

Originally a mute stand-in for the player, Isaac Clarke gradually gained a personality and voice starting in Dead Space 2, where the mental toll of his previous adventure starts to weigh heavily on him. Isaac Clarke is a game character that evolved in tandem with the series.

You could arguably shrink the scale of their presence to make practical effects more feasible, but it's a delicate balancing act in making Necromorphs as grotesque as possible while keeping their roots as cannon fodder for Isaac's improvised arsenal. They're hiding just about everywhere, waiting to swarm Isaac and whoever else they can find. Part of what makes Dead Space's horror so effective is just how calculating, intelligent, and numerous Necromorphs are. As a result, every battle is a chaotic mess of flailing body parts, primal screams, and writhing bodies.īut how do you translate that into a film? And how do you do it in a way that looks good? Even Dead Space's animated films had some trouble in keeping monster proportions consistent, to do so in 3D space with live actors would be a Herculean undertaking.

Directly above it, the phrase "CUT OFF THEIR LIMBS" scrawled in blood is the only hint they'll ever get in how to take them down. One of the most memorable scenes from the first Dead Space game is when the player retrieves their first weapon.
