While the game includes an option to increase the mouse sensitivity, it’s currently not high enough for my limited reach in these more expansive areas. Even though most shootouts happen in tight areas, occasionally Isaac needs to venture into large, open spaces. Therein lies my biggest barrier with Dead Space. Even during encounters where Isaac is in a larger room like an infirmary, I would simply run into a corner and wait for monsters to come to me, ensuring that I could accurately shoot their limbs. When you’re firing in an enclosed space, there’s less need to wrangle with the camera. Part of the appeal of Dead Space is the need to be precise with your shots, and Necromorphs can be taken down more easily if you shoot their limbs. Even though it’s relatively easy to become overwhelmed by enemies in tight spaces, it’s also more conducive to my needs to fight them. This design decision makes the game more approachable for physically disabled players. To further reinforce the feeling of dread, much of the game takes place within narrow hallways, pathways, and cramped rooms. Despite keeping in contact with your crew throughout the story, Dead Space’s missions and combat must be completed on your own. Isaac Clarke’s journey throughout the USG Ishimura is one of immense loneliness. Motive has made a clear effort to welcome an often-underrepresented group into the Dead Space experience, and hopefully other development teams will follow suit. Implementing these options doesn’t detract from the core themes of the game – fear, helplessness, and a general sense of isolation.
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