Dead Space

Moby ID: 37332
Xbox 360 Specs
Buy on PlayStation 3
$7.99 used, $46.72 new on Amazon
Buy on Windows
$19.99 new on Steam
Buy on Xbox 360
$8.06 used on eBay
Note: We may earn an affiliate commission on purchases made via eBay or Amazon links (prices updated 3/27 1:22 PM )

Description official descriptions

The starship USG Ishimura sends out a distress signal to the Concordance Extraction Corporation during a mining operation on the planet Aegis VII. Another ship is sent to investigate the causes of the signal; however, as it attempts to dock with the Ishimura, it crashes into it because of a system malfunction. The crew is attacked by terrifying monsters. Only three people survive, among them an engineer named Isaac Clarke. It looks like the ship is barely able to sustain its existence, many of its systems critically damaged. Isaac is the only one who would know how to fix them, and his two companions send him on a mission to find out a way to bring things back to normal and discover the truth behind the horrible events.

Dead Space is a third-person sci-fi shooter with elements of survival horror. Controlling Isaac, the player explores the ship, fighting reanimated corpses known as Necromorphs. Combat heavily relies on the so-called "strategic dismemberment", which forces the player to cut off limbs or parts of the Necromorphs to defeat them. Wounding a particular part of the Necromorph's body may either allow the player to kill it, make it change attack patterns, or even become more dangerous.

Many of the weapons in the game are improvised mining tools, such as a rotary saw, a plasma cutter, a hydrazine torch used as a flamethrower, and others. All the weapons feature a secondary fire mode; for example, the plasma cutter can be rotated to cut off vertical limbs more efficiently. Isaac can also use special abilities, allowing him to slow down enemies or pick up and throw items from a distance. A few sections in the game have Isaac float in a zero-gravity environment. Ammo and tools can be found during exploration or purchased in automatic shops available on the ship. Workbenches can be used to upgrade Isaac's weapons and armor.

Groups +

Screenshots

Promos

Videos

See any errors or missing info for this game?

You can submit a correction, contribute trivia, add to a game group, add a related site or alternate title.

Credits (Xbox 360 version)

603 People (439 developers, 164 thanks) · View all

Executive Producer
Senior Development Director
Creative Director
Art Director
Production Designer
Audio Director
Design Development Director
Level Design Lead
Senior Gameplay Designer
Senior Level Designer
Level Designers
Additional Design
Lead Engineer
Lead Gameplay Engineer
Senior Gameplay Engineering
Gameplay Engineering
[ full credits ]

Reviews

Critics

Average score: 88% (based on 121 ratings)

Players

Average score: 4.0 out of 5 (based on 185 ratings with 7 reviews)

In space, no one can hear you scream

The Good
The sheer amount of atmosphere.This is a labour of love, showing dedication in every pixel and every frame.The surroundings are awesome, its very interesting to see how a dedicated team can create such a dense setting and atmosphere although the game plays on a spaceship.Its claustrophobic, shocking, awesome. The game plays great (much better than for example Too Human), sounds terrifying, looks fantastic and will keep you at the edge of the seat.

The Bad
There are one, two scenes which can be a bit too hard the first 10 times You try it, but if You keep at it or play with friends, this really doesn't detract too much from the experience.Oh, and it borrows a lot from SYSTEM SHOCK 2, but You could call it an homage because it's so well done.

The Bottom Line
DEAD SPACE is a dream come true for fans of games like The Thing, Alien, Hellraiser, Event Horizon and such.It truly captures the atmosphere of such survival horror settings and keeps You in awe almost during its total lifetime.My compliments to the developers, as this is one of the rare gems where its very, very hard to find any flaws.The environments are totally convincing, the enemies totally challenging and terrifying, the story is very well told, the sound alone makes this all stand out.Although the story is not new and borrows a lot from the classic SYSTEM SHOCK 2, it retells this kind of story in an entertaining way.

Xbox 360 · by Emmanuel Henne (23) · 2008

Hollywood-style Production Value meets Survival Horror... What a marriage!

The Good
Yes, as you may have heard or read, this game is largely a mixture of previous, successful Survival Horror/Adventure franchises like System Shock 2, Resident Evil, Doom 3, BioShock, S.T.A.L.K.E.R., Left4Dead, Singularity, Metroid Prime as well as numerous Sci-Fi movie plots which contribute to the basic atmosphere and premise of this game; mainly: Aliens, Event Horizon, Solaris and The Thing.

That’s not a bad thing in this case, and the similarities end at a fairly superficial level.

In the 25th Century, humanity's insane appetite for resources inevitably leads us to other planets, to extract their abundant mineral wealth, free from any ethical, political and environmental considerations to deal with.

Planets we think... will have no native life forms to interfere with our harvesting. Turns out, we encounter an alien species that harvest resources of a different kind. Dead flesh.

A huge "Planet-Cracker" ship, the USG Ishimura (appropriately meaning “Stone Village” in Japanese), sends out an emergency SOS signal while in orbit above Aegis VII, a nondescript planet in a distant solar system.

Isaac Clarke, who is one of the unluckiest and unassuming guys you'll ever meet in a video game, as well as nod to the great Sci-Fi pioneers Isaac Asimov & Arthur Clarke, is an experienced engineer is dispatched aboard the USG Kellion with a crew of 4, to investigate what they assume are just mere communications problems aboard the Ishimura. Sounds good huh? You have no idea.

What Dead Space does best in the over-saturated Survival Horror Genre is PERFECT things to a tee.

Ammunition and pick-up scarcity is at just the right balance to make the game difficult enough but not insanely frustrating for all but the most novice survival horror players.

Necromorph attacks have a consistent pace throughout the game, so you're never too comfortable and familiar with your enemy, but also never too far away from the next fire fight.

You're weapons feel underwhelming and rustic (because they are just improvised mining tools for the most part), so you're never too confident with your arsenal but at the same time they can be heavily modified to wreak serious hell on the USG Ishimura later on in the game. The customization aspect of your weapons, RIG (your space suit) and stasis/kinesis abilities provide some serious replay value.

The immersion factor sucks you into this game like few others (Amnesia: The Dark Descent is the closest at matching it) because of the HUD-less interface, in-game holographic projection screens instead of atmosphere-breaking menus and very interactive environments. Everything in the game is presented in a 3rd-person, over-the-shoulder perspective; rarely breaking from this angle.

Isaac's every step and action you undertake while breathing right down his neck, and the excellent physics and animation makes every heart-pounding, close encounter with the hideous Necromorphs all the more terrifying. You'll notice this the most if you let one of those suckers come too close and grab a hold of you or if one of them sneaks up behind you, in which case all you’ll see is a giant pointy arm come up behind Isaac that will require you to change your pants.

One factor that strikes you in a big way, is that you do feel like an everyman in the wrong place at the wrong time. Isaac doesn’t give you the impression of a super-human, one-man army like Duke Nukem or Master Chief. He feels very mortal, very afraid and very lonely; like any Space Engineer would be trying to combat the living dead on what was supposed to be a repair mission. Isaac doesn’t move very fast, his aim is quite slow (no this is not a design fault) and he isn’t very adept at hand-to-hand combat.

The locale is not only extremely well-designed but for once, everything in the setting MAKES SENSE. The Ishimura feels like a real, deep-space, mining vessel; not just a series of meaningless, inter-connected, metallic corridors with dim lighting and computer panels on the walls (I'm looking at you Doom 3).

There are numerous decks, roughly modelled after large military ships, all serving very specific and necessary tasks (i.e. the Flight Deck, where you first dock, Crew Quarters, where everyone sleeps, Medical Deck, where the infirmary is, Hydroponics Deck, which purifies the oxygen on-board and provides the entire ship's food supply). Everything is linked together via the centrally-located tram, which is basically the spine of the Ishimura and your continual source of progression in the game.

Everything makes sense. The artistic designers and graphic artists did their homework, and made a very believable and plausible world for you to explore. The technology you come across in the Ishimura doesn’t ever make you stop and go “Oh yeah right, like that could ever happen”. Zero-Gravity chambers, the Asteroid Defence System which protects the hull from rock impacts, the breath-taking Bridge, the way rooms compress and decompress when oxygen escapes/enters, the gravity tethers that hold giant objects in place, the deafening silence of a vacuum, even the little, nit-picky details like having numerous toilets on each deck or how quarantine is trigged when Necromorphs breaking into a room through the air vents… it just makes freakin’ sense.

What doesn't make sense though, at least at first, are your enemy: the Necromorphs (“Shape of Death” in Latin, I like that). The grotesque, walking, body-part scrapyards that roughly resemble parts of dead carcasses slapped together in random order.

They are uncomfortable to watch and even less pleasant to fight; your enemy in this game has that unique element of blending vague, human-like qualities with the most inhuman purposes, e.g. deformed babies that scurry along the walls with 3 retractable tentacles that can fire organic missiles at you.

They are incredibly well-designed creatures, very frightening and utterly relentless. You have to slice and dice your way into victory in Dead Space, there are no "BOOM HEADSHOT!" shortcuts. Just limb loppin' good times to be had.

The story is probably the best and most original (a rarity for EA nowadays) in the Survival Horror genre since Resident Evil and Silent Hill came out over a decade ago. The way it blends a love story with religious fanaticism and philosophy, as well a sinister agenda by the powers that be is very well done. The script is honestly more well-written and fleshed out than most horror films released nowadays. The numerous plot twists and character developments are flawlessly integrated into the gameplay, happening at just the right moments, never distracting you from your immediate goals and revealing just enough to keep you satisfied in your quest for understanding but never too much to allow you to figure out the story well before its conclusion.

The story is delivered in the tried-and-true storytelling method of past Survival Horror games: audio & video logs. In much the same way as System Shock 2, Doom 3 and BioShock reveal the background of what led to the disastrous downfall of their once Utopian settings, Dead Space will provide you often with cryptic and some not-so-cryptic voices/faces from the past describing most of what went on before Isaac and the USG Kellion arrived. I was genuinely surprised at the last two chapters of the game.

The designers really got me with some totally unexpected revelations.

Finally, as most know, sound design is everything when you’re trying to recreate a living nightmare of never-ending tension and suspense. What Dead Space does differently is not having an ambient sound design which is overlayed with a composed soundtrack, like almost all games these days. Dead Space has a continual, background sound track that is primarily composed of sound effects, cues and faint verbal whispering with subtle rhythms and music being used VERY sparingly and only in certain locations (e.g. each time you board and exit the tram).

This means essentially, whenever you’re not dissecting Necromorphs like high school biology projects, you are immersed the dark and eerie sounds of the Ishimura as the game’s ambient soundtrack. Is that metal clanking in the distance a broken machine or someone moving around? Am I really hearing those voices in my head or is it just my imagination? The beauty of the ambient sounds is that they blend so well into the game play to frighten you, for example; every time you receive a video transmission from the few living, breathing humanoids on the Ishimura a loud, electronic distortion noise breaks the silence; which if you’re in a pitch-dark room that is very quiet, can literally jolt you awake. Whenever you enter a vacuum, almost NOTHING can be heard (which is scientifically accurate as sound waves need air to travel any meaningful distance) aside from Isaac’s magnetic boots stomping on the floor and his labored breathing, which is terrific at allowing Necromorphs to come up right behind you, without you knowing until a pointy appendage dangles over Isaac’s head.

However the shining example of the excellent sound design in the game goes unequivocally to the voice acting, particularly via the rest of your crew, although the in-game audio logs are incredibly heart-felt and emotionally delivered. Many have praised it as Hollywood-quality voice acting and that’s because quite a number of the voice actors in the game are experienced Hollywood actors who have starred in big-budget, blockbusters like Peter Mensah from Avatar, 300, Tears of the Sun and Navid Negahban from TV shows like NCIS, 24 and CSI.

The Bad
Yes it does get predictable mid-way through the game, but so does every single other Survival Horror title once you've become desensitized to it. Some of the objectives you’re given are quite tedious and dull, (you will seriously regret Isaac’s career choice to become an Engineer, as the rest of your crew treat you as the universal DIY “fix-it” man) and some of the “peek-a-boo” scares are very predictable as are the different Necromorph types once you fight them enough times, but I mean, how clever can reanimated, dead body parts be?

Towards the end of the game, which clocks in at a respectable 12 hours of solid gameplay for most (maybe 11 or 10 if you're very accustomed with Survival Horror like I am), the designers crammed in a succession of major plot twists, stunning revelations and one big disappointment after another (from Isaac’s perspective) that will leave you feel slightly weary, unsure of the story and eager to conclude the events of the game. Several major plot twists are revealed in the space of just an hour or so, which I thought felt a bit rushed and panicky.

Aside from the last two chapters, which are noticeably shorter and have a frenzied pace, the ending is very climactic rest assured, and the game never let me down in my opinion. I was always engaged in the story, always intrigued by the latest revelations and always unsure where I would end up 10 minutes from now.

Survival Horror at its essence is about making the player feel less-than, inferior, helpless, desperate, unaware of the larger forces at work and giving him no glimmers of hope in the near future until it concludes.

Dead Space succeeds with flying colors in all aspects. Technically, on the PC version, there are no major deal-breakers or glitches aside from the widely reported “mouse lag” issue (which is actually to do with the frame rate being capped at 30 FPS instead of the more common 60 FPS) but which can very easily be rectified by forcing Visual Sync on in your graphics driver's control panel and then disabling VSync in the game’s visual settings menu. That did the trick for me.

The Bottom Line
Think of the dark corridors of Doom 3, the ruthlessly fast and hideously ugly zombies of Resident Evil, the "ghost town"-like planet colony of Aliens and the haunting atmosphere of Silent Hill, a place that was once a normal, likeable locale... and you have Dead Space. If you're at all a fan of Survival Horror, Science-Fiction settings or FPS games, or even better all of the above, then you’re going to enjoy the heck out Dead Space.

Windows · by Sharafciger (34) · 2011

Although its story is lacking a crucial element, Dead Space is a compelling and thrilling action horror.

The Good
I lurves me some survival horror. I've always clung on to the Silent Hill series and I have dabbled with Resident Evil . However, RE has been rather sickly lately. Don't get me wrong, Resident Evil 4 was a decent Third person shooter, but honestly, it lacked any true horror. I roll my eyes when people call it one of the scariest games ever. To me, true survival horror is a dead art. Then Dead Space came along.

What attracted me to Dead Space was its setting. As a movie buff, I love it when games can successfully give tribute to good movies. Dead Space does an awesome job giving tribute to 3 classic films: Ridley Scott's tense and famous "ALIEN," Andrei Tarkovosky's psychological answer to 2010, "Solyaris," and last but definitely not least, John Carpenter's sick & twisted "The Thing." What elements does Dead Space take from these films and pay tribute, you ask? Well, it has the creepy isolation of Alien and the feeling of dread being stalked by a monster much deadlier than yourself. It takes plot elements from Solyaris, concerning the space setting, the dead wife, and crew dying in strange mannerisms involving hallucinations. And from The Thing, it takes the monsters. The Thing had some f**ed up and very twisted baddies, and Dead Space's nasties resemble The Thing in many ways and their venereal horror approach is also similar. The game pays tribute, it doesn't rip off, and I respect that.

The story is simple, at least it starts off simple anyways: You are Isaac Clark (I see what you did there, devs >_>), an engineer sent with a small crew to answer a distress beacon from a mining ship known as the Ishimura. Naturally, it hits the fan and you are separated from your crew by a strange not-quite-alien not-quite-human monster known simply as "Necromorphs" (For those who don't speak Latin, this literally means "Dead Shape" or "Shape of Death" if you want to interpret it a different way. Clever, it suits them perfectly.) and you must survive. While this set up is fairly cliche and retreaded, what makes the plot compelling and interesting is the backstory and history of it all. There's a fascinating and deep backstory to the Ishimura, and what happened on this ship prior to your arrival. There's a lot interesting going on, and its easy to see why they gave the game companion pieces to make this backstory richer. The concurrent plot does get more interesting as it moves on as well. Isaac's chase for his wife is eerie and yet interesting, and pays a bit of tribute to Solyaris in its psychological elements. However, a certain element of this plotline ruins it... More on that later.

The graphics are awe inspiring at times. The detail is awesome, and chills will go down your spine whenever you look out into space and view planets, stars, eclipses and more. The detail is also used against you as well, but that's par for the course in horror games. The necromorphs truly do live up to the name of "Dead Shape" and are disgusting and scary. They tap a primal element and a fear that has always plagued me: Sub-humanity. To elaborate, sub-humanity is when a monster in a game/movie/comic/etc. is so twisted that it could pass as one of the filthiest alien creatures discovered, but in truth it was once human, and an echo of that humanity can be seen. When I encounter creatures like this, something so inhuman but containing small parts of the human form disturbs me and my skin crawls. The necromorphs are easily one of the most disturbing of these kinds of monsters, the more twisted they get, the creepier they are mostly because of their faces which look tormented and distressingly human. The amount of detail put into them is great, and all the other characters look great and there are some amazing special effects.

The sound design, as one would expect is one of the most important elements of the game, and the developers delivered. The game sounds freaky, and the various "types" of necromorph continue that same path of sub-humanity, emitting sounds that both sound human and yet utterly alien. Sometimes during shrieks you'll think you heard the last of the creatures humanity crying or even talking. The atmosphere is laid down by two things: The soundscape and the immersion. The game is one of the most immersive horror titles ever made, and will make you its bitch. It will never let you go, and it drags you through the game by your throat and always keep you in. You really feel like you are on the Ishimura, and much like System Shock 2 the fear here is that you are isolated alone on a ship full of ghosts, monsters, and only one human with questionable motifs to keep you company. The eerie soundscape is awesome, always providing scary sounds emanating from different parts of the ship and even around the dreaded corners. It doesn't do this game's excellent soundscape justice to use speakers, grab your stereo headphones and crank it up.

The gameplay is much like Resident Evil 4. In fact, its almost exact although in some ways improved. For one... YOU CAN MOVE WHILE AIMING. That was one of the things I hated most about RE4, why the hell can't you move while aiming? Thankfully, you can do that here. The combat also has a unique hook that works well: 'Strategic Dismemberment.' Y'see, there's only way to kill these bastards and that is to deprive them of their limbs (Although a word of warning: DO NOT TAKE OFF THE HEAD. I know its instinct to aim for the head, but this only makes them stronger.) and the way this is implemented is very well done. The term "strategic" is a proper way of describing it, because the games physics are so well done. Take off a bipedal creatures leg, and it will stumble to the ground giving you ample time to finish it as it desperately crawls. Take off the tail of the creatures I like to call scorpion-men, and they will do less damage. As you can guess, the game is pretty gory; but for once the gore actually makes the game scarier. As I said, taking off the head of a monster is not a good idea. One time I was in the vacuum of space and naturally, you can't hear much in a vacuum. A scorpion-man leaped at me and I took off its arm, its head, and gave it a big blast to the stomach. As his blood eerily floated through the zero gravity, I turned away thinking he was dead, but then I heard a soft growl in the vacuum and looked around expecting a new monster, but turned around and saw the headless, one armed creature crawling with its one arm towards me and I about crapped my pants there. Gameplay is great, and it works quite well and uses a tried and true formula but truthfully improves it.

The boss fights are epic, especially the one in zero gravity. The final boss is also incredible, and its one of those moments where you freeze, stare in wonderment as something massive appears, and go "WHAT THE HOLY F*** IS THAT!?!?!?" before running in fear and cowering behind a box. The boss fights are satisfying and awesome.

The game successfully pulls off monster closets, something games rarely can do. There are a couple times that the closets get predictable, but the game does a better job than most at keeping them relatively well hidden and the thick atmosphere will almost always make you jump.

The necromorphs are very fleshed out, each "specie" of necromorph is unique, has a unique AI, habits, and style. This makes them feel 3-Dimensional and real, which of course, also makes them scarier. There are no two species of necromorph alike, and this also makes the 'strategic dismemberment' even more interesting because you have to learn the biology of each specie, its weak point, and have to learn how to take each one down properly in unique manners.

The Bad
The story, as compelling as it is is lacking one crucial element: A protagonist. Sure, you control Isaac Clarke but he never says a word save for some notes in his journal between levels. You never even see his face save for a few seconds at the beginning. This means that his lost wife and the twists it takes lacks true emotion or power. You can't identify with Isaac, and that means you could care less that he's looking for his wife. The games story is told so well that you will still feel emotion for his wife and get interested, but it still lacks the true emotional and psychological impact it could've had thanks to the fact that Isaac has no character whatsoever. This makes what would've been an excellent story very lacking. Its still a great story, but this ruins some of the things the developers were trying to do.

The graphics may be great, but the game does suffer from an extreme case of "Browninitis." Browninitis is a disease that was present in the Quake games, but not truly severe until Doom 3. Since then, almost every shooter and horror game has contracted Browninitis. Symptoms include muddy textures, lack of any decoration and colour beyond brown and brownish gray, and can make even the best graphics look bland at times. Dead Space has a nearly fatal case of Browninitis. It's so disappointing that the otherwise beautiful graphics didn't get handled with more care and artistic flair. The ships environments are depressingly monotonous and it doesn't help that a few missions have you backtracking.

The final cut-scene is stock, cliche, and stupid as hell. It is a majour buzz kill for what could've been the only scene where Isaac actually shows his face and shows true emotion.

Although the game is scary, there are times that it uses scare tactics that don't really work and sometimes the weapons you can get are a little too powerful and you don't always feel as vulnerable as you should; although you can just choose to stick to other weapons if you feel too powerful.

Puzzles and horror games go hand in hand. Apparently Dead Space didn't get the memo. While there are a couple good puzzles, for the most part puzzles are repeated and aren't really "puzzles" because you've already solved them time and time again. It would've been nice to have a few more puzzles to keep the brain juices flowing as well as the adrenaline.

There are moments where the voice acting and dialogue can get hammy. While the voice acting is fairly good, particularly on the logs you find around the ship, sometimes your supporting cast overact or even underact.

Another flaw with the story is that there are too many questions even after finding ALL of the logs (Yes, I replayed just to find them ALL because I wanted some answers), reading the comics, and seeing that stupid animated movie. None of them answer one of my biggest questions: What the hell is the marker? and although we get that the marker is holy to the religion of Unitology, WHY is it holy to them? What are the Unitologists principles? Why did the Necromorphs come with the marker, when the game suggests that they proved there was no alien or bacterial life on the planet they found it on? What was that one Unitologist with the beard babbling about? If the necromorph is a polymorphic parasite from another planet, why was that bearded Unitologist guy creating a new species of them? Why did he have control over it? And that's just the first few questions I have. There's a lot that needs to be explained, and these questions sometimes open up plot holes that are going to take a lot of work to fill.

The Bottom Line
Dead Space is a great start for what could be a great series, it is one of the first true survival horror games in years, even if the action at times does walk into RE4 territory and makes the game a little less scary than it could've been. The incredible atmosphere, great story, scary monsters and set pieces will keep you on your seat and despite the fact that the story is incomplete without any true emotion or connection with the main character, the story carries weight and has a lot of potential in it. Its a flawed gem, but a gem is still a gem no matter how flawed. Its worth checking out if you are a survival horror fan.

Windows · by Kaddy B. (777) · 2009

[ View all 7 player reviews ]

Discussion

Subject By Date
Limited time free offer from Origin Rwolf (22689) Apr 1, 2014
Should I go on? Slug Camargo (583) May 15, 2009
Wii version coming soon. Big John WV (26955) Mar 23, 2009
QUERY: Dead Space demo... ending... And Wan Mar 1, 2009
Add New Game Group bobthewookiee (73) Feb 15, 2009

Trivia

1001 Video Games

Dead Space appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Air filtration room bug

Unfortunately, each platform the game was released (PS3, XBox 360, Windows) on, features the same, occasionally reproduced critical bug. In the 6th Chapter, where you are trying to pass the furnaces in the Air Filtration room, the control panels near the locked doors, which you should shoot out, are absent, and there is absolutely no way to proceed in the game. The exact steps to reproduce this bug are still unknown. No fixes exist at the moment of this trivia contribution, but a solution to avoid this bad situation does exist.

Just save your game in the very beginning of each chapter while you are in the tram, and keep it until you finish the chapter. If the bug occurs, just reload your save game and walk through the chapter from the very beginning once more. Just go to the problematic place as fast as possible and examine whether it is the same or not. Do it until the control panels appear, and you'll be able to get along.

Chapters (Spoiler!)

When put together, the first letter of each chapter's name spells out NICOLE IS DEAD.

Development

At first the game was developed for the original Xbox.

Inspiration

Producers admittedly reported to having drawn inspiration from cult-movies like The Thing, Alien and Event Horizon, as well as from successful videogames like Resident Evil and Silent Hill.

Prequel

Some of the characters that appear or are mentioned in the game also appear in the animated prequel Downfall, which depicts the outbreak of the Necromorphs on the Ishimura.

References

  • Isaac Clarke, the main character of the game, is named after science fiction writers Isaac Asimov and Arthur C. Clarke.
  • Unitology, the fictional religion that plays a large part in the series' storyline, appears to be vaguely inspired by the Church of Scientology.

Awards

  • GAME British Academy Video Games Awards
    • 2009 - Original Score Award
  • GamePro
    • February 209 (Issue #245) - Xbox 360 Game of the Year 2008
  • GamePro (Germany)
    • February 26, 2009 - Best Console Action-Adventure in 2008 (Readers' Vote)
  • GameSpy
    • 2008 – #8 Xbox 360 Game of the Year
    • 2008 – #9 PS3 Game of the Year
    • 2008 – Best Audio of the Year

Information also contributed by Mark Ennis, PCGamer77, POMAH, Sciere and sgtcook

Analytics

MobyPro Early Access

Upgrade to MobyPro to view research rankings!

Related Games

Dead Space: Extraction
Released 2009 on Wii, PlayStation 3
Dead Space 2
Released 2011 on Windows, Xbox 360, PlayStation 3
Dead Space Pack
Released 2011 on Windows
Dead Space: Ignition
Released 2010 on Xbox 360, PlayStation 3
Dead Space 3
Released 2013 on Windows, PlayStation 3, Xbox 360
Dead Space: Obsidian Suit
Released 2008 on PlayStation 3
Dead Space: Pedestrian Pack
Released 2008 on PlayStation 3, Xbox 360
Dead Space: Elite Suit
Released 2008 on Xbox 360
Dead Space: Obsidian Pack
Released 2008 on PlayStation 3

Related Sites +

Identifiers +

  • MobyGames ID: 37332
  • [ Please login / register to view all identifiers ]

Contribute

Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.

Contributors to this Entry

Game added by BinaryDragon.

Additional contributors: Jeanne, Sciere, Niccolò Mineo, Patrick Bregger, FatherJack.

Game added November 4, 2008. Last modified March 11, 2024.