As Isaac Clarke, players will navigate their way through the terrifying USG Ishimura inDead Space.This horror titleproves that survival is an instinct, as Isaac Clarke will do anything to escape the ship and leave the Ishimura for the dead and the damned, even if that means killing them again and again.

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There are plenty of horrors awaiting players inDead Space, and as a standalone game, it’s a great entry into the classic trope of sci-fi horror. However,Dead Spacereceived numerous sequels, yet, despite the years between them, the originalDead Spacestill does things better than its sequels.

6World Building

It’s always a gamble for a brand-new franchise to create.Dead Spacewas a new property that brought some great things into the gaming world.From Plasma Cutters, RIG Suits, and Necromorphs. WhatDead Spaceaccomplished with its world-building is brilliant on many levels and has been the inspiration toother sci-fi horrors since.

Without what the originalDead Spacebrought to the scene, the game series would never have embarked in the direction that it did. The game created an iconic look for its character and an iconic weapon and only built on top of that for the sequel. The first is always the best when it came to givingDead Spaceits identity.

isaac clarke in a scary room

5Suspense

Many didn’t know what to expect when they first landed on the USG Ishimura. What awaited them was a nightmare of epic proportions. The suspense in the originalDead Spaceexceeds the sequels for the unexpected. The sequels had an element of knowledge about them. Players were aware of corridors and vents, whereas the originalDead Spacehad the element of surprise. It was brand new.

Not only were players not able to tell when an attack was coming from aterrifying Necromorph, but the fact that they were on an abandoned and bloodied space station, with a sound design to make the skin crawl bolstered the horror elements of this suspenseful game.

isaac clarke in corridor with plasma cutter

4Lighting

Lighting is a very crucial element to video games, but to horror in particular. Obscuring certain elements gives in to players’ paranoia as they walk through corridors with poor lighting or flickering lenses. Lighting can be used as a great tool for fear, andDead Spaceexcels at it.

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The lighting in the originalDead Spacewas revolutionary, and it further added to just howalone and scaryDead Spacetruly was. Players would lurk across corridors, scared to dare take another step because of the flickering lights that may obscure the Necromorph heading towards them.

3Self-Contained

By no means isDead Spacea simple story, but when compared to its sequel, it seems to keep itself contained within its journey. Some may argue thatDead Spacedoes indeed set up a story, but theending can easily be leftas a standalone thing, something that shows Isaac Clarke’s fear as he escapes or begs the question if he ever escaped at all.

When it came time for theDead Spacesequels, it seemed that cliffhangers were the inevitable way to drive up audience demand for new games. Sequel bait can sometimes be a good thing, but in the originalDead Space, there was no need. There was something much scarier, not knowing if the story was truly over or not, and the debate on whether Isaac Clarke managed to survive hisdeathly encounter with the Necromorphs.

isaac clarke using a flamethrower

2Fear Of The Unknown

BecauseDead Spacewas an original IP, it created many of the beloved and disgusting Necromorphs that returned for the sequels. It felt as if every chapter would throw something new, grotesque, and straight-up murderous at the player, whether it was a grueling and intense boss fight or a brand new enemy type that forced the player to change their playstyle.

The complete fear of a new enemy being around the corner meant that players had to improvise and adapt and hide intheir RIG suit. This was rarely considered for the sequels, as enemies past the originalDead Spacewere more or less the same, and players knew how to deal with them. Shoot off those disgusting limbs.

isaac clarke being killed by a necromorph

1Silent Protagonist

Consider it an upside thatIsaac Clarke is left without a voicein the originalDead Space. Although Gunner Wright’s performance in the sequels makes the character feel alive, the lack of a voice for the first game adds to the immersion. Players are put into the shoes of a voiceless character, thus becoming this character.

Isaac Clarke’s grunts and erratic breathing as he stomps on Necromorphs and is stabbed is exactly how gamers playing would react. With maybe a tad bit more fright or tears. By giving Isaac no voice, theDead Spaceteam gave him the voice of the player, adding to the level of immersion players will feel through this tense horror title.

isaac clarke shooting a necromorph

Dead Spaceis available now on PC, PlayStation 3, and Xbox 360. A remake of the game is currently in development for PC, PlayStation 5, and Xbox Series X/S.

isaac clarke punching a necromorph