Dead Space Thread

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so I was "sailing the seven seas" and saw that the dead space remake was finally cracked and available to play for free after almost 3 years.

I got to the end of chapter one where the store and tram are at and it keeps fucking crashing at that point no matter what I do.

I reduced the graphics, my save numbers, deleted my cache, updated my drivers, etc. and I guess I'll ask here if anyone has a solution.

The 2008 PC port of the original game is somehow better optimized than this shit.
 
I was checking Youtube to rewatch the shitty recordings of Dead Space 1 prototypes from 2006 and it turns out that a higher quality version was uploaded featuring captures of it, really interesting to see the state of the game back then. It already had stuff that made it to release such as the section with the tethered asteroid. Would love to see more of this although it will probably remain as lost media.
 
So I picked up the remake when it went on sale in December for like $15... which is interesting since as @NeonFlux pointed out it was cracked like two weeks later. It almost feels like they knew in advance and put up this pretty steep price reduction ahead of it to scavenge as many sales as possible before the crack dropped.

Anyway, I got around to playing it and it is phenomenal........



..... how, in every way that it could have been worse than the original, it is.
The new dialogue is cringe as fuck and the voice acting is amateurish and risible. Talk about reading a fucking script. The altered plot delivery and script direction is fucking retarded and assumes you are also a retarded fucking niggerfaggot, immediately going out of its way to finger unitology as 'religion bad' and doctor mercer as a supervillain because you wouldn't want to be distracted with a slow burn plot delivery, oh no! Kyne is turned into a babbling retard for what little appearance he makes. Random shoehorned "omg necromorph chen has followed us the entire game lmao" narrative is stupid and tries way too hard to put a face onto the enemies, which I can only assume is because they want you to see how heckin' inclusive their diverse necromorph crew is. Thankfully the nigger pilot of the kellion dies early though you are forced into diversity hire elizabeth cross and her heckin' valid bisexual faggot boyfriend arc. (not a joke)
The new script is incapable of nuance. For example, hydroponics centers around two major threats: the toxin-spewing wheezers and the leviathan. Because the new script assumes you are a stupid ooking monkey and incapable of understanding two things independently it feels the need to merge these two things. Instead of "kill the wheezers, oh also make a poison to weaken then kill the leviathan" you get "the wheezers are outputs for the leviathan so make a poison, give it to the wheezers, this will weaken the leviathan so you can kill it, oh also here's a cringe as fuck Psalm 74:14 bible quote at you so your eyes can roll out of their sockets." Maybe it seems like a random nitpick but it represents the writer's inability to not centralize everything onto a common thread. To let multiple things be happening at once, unrelated to one another.
Isaac has voice lines and these are generally the least offensive as obviously the most fitting voice actor/character pairing, but even he is held back by shitty writing.

Sound effects are overprocessed and lack all subtlety - for example "oo spooky the zero-g jets sound like a spooky monster!" - no, shut up, that's retarded, why did you do this. Necromorph sound design was changed, not for the better, with more humanized screams and are now universally less identifiable and alert far less in combat situations, such as the burst-sac suicide enemies who would be unmissable on account of their unique MYAAAAGHHH screech. This screech, broadcast loudly and unmistakably across the entire combat arena would balance out their high lethality by preparing you for their approach. In the remake, they often will not alert at all on approach, but 'thankfully' their damage was reduced to be laughably low. What's the fucking point?
In a repeated trend the remake team completely missed the point on sound design in many significant locations: when proceeding through engineering there is a certain room which assaults you with galleries of piston-firing machines which are all extremely loud, which is intentionally placed just beyond an airlock to a vacuum area, where the audio is deadened. The original intent is to assault you with the noise as you exit the quiet zone. So of course the remake removes the vacuum. And the piston-firing machines. The room just "makes noise" now. No machines throwing wild shadows, no smoke to go along with the sudden sensory assault.
For what little I listened to the music (playing with music off is the superior way to go), it also tried too fucking hard, and what used to be a really well executed ambient soundscape where one could hear the entire ship creak and clang now again lacks subtlety. I hope you like the sound of BADUMP your own BADUMP heartbeat BADUMP though because that's all I can fucking hear and I had to stop playing with headphones.
I tried saving myself from the shitty dialogue too by setting dialogue volume to zero but wouldn't you know necromorph alerts are considered dialogue, for fuck's sake.

Speaking of removals, backporting free-float zero-g was a destructive change that adds nothing back. The player's first introduction to zero-g in the medical wing is supposed to throw you off as you have to dive to the surrounding surfaces, which flips your orientation and starts an ambush as you recenter yourself. With free-float zero-g? lmao just lift off, fly straight, and land. It's like being presented with a maze and you just climb up the wall and walk across it in a straight line. Many other zero-g segments that were host to intentional ambushes as you would dive into the unknown are now unmemorable, unchallenging transversal sections.
Semi-random unlocks via schematics were removed - weapons are now obtained in a fixed order through story progression, and upgrade potential gated through similarly progress-locked components. No longer can you min-max your expenses to max out a given weapon early.... which leads me to the node upgrades minigame. What minigame? They removed it. The system used to have dead nodes and you had a small bit of decision making to do on how to optimize your upgrade path. "Big deal, whatever", sure, but it was one of many minigames that helped give the game character and diversify its gameplay away from pure shooty-gun action. ADS cannon minigame - gone. Trench run to the ADS cannon - gone. Shooting gallery - gone.

But it's not like the additions were any better: the original had tightly controlled progression with no backtracking. The economy could not be cheesed, you could only do better in order to turn more of your resources into credits, to buy more nodes early. Remake adds full ship access and a set of unnecessary sidequests which will have you traverse old areas subject to random (and poorly executed) modifiers such as "all the lights are out but it looks weird because we didn't really do it well" and "now there's fog don't you like how we are using volumetric fog, what a great tech demo" or "wow look this vent is doing the grinding noise thing again! like when we did it two rooms ago!", but most importantly will throw spawns at you randomly which introduces two major problems, and one minor. One, you can now farm credits with efficient killing of the random encounters, two, holy shit I hate all this fucking backtracking, the original had tight progression through its levels and well planned enemy ambushes, which while often predictable also kept things fresh since they knew where you would be, which direction you'd be coming from, your relative power level, and how to shake things up a bit, leading to the minor third point - the random encounters are often laughably off target such as deploying in a room you are already exiting, letting you just fucking leave.

Speaking of efficient killing, the javelin mechanics are thoroughly fucked (though I will revisit the original to make sure this wasn't the case there). Not only does telekinesis fail to properly prioritize pickups and javelins, and frequently fails to tear them from corpses, but the targeting itself is subject to a severe autoaim. The javelins now no longer penetrate the target, they really only 'do damage' as they mystically pass through the enemy according to the forced targeting. In the late game, when dealing with partially armored necromorphs, javelins cannot be used as one cannot manually aim for exposed limbs - the javelin will only target the torso, and bounce off. You cannot change this.

All throughout the game you will notice poorly thought out animations and objects clipping in high visibility areas (tram deck opening through the tram car, comms antenna clipping through the floor, etc). Various situations were clearly coded like shit and not validated: You are given early access to the hangar bay, and the loading rail controls. Aligning the rails early prior to later loading the marker in the shuttle will cause them to desync, needing to be toggled and showing an obvious animation reset. Many hitboxes, often railings, are iffy and block shots they really shouldn't. Many, many textures are misaligned, many subtle but plenty visible sections will fail to render correctly, the object LoD is laughably short as you can see objects popping into existence from 30 feet away.

The game as a whole lacks artistic vision and genuinely looks worse than the original because all it has to stand on is current-gen smear-tech shit. AI frames, weird shifting dithering shadows and reflections, awful volumetric fog, none of which runs well and looks fucking terrible if you have the good taste not to subject yourself to the mother of all smear-techs, TAA antialiasing. Animations as a whole are not good and subjectively try way too fucking hard, everything is over-animated, from the simple act of lifting off into zero-g to isaac flipping the clasps on the back of the captain's rig in the morgue. There is a visible lack of attention to detail in all things.

So does the game do anything better?
Well there's no weird mouse acceleration but that hardly matters because the entire control scheme feels weird and unresponsive, and the keybinds constantly fight each other. Just run a fucking mod on the original and call it a day.

The remake is fucking awful and you should not play it.
Garbage DEI slop.

Ultimately I am most of all incensed by this because it is a form of art revisionism. This game has now replaced the original, it markets itself as definitive but subtracts significantly from the original. Searching for "Dead Space" gets you screenshots of the remake, videos of the remake, guides for the remake, wiki pages for the remake.
Just like James Cameron feeding his movies to an AI and stamping those releases as the '4k definitive version', this now forever taints the legacy of an excellent game.
 
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Searching for "Dead Space" gets you screenshots of the remake, videos of the remake, guides for the remake, wiki pages for the remake.
Just like James Cameron feeding his movies to an AI and stamping those releases as the '4k definitive version', this now forever taints the legacy of an excellent game.
You can solve this issue by setting the search settings to filter out stuff from after 2022
 
I ragequit and uninstalled the torrent after multiple hours of trying to get the game to stop fucking crashing. EA left this game in a dogshit state from what I've read.

I'd say it's a good game and the gameplay was fun BUT that's because it's dead space's gameplay, they didn't do any actual work aside from a few adjustments.

Its nothing like the resident evil 2 remake or the system shock remake that fundamentally changed how the games played and you could justify spending money on it.

Dead Space 2008 aged just fine with the shadow work covering up the games old 7th gen textures.

There really isn't a reason to buy this shit unless you REALLY have to own all the games.
 
I ragequit and uninstalled the torrent after multiple hours of trying to get the game to stop fucking crashing. EA left this game in a dogshit state from what I've read.

I'd say it's a good game and the gameplay was fun BUT that's because it's dead space's gameplay, they didn't do any actual work aside from a few adjustments.

Its nothing like the resident evil 2 remake or the system shock remake that fundamentally changed how the games played and you could justify spending money on it.

Dead Space 2008 aged just fine with the shadow work covering up the games old 7th gen textures.

There really isn't a reason to buy this shit unless you REALLY have to own all the games.
I didn't have issues with crashing, instability or stuttering but I did also nuke the next-gen graphics down to low because of how ugly the effects were.

Reinstalled '08 and (and put on the first person mod for shits and giggles) and despite having played this through at least half a dozen times I am catching myself being awed by all the little details all over again. Light and shadows, background foley, the way necromorphs will, in combat, play dead (this was completely removed from the remake)...
The first necromorph you fight, after grabbing the plasma cutter, that room is filled with a bunch of scattered glass bottles (little bit of on the job drinking out of sight of the boss?). I don't know if it was scripted, or dynamic in response to impulse from the plasma cutter, but as I was gunning down the necromorph all those little bottles were ringing around me in 5.1 surround sound and it was genuinely phenomenal just how much it put me in the moment.

I had forgotten that enemies don't have guaranteed loot drops in 08, I actually ran flat out of ammo this time which I think is a first for me - plentiful loot as well as a huge inventory in the remake completely trivialized this.
And yeah, the heartbeat did exist in the original, but you can only hear it when everything including all the background ambient noise goes dead quiet. It is tasteful, and that little reminder that Isaac is inside the tin can. In the remake it's mixed over everything else and it's fucking unbearable, an endless bassy BADUMPBADUMPBADUMPBADUMP.
 
When I played the original Dead Space, the controls had extraordinarily bad input lag. For the average joe it's borderline unplayable, but by God, I beat the game despite the hinderance. Now I find myself longing for that very same input lag in every subsequent game thereafter, since it actually made controlling Isaac feel more grounded and clunky in a good way, as befitting for a guy in a heavy suit wielding hefty mining equipment.
 
When I played the original Dead Space, the controls had extraordinarily bad input lag. For the average joe it's borderline unplayable, but by God, I beat the game despite the hinderance. Now I find myself longing for that very same input lag in every subsequent game thereafter, since it actually made controlling Isaac feel more grounded and clunky in a good way, as befitting for a guy in a heavy suit wielding hefty mining equipment.
For anyone playing original Dead Space on PC there is a way to fix the shitty controls
 
The original had some issues with the physics on PC, you had to keep v-sync on or you would encounter weird bugs like bodybags moving, etc.
The gamma levels were off too by default, the brightness was way too high.

I had forgotten that enemies don't have guaranteed loot drops in 08, I actually ran flat out of ammo this time which I think is a first for me - plentiful loot as well as a huge inventory in the remake completely trivialized this.
I believe in the original the drops are based on the way you play. If you only use the plasma cutter, less cutter ammo will drop, right?
 
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The original had some issues with the physics on PC, you had to keep v-sync on or you would encounter weird bugs like bodybags moving, etc.
The gamma levels were off too by default, the brightness was way too high.


I believe in the original the drops are based on the way you play. If you only use the plasma cutter, less cutter ammo will drop, right?
The original is just a very brightly lit game. I'm running the mod @Blackstar linked on my game right now, no v-sync and yeah enemies will sometimes clip into surfaces on death, and I think Isaac running into things gives them a little too much impulse but it's generally fine, you don't get objects randomly spazzing out otherwise.

Ammo drops across all Dead Space titles (and at least also Resident Evil 5) were always attached to what weapons you carried, so only bringing a cutter meant that enemies and breakable boxes would only ever drop cutter ammo. Once you get going it's a non-issue but I don't think I had ever completely run out in the early game before.
2008 didn't even have javelin mechanics at all, which I had completely forgotten, so not only did they backport this mechanic from 2/3, they did it poorly, and it further damaged the scarcity economy of the game. When you can get a 2-shot+bone javelin finisher every time, and each kill drops 6 shots back, you can guarantee that profit.
 
I also think a remake of Dead Space was unnecessary, but I would be willing to consider it for Dead Space 2 if only to get an actual release for the DLC campaign which they never ported to the PC for some bizarre reason. Why the fuck is that locked to consoles EA?!

I believe in the original the drops are based on the way you play. If you only use the plasma cutter, less cutter ammo will drop, right?
I think that depended on the difficulty. But yeah, you could manipulate which ammo would be more likely to drop based on your loadout. Don't think I ever ran out of ammo on my solo weapons run though for the pulse rifle and plasma cutter respectively. You get so many resources to use on one gun even on the highest difficulty that it's pretty hard to run of ammo mid-fight
 
Ultimately I am most of all incensed by this because it is a form of art revisionism. This game has now replaced the original, it markets itself as definitive but subtracts significantly from the original. Searching for "Dead Space" gets you screenshots of the remake, videos of the remake, guides for the remake, wiki pages for the remake.
Just like James Cameron feeding his movies to an AI and stamping those releases as the '4k definitive version', this now forever taints the legacy of an excellent game.
In general, I don't think games from the 360 era need remakes. With few exceptions, they already look brilliant. Fix a few glitches related to running on modern systems, maybe, ensure they run in 4K, and that's it.
 
>I make a post about a 2006 Dead Space prototype and wish to see Dead Space lost media
>A week later an April 2007 prototype is uploaded online :story:
The levels are mostly the same as in the release, just not as polished and detailed, Kendra has a different model, different RIG AI voice, and the necros look very close to how they did on launch.
 
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