Why Dead Space 2 shouldn't have let the blood flow free

Pixel-justin-01
Friday, May 20, 2011
EDITOR'S NOTEfrom Layton Shumway

I have a copy of Dead Space 2 sitting on my shelf, but after reading Justin's harrowing description of some of the game's events, I'm not sure I want to finish it. Check out his thoughts on how far horror and gore should go in games.

Violence is the last refuge of the incompetent.

-- Isaac Asimov, Salvor Hardin in "Foundation"

It is ironic that a quote from Isaac Asimov, father of sci-fi and namesake for Dead Space 2 protagonist Isaac Clarke, would so contradict the very nature of Dead Space itself.

In fact, when it comes to most sci-fi or survival-horror games, you usually end up with a scary situation resolved by a blood bath, be it your enemy's or yours. Now, don't get me wrong -- I enjoy the thrill-a-minute, it's-your-neck-or-mine feeling of navigating the halls of an abandoned Ishimura/mansion/city, and sometimes it's strangely satisfying to send the undead back to their maker, permanently. So don't confuse this with me calling for more censorship, because I'm not.

What I am trying to say, however, is that lately, game designers seem to be abandoning the feel of being alone against insurmountable odds and replacing it instead with as much gore and blood as possible.

I think the best solution is a middle ground between the two. And I never realized I felt that way until I recently played and finished Dead Space 2.

(This article contains spoilers for Dead Space 2.)

 

Now, we all remember the "Your mom hates Dead Space 2" ad campaign. Viewers were treated to images of maternal women looking appalled while watching gameplay footage.

Sure, it was entertaining, and it hit that chord within all younger gamers of "adults just don't understand." But the ad campaign actually flopped -- gamers complained that most of the women in the commercials looked old enough to be their grandmothers, and others said they were just paid actors and no game could possibly elicit that kind of reaction. On the other hand, I think developer Visceral Games was being as up-front as it gets.

Never before have I played a game so grotesquely violent simply for the sake of being violent.

In the last hour of the campaign, the game takes a violent and surprisingly uncomfortable turn. Your only other living partners, Ellie and Strauss, have a confrontation that brings new meaning to the rhyme, "Cross my heart, hope to die, stick a needle in my eye."

Of course, when Strauss tries to confront you in the same manner immediately after, the best solution to the problem is jamming that same screwdriver through the soft part of his skull (and the game makes you do that yourself through a quick-time event).

Dead Space 2

That's not all, though. That "needle in my eye" thing is integral to the plot...and what better way to prove that to you than to make you do it to Isaac? Not you playing as Isaac -- you as a third party, an operator of a machine, who must watch Isaac squirm and panic inside a medical device as you slowly and carefully drive a large hypodermic needle into his pupil. All the while your controller vibrates to his accelerating heartbeat, and you see the panic come over his face. Comfortable, I know.

Then, when the head of the government on the space station tries to stop you from destroying his beautiful Marker, he has one of those classic "accidental" run-ins with the business end of a spear gun. While he sits there, shock on his face, spear through his throat, choking and bleeding out, the game gives you roughly 15 seconds to determine if you'd like to add another spear through the back of his skull. Just for fun.

Now I'm sorry, but that doesn't spell survival-horror to me, folks. That is violence for the pure sake of pushing the limit and increasing the lack of comfort. While that can be an element of a good horror movie, the sheer gross-out factor in Dead Space 2 isn't doing it for me.

No Russian

Go ahead and make a game where civilians are the main target -- that doesn't bother me. Grand Theft Auto, Red Dead Redemption, and Call of Duty: Modern Warfare 2 have all done it and done it successfully.

But those games did something that Dead Space 2 doesn't get. In GTA, you quickly come to terms with the fact that you're a criminal. In RDR, you're in the Wild West, and your morally ambiguous character is set up to do just about whatever to whoever he wants. And the infamous "No Russian" level in Modern Warfare 2 shows you the type of guy your enemy is and the things he will make you do while undercover in his organization. Yes, these are all uncomfortable to a degree, but they are not unexpected.

To be in a vulnerable, fearful state where you know your enemy and what you have to do, and then to be jerked out of that state and forced to start harming allies, weighs on the psyche and borders on unenjoyable. In fact, it led me to turning off Dead Space 2 and walking away with a sense of utter disgust. I almost didn't want to finish a game I had just put six or seven hours of time into.

I hate to sound like the proverbial "adult that just doesn't understand," or a prude, or anything else you want to call me. But at some level, you've got to agree there ought to be a line between using violence as a means to incite that classic horror sense of danger and using blood, guts, and gore simply as a means to show how edgy you can be.

In fact, given the recent court cases about violent video games, these design choices could do a lot more harm than good. When games like Dead Space 2 push the limits of violence, people cry out for censorship and ignore the facts. In actuality, the number of ESRB M-rated games has decreased from 2007 to 2010. But this fact gets ignored when one game goes too far and people become afraid.

 

So, just a word of advice, Visceral: Fear may be your market, but fear can be a dangerous thing to toy with. And it just might end up changing everything for the worse.


Justin Brenis is co-founder and editor at Pixel Perfect Magazine in Cleveland, OH. Check them out at www.pixelperfectmag.com. You can also follow them on Twitter @ThePixelPerfect.

 
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Comments (10)
One_piece_roster
May 20, 2011

Maybe it's the twisted side of me but i actually enjoy horror in games the same way i enjoy Horror movies. and to me gore in games can't go far enough lol. but that's just me. I don't speak for everyone but i'm sure there's alot of people that can only withstand a certain amount of blood and gore in games as well as movies.

To me the more Gore developers include in their game the more pumped i get to buy and play their titles.

Sexy_beast
May 20, 2011

I approve of that Isaac Asimov quote.

Pixel-justin-01
May 20, 2011

@Ryan thanks...I was pretty shocked at how apropos it was when I found it! 

@Dwayne, I don't disagree with you--in the horror genre some people love them some blood, guts and gore...and when done right and with restraint I think it has a great effect on those participating. But something about how this was done just lost me and left me uncomfortable--not engaged.

Scott_pilgrim_avatar
May 20, 2011

The gore in Dead Space 2 was definitely one of the biggest problems I had with the game. What drove me crazy about the over-the-top violence were Isaac's death scenes, some of which last quite awhile. This meant I got to watch him die terrible, gruesome deaths, over and over in the games' more difficult parts, removing all meaning from the gore from a horror aspect.

Default_picture
May 20, 2011

I'll admit it, I read this article based on the Asimov quote at the beginning. I used to read his work forwards and backwards over and over again. I just love the guy.

Anyways, that's why I started reading, I continued reading for a different reason. I totally agree with with you that violence isn't horror. The Saw movies were never scary for a single moment.  I haven't played Dead Space 2 yet, but the original wasn't scary, either. From this, it sounds like the replaced the abundance of "BOO!" moments with... squishy moments.

Oh, and I see where Dwayne's coming from... I actually do dig violence in games. You know, if it fits.

Sexy_beast
May 21, 2011

I think that violence can be used in a horrific way, but it has to be done correctly and in moderation. Games like DS2 sort of desensitize you from it because it's constantly being hurled at you. Anything will lose its impact if you're given too much of it.

I just recently finished L.A. Noire and it had some pretty gruesome moments. They weren't anywhere as graphic as DS2's, but because Noire kept its graphic imagery for specific, hard-hitting moments, you really felt the impact of it. Having to examine the naked corpse of a strangled woman with the word "cunt" written on her stomach really made me feel uncomfortable -- which is hard to do. Seeing a the charred remains of a family -- women and children -- locked in prayer-like poses was particularly disturbing. Kudos to Team Bondi.

The Dead Space franchise doesn't seem to understand the subtlety that is required to effectively deliver the fear and horror that it tries to convey. Both of these things require build-up, which Dead Space has none of.

Default_picture
May 21, 2011

Ironically, I felt the same way about gore after I saw the first trailer for Bioshock. However, that case was much different, because the gameplay itself was nearly as shocking. It actually looked a little more like the first few minutes of Half-Life, because of the fascinating science fiction concept of an underwater world.

I realize that I'm comparing completely different games, but the contrast is significant in itself. It's entirely up to the developers to decide how gory the game us. I honestly hate many of the first-person shooters these days, because they're either gory or extremely shocking. There's no room for Evil Dead humor in-between.

Although I commend other games for their attention to detail, I really don't appreciate the mean-spirited manner of violence in many FPS games. I'm also glad that you pointed out these gross scenes in Dead Space. If I'd bought the game, I'd certainly hate it for all the reasons you mentioned.

Default_picture
May 22, 2011

I actually didn't have such a big problem with the violence and gore in this game.  95% of it is directed at abhorrent monsters hell-bent on tearing you limb from limb, with you only really bringing harm to other humans a handful of times.  The screwdriver moment with Straus and Ellie was off-screen (you didn't even know she survived), and Isaac was genuinely taken aback when he was forced to jam that same screwdriver into Straus' head.  I don't think any of it was supposed to be scary in the classic sense, more so just uncomfortable and at times grossed out.

Drilling the needle into Isaac's eye freaked me the hell out, to be honest, because I'm deathly afraid of needles.  It was the worst part of the game for me, which I thought was actually pretty effective.  Dead Space 2 was trying the whole time to get a reaction out of me, and it finally exceeded with that moment.

Photo_126
May 22, 2011

I liked Dead Space 2 and while I realize it was pandering with it's ultra-violence I don't believe that we should "draw a line" for when we have too much gore.

I'm not a fan of placing constraints on developers' expressions.  If Visceral games wants to make a game that looks like a tortured 7th graders notebook, they have that right.  Go freedom, go gore!

Pixel-justin-01
May 22, 2011

Kyle, that is precisely why I said I wasn't calling for more censorship...just that game designers should consider the effect they are ultimately trying to achieve.

Dead Space 2 for the most part was definitely a survival-horro experience--and then it made this uncomfortably abrupt shift and completely changed the feel.

As a survival-horror mechanic that level of blood and gore just didn't work well, in my opinion.

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