Dead Space 2 [Jtag RGH DLC]
Dead Space 2 is a 2011 survival horror game developed by Visceral Games and published by Electronic Arts. It was released for PlayStation 3, Windows, and Xbox 360 in January. The second mainline entry in the Dead Space series, set on the Titan-based Sprawl space station, the story follows series protagonist Isaac Clarke as he fights against both an outbreak of the monstrous Necromorphs and debilitating mental illness induced by the alien Markers. Gameplay features Isaac exploring a series of levels, solving puzzles to progress, and finding resources while fighting off Necromorphs. The game included a competitive multiplayer, with the Sprawl's security forces fighting teams of Necromorphs.
Dead Space 2 [Jtag RGH DLC]
Dead Space 2 is a science-fiction-themed survival horror video game. Players control lead character Isaac Clarke from a third-person perspective through a level-based narrative campaign. Isaac navigates the Sprawl space station completing narrative-based missions, solving puzzles within the environment, and fighting monsters dubbed Necromorphs. Saving is done manually at crafting stations, and automatically at checkpoints. The New Game Plus allows players to carry over all current items and equipment into a new campaign. There are four difficulty levels unlocked at the game's start; Casual, Normal, Survivalist, Zealot. A fifth difficulty level, Hard Core, is unlocked after the first playthrough; Hard Core restarts the player from their last save with each death and only allows three saves across the campaign.
Papoutis described Isaac's character following Dead Space as "broken", reflected in his actions and state of mind during Dead Space 2. Isaac's mental illness was portrayed in-game through classic nursery rhymes, with a late-game scene involving Isaac's using a needle probe in his eye taking direct influence from the saying "Cross my heart and hope to die, stick a needle in my eye." As part of the exploration of Isaac's mental state, Nicole was included as an illusory character, reflecting both Isaac's specific trauma and reference real-life situations where people lost loved ones. The questioning of Isaac's sanity and perceptions was reinforced using the hallucinations he experiences during the Ishimura level. A larger supporting cast was another early decision, with the large number of female characters described as a naturally-emerging decision for the world design. Ellie was described by a staff member as the "female interest" for Isaac. During early production Ellie was known as Rose. Stross was created to communicate backstory to Isaac, acting as a possible vision of Isaac's future mental state, additionally playing into the eye theme through his obsessions. During the script drafting, an extensive subplot surrounding Tiedmann was planned; as an unwilling participant in the Marker project, he would have suffered from Marker-driven hallucinations involving survivors revealed to be long dead, giving his arc a tragic conclusion. This was seen as too sympathetic and left the game without a central villain, so he was rewritten as a "more conventional bad guy".
Using both player feedback and the new setting, the Sprawl was designed around the concept of an organically-growing city with multiple residents and associated businesses, alongside different utilitarian and leisure spaces. The Sprawl designs drew inspiration from interior design of the 1970s and 80s, with part of the horror based around the Necromorphs' destructive presence. The Unitology cathedral drew from the team's experience creating Gothic-style architecture for the Ishimura interior, additionally visually communicating the religion's beliefs and symbolism including the Marker symbol, modelled on a DNA strand. The EarthGov areas and Marker experiment zone contrasted against other areas with sleek and "cold" designs, emulating other popular science fiction such as 2001: A Space Odyssey and the work of Chris Cunningham. The level set within the Ishimura was both an incorporation for returning players, and a level that could be built using older assets and a low budget allocation as much of the art team were new hires unfamiliar with the game and technology.
The chief audio director for Dead Space 2 was Andrew Boyd. The original game has been lauded for its sound design, with the team wanting to improve for Dead Space 2. Boyd highlighted the importance of sound design in evoking horror, citing a section where Isaac travels through a residential area and hears noises from inside the sealed apartments. Nicole's visions had different approaches in sound design; hostile visions had sharp and uncomfortable sounds, while her friendly visions used comforting sounds. To distinguish her from the other environmental elements, Nicole was given dedicated sound effects which would play when approaching an encounter with her. The Necromorph sounds were based on distorted real-world sounds, with one example being a staff member who dry heaved to the point where he was actually sick. As with the original, the space vacuum used a muffled sound environment, focusing on sounds from within Isaac's suit including his heartbeat and grunts. The Ishimura level was able to recycle sound effects and music from the first game, used by Boyd to reinforce the tension of the area.
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