Table of Contents

Critique

The game is iconic but suffers from the drawbacks of early FPS games with some flaws that are hard to forgive (nostalgia destroyer ahead):

Save File

The following is a completed game save file for Dead Space (not the 2024 Dead Space remake but the original game):

the save game file unlocks the "impossible mode" along with some bonus extras, such as credits and others.

Dealing with Necromorphs

This game is extremely easy is if you understand the simple rule that any mobs should be exclusively shot in the limbs (excluding the head) and that any other target will simply not cause any significant damage.

Even when dealing with mobs never met before and that might look like they do not have limbs, just try the extremities, tentacles, ropes, etc., instead of trying to core head-shots or shooting the centre mass.

Having said that, even the most basic weapon, the plasma cutter, with its extremly low fire rate can be used to complete the entire game. It's either shooting off limbs, or some puzzle-scripted boss where the weak points are already highlighted for you.

Killing Wall Necromorphs

Necromorphs that are attached to the wall are very misleading in terms of how they can be killed. The impulse is to headshot, to shoot the large belching belly or to shoot the hole in their chest but all those points do absolutely nothing in terms of damage.

The key is to shoot the tentacle tips, and even with just 1 shot, the tentacles will just rip off.

Alternatively, with the right timing, a flammable canister can be thrown at the necromorph right before engaging in battle and it might explode and blow off all the tentacle tips at once, which is what the video clip is meant to illustrate. Incidentally, the game tends to place flammable canisters right in the proximity of wall necromorphs so more than likely this is the way they are meant to be killed.

Surviving the Arena in Chapter 9 "Dead on Arrival"

The arena is an area where the game locks the player in a large corridor and starts to spawn various types of mobs leaving the player little room for escape. Intuitively, the scene should be played by running and gunning but there is a small game anomaly that will allow the player to easily survive the sequence.

Judging by the quest indicator, the player is supposed to follow the path through the very same door that they entered the scene, and the trick is to hug the left-most wall right at the entrance without advancing, on the opposite side where the game expects the player to be. It might be a small pathfinding exploit, but it looks like the mobs are confused about where the player is and just go back and forth between the two lanes separated by pillars which allows for enough time for the player to pick them off one by one.

Ammo Retention and Avoiding Fights

The game does its best even on the standard "Medium" difficulty setting to provide the player with sufficient ammo. However, it might just so happen to run out of ammo. One solution is to exploit the game spawning / despawning cycle in order to avoid consuming ordinance.

A good example is the wall necromorph that spawns a bunch of smaller aliens with a single tentacle from time to time up to filling an entire room with them. Instead of wasting ammo to kill all of them, one solution is to simply backtrack because after a sufficient distance, the game will despawn the mobs.

Lots of mobs and useless fights can just be avoided that way by ignoring them, slowing them down, running past them and through to the next door. Doors are somewhat special in the game in that they seem to fence in mob pathways such that even if the player is standing close to the door to a room, some mobs inside the room might just end up avoiding the player completely or if they come close tot the door, turning around, going inside the room again and not pursuing.

Another ammo retention tactic is to shoot off the limbs of corpses due to one mantra-like mob being able to reanimate dead bodies into necromorphs but will also avoid corpses without limbs.

Weapons

Interestingly, and perhaps connected to ammo retention, more experienced players might have the impulse to not purchase any weapons other than what is necessary on the premise that ammo is scarce and hence spreading out is a bad idea. However, the game seemingly dumps ammo according to the weapons that the player possesses, such that, counter-intuitively to prioritization games, the ideal tactic is to just purchase every single weapon within the store and that also becomes a way to avoid running out of ammo.