
The gaps the original had in enemy diversity were filled with terrifying new enemies. Dead Space 2 tightened its predecessor’s pacing while broadening its scope. That’s a hard balance hard to pull off well, but Visceral managed it beautifully.ĭead Spacewas a tense horror game with fairly good combat and variety.

We want a sequel to Blade Runner to be the same because we liked the movie, but we want it to be different enough that it feels just as fresh and new as Blade Runner did on our first viewing.Ī good sequel is the same, because it’s still attached to the identity of the series, but it’s different, because we’re discovering it for the first time. We’re not watching it for the first time again. The problem with watching Blade Runner a second time is that our experience has changed. Everything has a unique emotional identity attached to it. The entire movie is a synthesis of light and sound that affects our brains in a very particular way, and that’s true of all art we consume. That deep blue lighting means something, as does the rain, the neon, Vangelis’ music, the performances, the sound, the lenses, the atmosphere, everything. When we watch, say, Blade Runner, we start building emotional connections. The Possibility Of The Perfect SequelĪlright, what’s a perfect sequel? What determines whether or not a sequel is any good? Judging by the response most audiences have, it’s “more of the same, but different.” Development studio Visceral and EA followed with Dead Space 2, which was, in many ways, the perfect sequel.

Dead Space looked great, played better, and went on to become one of the best horror games of the seventh generation of consoles. It was cut from the cloth of System Shock 2, the sci-fi horror adventure that inspired some of the industry’s greatest games, including Portal and Bioshock. When it launched in 2008 alongside Mirror’s Edge, Dead Space was part of an incredible one-two offering of original games from EA.
