

Also, the game seems less challenging overall (Oxygen supply isn't as much an issue, moving in Zero-G is much easier), but the enemies (and how they spawn much of the time) feel cheaper. Very annoying when they keep spawning behind you in the lead-up to the In DS2 there's too many obvious triggers and delayed spawning of new necromorphs as you progress through some rooms. Dead Space 2 doesn't have a boss that comes close to the awesomeness of the Food Storage Leviathan you poison then fight in the cylindrical Zero-G room or final boss in DS1. Visceral should have let you thrust vertically while holding the R2 (level off) button. Jumping from surface to surface was more satisfying than jetting around in Zero-G. In DS2 it mostly feels like you're travelling and while you return to a few places, you're just passing through and they're not as appealing as say, the ship docking bay in Dead Space. I think the 3D block map and multiple looping routes gave a stronger feeling of connectedness. The first game had clearer missions that made you feel like you were making important changes to the ship and the environments were more visually striking. My thoughts on why DS2 isn't as satisfying as the first: You need to get in the habit of impaling enemies again.

The lack of ammo made it really tough going to start with but it's easing up as I upgrade my equipment. Got my first save at the start of Chapter 6 on Hard Core now.

I beat the game on Zealot last night too.
