[Game: Dead Space 2, Visceral Games, 2011]
Deadened Space:

How Small Elements of Design, Optimization, and Polish Combine to Diminish Dead Space 2

 

Introduction:

I personally hold what seems to be an increasingly rare opinion among players of the Dead Space series: that Dead Space 2 is a noticeably worse work of art than the original Dead Space—a lesser work of horror as well as a lesser game in general.

But I must admit that, on first glance, it’s not remotely clear why anyone would hold my opinion. After all, nearly every element that hooked people into Dead Space, nearly every element that I praised in my own article on the game, remains present in the sequel: an engrossing and precisely tuned sound design, a plot that deftly blends sci-fi and body horror, a set of enemies who navigate through ductwork to ensure no space ever feels truly safe, a dismemberment-based fighting system that increases combat complexity while enhancing uncertainty regarding whether any given foe is deceased, a pacing that spaces out spans of tension with spans of relief, a combat system that straddles the line between being restrictive and being empowering, and an eschewing of a traditional HUD in favor of diegetic menus and indicators on and around the player-character’s suit.

Yet, for all that, I would still maintain that there has been a slight slide down the scales of quality from the first game to the second. After some careful consideration, I’ve come to a conclusion as to why this is. Frankly, I don’t think Dead Space 2 has any big, glaring problems that weigh it down. It remains a very solid follow-up to the original, and an entertaining, worthwhile experience. This is not a traditional review of the game, which would surely be much more favorable than what follows.

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[Game: Dead Space 2, Visceral Games, 2011]
Deadened Space:

How Small Elements of Design, Optimization, and Polish Combine to Diminish Dead Space 2

was last modified: October 5th, 2022 by Daniel Podgorski

[Game: Jak II, Naughty Dog, 2003]
Jak, Too:

Extolling the Virtues of Naughty Dog’s Second Jak & Daxter Title via an Unintuitive Analogy

 

Introduction:

For about a decade after I originally played it, Jak II was my favorite game. In the run up to its release back in 2003, I spent over a month convincing my parents (especially my violent-media-averse mother) that it would be alright for me to purchase the game, despite the fact that it would be rated ‘T for Teens’ and I would not quite yet be a teenager.

My ironclad arguments included that I had already played the T-rated games Ratchet & Clank and Tony Hawk’s Pro Skater 4; that Jak doesn’t get access to guns until partway through the game; that the enemies in Jak II simply vanish without any blood when killed; and that I had already completed its E-rated predecessor, Jak & Daxter: The Precursor Legacy. Ultimately, I doubt my folks were swayed by any of those arguments. Rather, they probably relented because I was almost a teen anyway, and I had demonstrated so extensively and so annoyingly the depth of my desire to play it.

In fact, I had not simply completed Jak & Daxter: The Precursor Legacy. I had one hundred percented it. And the game did not reward that effort with a chunk of additional gameplay, as had titles that I had previously one hundred percented (such as the entries in the original Spyro trilogy); instead, it simply provided a short, cryptic cutscene lightly teasing the inciting incident of Jak II. This may go some way to justifying my eagerness to play the sequel. Nevertheless, when I did finally get my hands on it, I was astonished by the quality of the game.

Jak II screenshot with piloting zoomer in slums - Naughty Dog, retrospective analysis, analogy, comparison

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[Game: Jak II, Naughty Dog, 2003]
Jak, Too:

Extolling the Virtues of Naughty Dog’s Second Jak & Daxter Title via an Unintuitive Analogy

was last modified: June 6th, 2025 by Daniel Podgorski

[Game: Pikmin, Nintendo, 2001]
Thinking, with Pikmin:

Why Pikmin‘s Campaign is Superior to Pikmin 2‘s Campaign (in Tone and Design)

 

Introduction:

Pikmin was one of the last few entirely original game concepts produced for Nintendo by Shigeru Miyamoto (the creator of Donkey Kong, Mario, Star Fox, The Legend of Zelda, and more), and it is certainly overshadowed by the worldwide phenomena of his earlier creations. Still, I feel that the original Pikmin is a tremendous game, well worth discussing, and is a very unique approach to the otherwise mostly warfare-focused genre of real-time strategy.

Dedicated readers of this series will probably find the title of this article oddly familiar. That is because it is almost identical to the title of an article I wrote previously about Valve’s Portal franchise. I couldn’t help but notice the similar thesis here, where I am saying that the campaign of a sequel to a distinctive and well-known title is weaker than the original, against the critical consensus, and on the basis of both tone and design. But in this case, I feel that the quality difference is much more pronounced. Whereas I consider Pikmin to be an excellent game deserving of classic status (like both Portal and Portal 2), I find Pikmin 2 to be a stale, stilted, and even at times boring game to play.

The nature of this article is such that it requires spoiling plot details of Pikmin and Pikmin 2, so you should only continue reading after this paragraph if you do not mind spoilers or have already played the games.

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[Game: Pikmin, Nintendo, 2001]
Thinking, with Pikmin:

Why Pikmin‘s Campaign is Superior to Pikmin 2‘s Campaign (in Tone and Design)

was last modified: January 26th, 2022 by Daniel Podgorski

[Game: Dark Souls, FromSoftware, 2011]
Unchosen Undead:

A Thorough Existentialist Philosophical Analysis of FromSoftware’s Original Dark Souls

 

Introduction:

Dark Souls, FromSoftware’s dark fantasy masterpiece, is a seemingly impenetrable work from an interpretive and thematic standpoint. First, famously, much of its worldbuilding and story can be reached only by careful attention to environmental set pieces, optional character interactions, and item descriptions. Second, and more of an obstacle for our present analytical purpose, Dark Souls is a game which seems to be about death, decay, and annihilation—but which is simultaneously a game starring a prophecy-driven character who survives death, and in which souls are demonstrable realities.

But would-be Souls scholars should not despair. As for the subtlety and density of its worldbuilding, this is no rarity in the wider world of art. While it’s nowhere near as complex as a Modernist novel, I would contend that Dark Souls is similarly rewarding to careful study as are, for instance, the works of Virginia Woolf and James Joyce. So, obviously I don’t consider the difficulty of accessing its story to be an insurmountable detriment. And as for the seeming thematic contradictions of the game, these are not intractable.

A reading of Dark Souls as being in conversation with the canon of existentialist philosophical thought yields a relatively straightforward path toward interpretation: Dark Souls, especially through its story and gameplay mechanics, is an allegory for the human condition in an entropic universe with no inherent meaning. That might seem vague and insubstantial, but hereafter I intend to provide support for it (and eventually specificity) through careful attention to both the game and the relevant philosophy.

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[Game: Dark Souls, FromSoftware, 2011]
Unchosen Undead:

A Thorough Existentialist Philosophical Analysis of FromSoftware’s Original Dark Souls

was last modified: December 9th, 2023 by Daniel Podgorski

[Game: Portal, Valve, 2007]
Thinking, with Portals:

Why Portal‘s Campaign is Superior to Portal 2‘s Campaign (in Tone and Design)

 

Introduction:

I think it’s fairly trivial to say that Portal is a significant and influential franchise, and that both titles in the series are excellent experiences well worth the time of any player. In fact, I would go so far as to say that the original Portal is such a cohesive and nearly flawless gaming experience that it should be remembered alongside such other towering encapsulations of solid game design and execution as Shadow of the Colossus, the original Half-Life, and the first entry of the Dark Souls trilogy.

But my praise for Portal 2, while still extensive and enthusiastic, is simply nowhere near as unmitigated or unending as my praise for Portal. In terms of its narrative, Portal 2 opted for a lighter tone, with a heavy emphasis on blatant comedy which marred the established atmosphere of Portal and the established character of GLaDOS. Meanwhile, in terms of gameplay, Portal 2‘s single-player campaign opted for easier puzzles overflowing with a large number of lightly utilized new mechanics.

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[Game: Portal, Valve, 2007]
Thinking, with Portals:

Why Portal‘s Campaign is Superior to Portal 2‘s Campaign (in Tone and Design)

was last modified: October 24th, 2024 by Daniel Podgorski