration segments?
Though, since I have been replaying Dead Space 2, I think there are some areas that show clear room for improvement.
- The Church of Unitology is probably the best area in the entire game. It's definitely the most visually striking - there's a haunting beauty to the opulant environments. Plus it actually has a tiny bit of the classic Resident Evil style backtracking, what with opening locked doors from the other side, steadily exploring and opening up a single continuous area, and repeatedly returning back to a safe room that has a shop and workbench.
- Yet this area is front-loaded in the first third of the game. Done and dusted, just like that.
- The writing.
- Similar to the Church area, the Unitologist plotline is done and disposed with in the first third of the game. Diana is revealed to be a Unitologist who was manipulating Isaac, she does her big hammy villain speech...and then she's unceremonously murked by Tiedemann's gunship in the same scene.
- Nolan Stross' character outstays his welcome IMO. His big contribution happens right at the beginning of chapter 6, after the Unitologist plotline is concluded, when he incites Isaac to destroy the Sprawl marker and directs him to the Government sector. After that he just sort of hangs around for a while until he goes crazy, takes out Ellie's eye, and needs to be put down like Old Yeller. If a DS2 remake keeps Nolan Stross, I'd appreciate his character being given more texture.
- Imagine being Ellie and dragging Stross around for half the game, getting your eye gouged out by Stross, and then Isaac - after constantly insisting on needing Stross - casually saying he was never going to be helpful. I'd be a lot more miffed in her place than the writing presented her as.
- The writers failed to keep straight what the Sprawl Marker was even trying to do to Isaac.
- For most of the game, Ghost-Nicole (a product of both the Marker and Isaac's emotional issues) is pretty simple - she's trying to get Isaac killed. Which makes perfect sense as both a manifestation of Isaac's guilt, and as action from the Marker if it percieves Isaac as a threat.
- But in the last part of the game, Ghost Nicole does a complete about-face. Instead of trying to kill Isaac, she's trying to lure him to the Marker to complete the Convergence event. This is in line with Ghost Nicole's hammy villain speech in the final boss battle about how Isaac's mind is the last piece needed to complete Convergence, but...
- These two agendas are in conflict with each other. If Isaac is a necessary piece of the Convergence jigsaw puzzle, then trying so hard to kill him for most of the game is very confusing behaviour on part of the Marker.
- Director Tiedemann. He's like...you could just cut his character out of the game entirely and not lose a lot.
- Drop the fixation on babies and children, maybe? There's a lot of that in Dead Space 2, to the point I wonder if someone on the creative team was working out their issues.
...hmmm. After writing all that out, I'd say a "best" Dead Space 2 remake would be:
- Make it a linear-ish adventure, with a bunch of small-to-medium self-contained areas that you unlock over time, and which have a steadily escalating enemy encounter design. Kind of like the Hospital section in RE3make. Or like DS2's Church section but better.
- Touch up the writing.
But really, the game most crying out for a remake is Dead Space 3. That's the one that really has a potentially good game buried under the surface of utterly horrible writing and questionable design decisions.