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First Impressions from the Dead Space 2 Demo

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Thanks to EA we were given access to their multiplayer beta a few months back and I feel it’s safe to say that while it’s certainly not perfect, the soldiers versus Necromorphs multiplayer is far more than a last minute add-on. TJ was left with a “hmm, eh, well alright” feeling while I left with a surprisingly strong love for what I was able to see in the limited beta.

You should know, assuming you don’t already, that the demo for Dead Space 2 is out now and it shows off a bit of the game’s single-player side. You should also know my Xbox 360 measured it at a solid 1.23 GB so if your internet is as slow as mine I recommend clearing some time on your undoubtedly busy schedule to slap that thing on your hard drive. Go ahead and do that now, don’t worry about me, I can wait. Done? Well that was quick, now let’s talk about it. Let me paint the scene for those of you who haven’t had the chance to get your anxious hands on it yet. After a cinematic that gets you caught up on all the goings on in the first game you’re immediately thrust back in the capable shoes of Isaac Clarke. You then have the chance to explore what looks like a series of long-term sleep chambers, frozen in a thick coat of ice. We only get a quick tease of one of the more exciting additions to the game, but it’s enough to have me psyched to see what they do with it in the full release.

You see, after the events in the first game Isaac’s understandably a little traumatized, and this has led to some psychological issues that include (but hopefully aren’t limited to) hallucinations. Isaac’s deteriorating mental state is something I’m very interested in seeing more of and specifically how they implement it in the game to make the scares more unpredictable.

One of the major improvements this demo showcases over the original is the better variety in the locations you’ll be exploring. One minute you’re in a frozen room with hidden nasties waiting to pounce out of the supposedly empty tubes ordaining every wall and the next second you’re in a massive chapel with ornate walls, floors and large stained glass windows. It’s a major improvement over the broken down hallways the original offers.

From the short amount of time I’ve spent with the multiplayer and now the single-player, Visceral Games looks to have inspected every aspect in the game and changed it for the better. One of my many gripes with Dead Space was the tank-like controls, and I’m glad to say these are no more. No longer do you have to wait between performing stomps, which can now be strung together so you can unleash a succession of floor kickassery. Not enough for ya? You can also execute melee attacks in a far quicker fashion, and more importantly, they actually do something now. Oh, and the strafing speed has seen a slight increase as well, so that’s good.

Near the middle of the demo (it lasts about 15-20 minutes) you are given the chance to try out the game’s new and improved Zero-G exploration. Now Isaac can maneuver himself with his snazzy new suit, which I’m guessing can be upgraded to grant him that incredibly cool ability to fly faster than a speeding bullet, but alas, the demo only lets you experience basic Zero-G piloting.

Throughout the demo you’ll be introduced to a handful of the Necromorphs you’ll be encountering in the final game, some we’ve seen, many we haven’t (unless you’ve been keeping up to date with all the news that is). You also have a brief encounter with a boss who must be dispatched in a similar way that one of the recurring enemies in the first game required. Without giving too much away, the demo ends with a rather terrifying encounter with a loud creature at the end of what looks like an incredibly painful fall.

In the end, the Dead Space 2 demo is everything a good demo should be, it shows off many exciting features the final product will have and successfully gets us amped up for the game its advertising. The demo is a sampler platter, if you will, and a mighty tasty one at that.

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George A. Romero Foundation Founder Suzanne Desrocher-Romero Has Passed Away

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Suzanne Desroches-Romero and George A. Romero

All of us here at Bloody Disgusting are deeply saddened to learn that George A. Romero Foundation Founder and President Suzanne Desrocher-Romero has passed away.

GARF shared in a statement on socials, “It is with a heavy heart that we announce the passing of Suzanne Desrocher Romero. Suzanne passed away of natural causes on June 24 at her home in Toronto after a prolonged illness.”

The statement continues, “Suzanne was the fierce leader of the George A. Romero Estate and The George A. Romero Foundation. She worked tirelessly to preserve George’s legacy. Her work at the foundation will continue to inspire and live on for generations to come. The family asks for privacy at this time.”

Desrocher-Romero founded GARF in 2018, after her late husband’s passing in 2017, and has been a fierce advocate for his legacy and the arts. It was her mission to “strengthen horror as a serious field of global study,” and she was a tremendous fighter on behalf of Romero’s works and supporting new filmmakers inspired by his legacy.

It was Desrocher-Romero who spearheaded the recovery and restoration of The Amusement Park, and, as the person in charge of the George A. Romero estate, worked closely with author Daniel Kraus on completing unfinished novels like Pay the Piper and The Living Dead. She most recently celebrated the restoration of her favorite of Romero’s zombie films, Day of the Dead, and was hard at work producing the upcoming film Twilight of the Dead.

That passionate advocacy led to Suzanne Desrocher-Romero becoming family to Bloody Disgusting as well.

2023 marked the start of an ongoing partnership between Bloody FM and GARF on The Dead, a scripted audio series spanning multiple seasons that saw Desrocher-Romero working closely with the Bloody FM team and mentoring the series’s contributing writers with GARF. To say her loss will be felt internally is an understatement. 

“Anytime George Romero is mentioned is good, because what we are doing is to provide a healthy legacy. We’re uplifting his legacy, we’re supporting the archive, and we’re also supporting the Horror Study Center. So, all of these three things are what the Foundation is striving to do. As far as I’m concerned, the more we say George Romero’s name, the better it is,” Desrocher-Romero recently told BD. 

It’s the perfect encapsulation of her unwavering enthusiasm for supporting Romero’s legacy and the horror genre, and just a glimpse at how much she contributed to preserving it. She is, in short, an inspiration.

We send our deepest condolences to Suzanne Desrocher-Romero’s family, friends, and GARF.

 

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