554:, and after a harrowing collision with a debris field, Clarke and the EarthGov soldiers make it aboard. Clarke clears the ship of necromorphs to find Langford and the remains of her crew still alive. They learn that Tau Volantis is the Marker homeworld, and that previous efforts have been made to find a Machine along with a Codex that can control this machine. Traveling to the planet's surface, pursued by Danik and Unitology-aligned soldiers, Clarke, Langford, and Carver discover an alien that contains the Machine, and that the planet's moon is actually a giant necromorph, kept asleep by the transmission of the Machine. By using the Codex, one can turn the Machine off, which will wake the necromorph via the signals sent by the Markers and initiate Convergence, where it will absorb the city and seek others to absorb into itself. Danik manages to deactivate the Machine but is killed as the city is pulled off the planet towards the necromorph. Clarke and Carver reactivate the Machine and deactivate all the Markers, while Langford manages to escape safely.
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capture and recording equipment for his facial expressions and body gestures; he was occasionally shown animated snippets of in-game scenes in between filming takes to provide further context for his performance, which served as the basis for the character's in-game actions. Wright said the role appealed to him, as he liked portraying ordinary and relatable characters who find themselves forced into extreme circumstances. Wright remarked that he is not a gaming enthusiast or gamer himself, though he set a high standard for himself when playing Isaac and took it as seriously as any other acting role. A scene where Isaac locks Ellie into a ship which carry her to safety against her consent resonated with Wright from an acting perspective, which he described as "emotional and pivotal". He remarked that fan feedback on social media towards his portrayal of the character had been positive, and noted that there are gamers who want a deeper story and well written characters for their video game experiences.
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suicide out of desperation and that Isaac has been interacting with an apparition all along. Daniels is killed by the "Hive Mind", a large creature which had been directing the
Necromorphs throughout the game, before she could escape with the Marker. After Isaac defeats the Hive Mind, he flees in Daniels' shuttle and allows the Marker to be destroyed along with the colony facility through a sabotage he had initiated earlier in the narrative. En route back to Earth, Isaac deletes his video of Nicole after coming to terms with the truth about her fate. He then experiences a hallucination of being attacked by a reanimated Nicole, showing the influence of the Marker on Isaac is still there and will continue to haunt him for the foreseeable future.
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758:, is "perfect" for conveying psychological horror. On the other hand, Gilbert found the hallucinations a little repetitive by the end of the story. The character's voice acting was also lauded by reviewers like Schiesel and Gilbert, which they found helpful in facilitating a more empathetic connection to the character. Wilson praised Gunnar Wright's portrayal of Isaac, giving players a "more complete character" with emotions and a moral compass. Mason welcomed the decision to give Isaac a voice and some agency over his own destiny, albeit as an emotionally fragile protagonist, noting the cathartic revisit to the
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543:, Isaac is recruited by two EarthGov soldiers, Capt. Robert Norton and Stg. John Carver, who came looking for him to find Ellie who has gone missing. They are attacked by a faction of Unitologists known as The Circle led by Jacob Arthur Danik, who activates explosives to destroy a local Marker confinement facility and expose its deadly signal, which causes another Necromorph outbreak to occur. Isaac escapes the moon with Norton and his group, and they eventually trace Ellie's coordinates to a series of derelict space vessels orbiting the remote
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271:. Art director Ian Milham emphasized that Isaac is ill-prepared for combat and the suit he wears, though bulky by design, is not designed to help him withstand physicality but to help him lift objects. His relatability is important for the team to manage the tension with the player, and to reinforce feelings of vulnerability and the brutality of Isaac's actions when he dismembers his enemies with his mining tools in order to survive.
401:, the setting of the first game. Boyd noted that a jump scare scene, which replicates the sound effects of the Hive Mind ambushing Isaac from the first game and prompts an emotional response from the character, was intended to prompt players to question whether Isaac can trust his own perceptions due to his blurred distinction between reality and imagination as a result of the recurring hallucinations.
361:, Isaac is seen outside of his RIG suit during the prologue section, and does not speak except for grunts and other sounds; his face is also revealed in the game's ending cutscene where he removes his RIG helmet. This iteration of the character is essentially a cipher for the player to immerse themselves in Isaac's horrific experiences and feel like him. Schofield wanted Isaac to be like
539:, Isaac and Ellie had developed a romantic relationship and were living on a colony in Earth's moon. The relationship eventually broke down as Isaac has severe mental distress and trauma due to his prior experiences, with Ellie resolving to leave Isaac as she wants to discover the origin of the Markers and stop the Necromorph scourge once and for all. During the opening sequence of
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red if Isaac dies from his wounds, with the player only seeing parts on his back. The RIG was created out of the necessity to keep the player immersed. A team member was inspired by a personal observation of HUD info displayed on the back of a scuba diver's suit in real life. Dino
Ignacio, who served as Visceral Games' lead UI designer, contrasted their design philosophy for
434:. The developers wanted to strike a balance between remaining true to the original tone of the game, and giving his personality more depth. Isaac will now occasionally speak under certain conditions: the character will respond with dialogue when spoken to, as well as in instances where it would be awkward if he had remained completely silent.
826:" of Isaac's numerous death scenes, as well as the fragility of his existence and the degree of protection provided by his suit in the face of the Necromorph threat. Carr highlighted that the game's narrative simultaneously engage players, through Isaac as an avatar, visions of abject disability and affirmations of competence.
155:, horrendous undead creatures unleashed by a mysterious alien artifact known as a Marker. Subsequent sequels follow Isaac's struggle to cope with the alteration of his mind by the Marker in the first game, as well as his journey to uncover the origin of the Markers and the source of the Necromorph outbreaks.
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521:), they soon learn that they both had alien codes implanted in their brains by their respective contacts with the Markers, and the Sprawl Director, Hans Tiedemann, under direction from EarthGov, has used this information to construct a Marker aboard the Sprawl, which instigates a Necromorph infestation.
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the Marker. The Marker mentally tries to have Clarke complete
Convergence by linking with his mind, but Clarke fights back to remove the Marker's imprints within his mind. The Marker goes dead, and Clarke escapes with the help of Ellie Langford, a pilot who aided his fight, before the Sprawl explodes.
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found the game's cast of characters to be underdeveloped and lacking in personality. For
Zimmerman, Isaac in particular was the "most tragic example of unrealized potential", as players know nothing about him except for hints of a history behind his relationship with Nicole, which was teased numerous
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Stross is eventually overcome by dementia, forcing Clarke to kill him, but not before learning where
Tiedemann's Marker can be found. His hallucinations of Nicole continue, and she further instructs him on how to progress and find the Marker. Clarke eventually defeats Tiedemann and makes contact with
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where he appeared to have his own thoughts and opinions, in contrast to the first game where he is constantly strung along on instructions from other characters to complete tasks. Compared to Isaac's lack of agency in the first game, Gilbert enjoyed watching the character grow over the course of the
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Isaac was not originally envisioned to be capable of running as the first game's design team wanted to maintain a measured pace for the character, but negative feedback from focus testers convinced them to relent on their insistence that he should not run in order to conform to what they believed to
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Isaac's engineering suit, known in-universe as a
Resource Integration Gear (RIG), is the spacesuit he wears as a playable character in video games. Whenever Isaac takes a significant amount of damage, a glowing bar on the back of his suit would deplete from green in full health, all the way towards
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remarked that for many players, including reviewers like himself, Isaac being reduced to a "glorified and mute errand boy in the first game was a huge sticking point". Heather
Alexandra observed that since Isaac is silent and does not overtly display any personality traits, players learn about him
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and convinces him to destroy the Marker, but mysteriously disappears once Isaac acquires and tries to send off the Marker. Daniels later betrays Isaac and reveals that not only is she a double agent secretly instructed by EarthGov to retrieve the Red Marker, but that Nicole had already committed
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onwards designed to match Wright's facial features. To prepare for the role, Wright was provided with drawings, concept art, back story and notes about the character in addition to the game's script. During the motion capture process, Wright wears a lycra suit and a headband attached with motion
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represents an ideological implication which reasserts the "superiority of western culture over premodernity and nature", conveyed through the illusion of realism employed by the game and reinforced by the narrativization of the game mechanics that govern the player's control over the playable
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executive producer Steve
Papoutsis explained that the decision was born out of the desire to enhance the game's believability as an evolution based around what the story required, and that they were careful and deliberate about when he speaks. Papoutsis explained that while Isaac had no one to
345:, where Isaac built an improvised weapon from a flashlight and a surgical tool to fend off an enemy, was used as the reference point for its sequel's crafting system. In retrospect, Ben Wanat, who was creative director of the series, felt that the crafting system implemented in
473:, Isaac takes instructions from Hammond and Kendra to investigate the ship's conditions and perform any necessary repairs, but is separated from the rest of the crew when they are ambushed by Necromorphs. To defend himself and survive, Isaac has to rely on his suit's in-built
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through his signature Plasma Cutter. As it requires concentration and precision for effective use in combat, Alexandra interpreted Isaac as an individual who is misplaced but dangerous, like the Plasma Cutter, and that he manages to succeed through ingenuity and grit.
465:, a large mining ship assigned by C.E.C to perform an illegal strip mining operation on the planet Aegis VII, for a search and rescue missions. He is motivated to participate after receiving a cryptic message from his ex-girlfriend Nicole. Upon a rough landing by the
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as an example of how the level's foreboding ambience and music parallels the character's journey into the depths of his own tortured psyche; the early minutes of the level involve Isaac descending numerous elevators, ramps and stairs to reach a section of the disused
180:. Isaac's engineering spacesuit is originally designed around the concept of immersing the player in the character's experiences, with the UI of the video games deliberately integrated behind the suit as part of the developers' diegetic design philosophy. Initially a
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converse with for most of the first game, he has more extensive interactions with other non-player characters for its sequel, and that it would make sense for him to vocalize the horrific experiences he had endured. Milham conceded that giving Isaac a voice for
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character. Within this context of underlying colonial discourse, Nae explained that the game depicts a civilizational conflict between Isaac, who represents "the rational enlightened white male", and the monstrous, irrational
Necromorphs which represent "the
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DLC, both men survived the battle against the
Brethren Moon, but discover that the other Brethren Moons are on course to Earth and arrive there just as the planet is being attacked. One of the Moons crashes into their ship, leaving their fates unknown.
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praised the writers and designers at Visceral for their commendable effort in humanizing Isaac and lending pathos to his narrative, so much so that he reveals himself to be a character deserving of empathy by the end of the story. Henry Gilbert from
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staff considered his inclusion in their "30 characters that defined a decade" feature in 2010, with Ben Reeves lauding his in-universe role in battling the spread of the Necromorphs. Isaac was featured in a 2008 article as one of the characters
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ranked Isaac 22nd on a 2012 list of the best heroes or protagonists in games, 30th in a list of the 50 best game characters of the seventh generation, and several other character lists. Although Clarke ultimately did not make the cut,
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allowed the developers to explore the character's deteriorating mental health as part of the gameplay atmosphere and integrate it with the overarching narrative. Visceral's audio director, Andrew Boyd, brought up "Chapter Ten" from
703:, G. Christopher Williams praised Isaac's depiction as a working class hero, who acts out the role of "an intergalactic maintenance man" in a narrative that "finds heroism in doing real work". In retrospective commentary about
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fast enough while the player is running, which necessitated numerous design adjustments across the length and breadth of the game's development. A scene which involved Isaac being dragged through a level by a large tentacled
233:, and a compelling character in his own right as depicted in its sequels & its 2023 remake. The character is also the subject of discussion in academic papers which explore and analyze the series' underlying themes.
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Isaac Clarke has been subject to various merchandise and promotional material. Action figures, figurines and statues of the character were produced as part of the marketing campaigns and licensed tie-ins surrounding
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game, from barely gets out of his trauma and holding onto the smallest sliver of hope, to finally finding confidence and a higher purpose outside of being a mere survivor. In this context, Glbert compared Isaac to
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franchise, noting the similarities in their character arcs from "scared victim to tough ‘morph killer" in the respective sequels to the originating works where they are the protagonists. Mike Wilson from
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299:; all non-diegetic user interface (UI) information was built onto the RIG suit in order to reinforce the immersive experience and avoid cluttering the screen with information like the UI of
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was a creative risk, but believed that this was necessary as the story of the series going forward required the character to be placed in a more proactive role as a character with agency.
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ranked Isaac sixteenth on a list of "badass" character in video game history, and the aesthetics of his helmet praised in a list of "The Coolest Helmets and Headgear in Video Games" by
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151:, which is the last known whereabouts of his ex-girlfriend Nicole Brennan who had sent a brief transmission to him. Once on board the derelict vessel, Isaac finds himself beset by
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818:" that must be subdued by Isaac with the assistance of synthetic, man-made means. In her paper which focuses on representations of able bodies and disability within the first
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341:, the developers wanted to emphasize Isaac's background and skills as an engineer by developing a comprehensive weapon crafting and upgrade system. The opening scene from
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Several sources described Isaac as a fan favorite, and the character continues to be referenced in popular culture, such as fan art, cosplay and unofficial merchandise.
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said Isaac's hallucinations of Nicole as a vehicle of his lingering guilt over her fate, which happened because he pushed her to accept a position on the
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for the best or most popular characters in the video game industry. Both iterations of the character have received positive commentary: an engaging
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out of their exuberance to lean into Isaac's technical background undermined the synergy that made the weapons special in its predecessors.
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Isaac has received varied commentary for his depiction throughout the video game series. In an otherwise positive review of the first
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371:, another silent protagonist who would not talk, but at the same time not coming across as someone who always just takes orders. For
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systems engineer, he is initially contracted by the Concordance Extraction Company (C.E.C) to join the crew of its maintenance ship
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667:. A live-action trailer starring Gunner Wright as the character was released by Electronic Arts in January 2013 to promote
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be a staple trope of survival horror. However, Isaac's running capability had an impact on the effectiveness of enemy
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Carr, Diane (2013). Jeffrey Wimmer; Konstantin Mitgutsch; Simon Huber; Michael G. Wagner; Herbert Rosentingl (eds.).
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628:, dressed in the arctic suit variant of his RIG armor. On January 23, 2023, to promote the upcoming release of the
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2337:"Mission Objective: Carry the White Man's Burden to Outer Space – The Gamification of Colonization in Dead Space"
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Isaac eventually encounters Nicole, who tells Isaac that the Marker is the source of the infection on board the
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Cosplayer portraying a variant appearance of the character's RIG suit and wielding a Plasma Cutter replica
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507:, Isaac is a patient in a mental hospital on the Sprawl, a space station in orbit around what is left of
2472:. New Academic Press. Bodies, augmentation and disability in Dead Space and Deus Ex: Human Revolutions.
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Habel, Chad; Kooyman, Ben (2014). "Agency mechanics: gameplay design in survival horror video games".
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1025:"Deliberately diegetic: Dead Space's lead interface designer chronicles the UI's evolution at GDC"
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into an improvised weapon, but later gains access to weaponry like pulse rifles and plasma guns.
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would like to see in a fighting game, which materialized with the release of a DLC pack for
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Gunner Wright portrayed Isaac Clarke and was the model for the character's appearance from
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The character has been the subject of discussion by academic sources. Andrei Nae from the
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performance for the character. He has featured in several other video games, from minor
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Isaac has been received positively, with placements on several top characters lists by
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times throughout the game only to culminate in a "disappointing payoff". Writing for
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systems engineer, someone who would be terrified of the horrors he encounter on the
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1604:"Europe getting Dante's Inferno 'Death Edition,' includes playable Isaac Clarke"
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622:. The character appears as a playable character in the crossover fighting game
588:. A full character model for Isaac Clarke is available as a guest character in
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monster known as the Hive Mind was noted as the most challenging aspect of the
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The character's fully voiced iteration and more fleshed out personality in
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franchise, which form a trilogy from the titular 2008 video game to 2013's
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2273:"16. Issac Clarke — The 50 Most Badass Video Game Characters Of All Time"
1538:"Dead Space Remake Gave Isaac A Voice, But Only Under Certain Situations"
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461:, led by Kendra Daniels and Zach Hammond. The Kellion is en route to the
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1231:"The Reason Dead Space 2's Once Muted Isaac Clarke Suddenly Has A Voice"
135:(2008) developed by EA subsidiary EA Redwood Shores, which later became
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2045:"A Decade On, 'Dead Space 2' Remains Its Generation's Top Horror Title"
1858:"Incredible Dead Space Cosplay Even Animates Isaac's Iconic Health Bar"
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375:, Visceral Games decided to make Isaac a fully fleshed out character.
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1193:"Dead Space proved that in horror games, bigger isn't always better"
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This article is about the Dead Space character. For other uses, see
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creator and executive producer Glen Schofield gave the character a
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263:. For its player character, the team envisioned Isaac Clarke as an
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Context matters! Exploring and reframing games and play in context
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was cast as Isaac Clarke, with the character's in-game model from
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using a modified version of the same game engine it used for the
1635:"Isaac, Zeus and The Unfinished Swan Join PlayStation All-Stars"
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847:"Dead Space was built from the bones of Tiger Woods PGA Tour"
2423:"Dead Space 3's Isaac Clarke as 'the reluctant participant'"
2155:"The Top 7... Most badass game characters of the generation"
1058:"Dead Space Makes Strategic Dismemberment A Community Event"
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alleged that Isaac's defeat of the Necromorphs in the first
1982:"What Makes Dead Space's Plasma Cutter Such A Great Weapon"
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after being mined by humanity. His shuttle, along with the
1732:"Dead Space 3 Launch Trailer: Now With More Gunner Wright"
1571:"Battlefield Hardline Will Feature Dead Space Easter Eggs"
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Fictional characters with post-traumatic stress disorder
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that adds him as a playable character in 2013. In 2013,
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The character has appeared in numerous character lists.
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has had a mostly positive reception. Seth Schiesel from
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references of the character and various elements of the
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preferred Isaac's more substantive characterization in
1792:"Nothing Says Dead Space Like Papier-Mâché Knee Pads"
1699:"Dead Space 3's Isaac Clarke Stands 12.5 Inches Tall"
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Glen Schofield created the character of Isaac Clarke.
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Isaac Clarke as depicted in promotional material for
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The International Journal of Computer Game Research
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1666:"Deluxe, Light-Up Dead Space 3 Isaac Clarke Figure"
1359:"Gunner Wright, The Newfound Voice of Isaac Clarke"
2128:"The Top 7... Mentally damaged characters we love"
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2306:"The Coolest Helmets and Headgear in Video Games"
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1229:Posted March 31, 2010 - By pklepek (2010-03-31).
635:, Isaac Clarke was added as a cosmetic outfit to
574:media appearances in other video games. Numerous
430:Wright reprised the role of Isaac Clarke for the
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2242:"Players Wanted: Ultimate Fighting Game, Part 2"
1323:"Dissecting Dead Space 2's most memorable level"
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1130:"Visceral had some cool ideas for Dead Space 4"
16:Protagonist of the Dead Space video game series
2077:. GamesRadar. November 9, 2012. Archived from
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1825:"Does Anyone Want To Dress Like Isaac Clarke?"
1093:"Dead Space 3 | Weapon Crafting Gameplay"
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1168:"Dead Space 2 Revives Isaac Clarke - Review"
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1891:"You Can Now Dress Just Like Isaac Clarke"
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2182:"The Top 7... disastrous game romances"
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1980:Alexandra, Heather (October 13, 2018).
1930:from the original on September 28, 2021
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1951:"Isaac Clarke: Intergalactic Handyman"
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1602:McElroy, Griffin (December 13, 2009).
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570:Isaac Clarke was featured in numerous
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2285:from the original on February 5, 2013
2252:from the original on November 6, 2012
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1633:Moriarty, Colin (February 27, 2013).
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1569:Moser, Cassidee (February 26, 2015).
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822:, Diane Carr analyzed at length the "
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2378:"Ability, Disability and Dead Space"
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2240:Schedeen, Jesse (October 15, 2008).
1823:Plunkett, Luke (February 21, 2011).
1790:Plunkett, Luke (February 23, 2011).
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1697:Plunkett, Luke (December 18, 2011).
1550:from the original on August 31, 2021
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999:from the original on January 8, 2019
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2750:PlayStation All-Stars Battle Royale
2161:from the original on April 27, 2022
2126:Cooper, Hollander (June 23, 2012).
2107:from the original on 29 August 2021
2055:from the original on April 20, 2021
2016:Gilbert, Henry (January 26, 2011).
1922:Zimmerman, Conrad (June 23, 2012).
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1757:Plunkett, Luke (October 14, 2011).
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1536:Winslow, Jeremy (August 31, 2021).
1154:
985:Hutchinson, Lee (January 9, 2019).
784:PlayStation All-Stars Battle Royale
625:PlayStation All-Stars Battle Royale
453:, where he is introduced as a ship
209:PlayStation All-Stars Battle Royale
206:appearances in video games such as
147:on a search and repair mission for
13:
2789:Fictional characters with dementia
2415:
2400:from the original on June 25, 2021
2271:Avellan, Drea (February 1, 2013).
2024:from the original on June 24, 2021
1994:from the original on June 24, 2021
1961:from the original on June 24, 2021
1942:
1903:from the original on June 24, 2021
1837:from the original on June 24, 2021
1804:from the original on June 24, 2021
1771:from the original on June 24, 2021
1738:from the original on June 24, 2021
1711:from the original on June 24, 2021
1678:from the original on June 24, 2021
1645:from the original on June 24, 2021
1583:from the original on June 24, 2021
1514:from the original on June 24, 2021
1478:from the original on June 24, 2021
1442:from the original on June 24, 2021
1406:from the original on June 24, 2021
1335:from the original on June 21, 2021
1217:
1191:Marshall, Cass (13 October 2018).
1166:Schiesel, Seth (1 February 2011).
1142:from the original on July 13, 2018
1070:from the original on June 24, 2021
1011:
957:from the original on June 24, 2021
859:from the original on June 24, 2021
845:Horti, Samuel (October 13, 2019).
835:
648:
14:
2885:
2207:Bertz, Matt (November 19, 2010).
2188:from the original on May 19, 2014
2180:Meikleham, Dave (June 23, 2012).
2134:from the original on May 19, 2014
2043:Wilson, Mike (January 25, 2021).
1870:from the original on 23 June 2021
1498:"Questions with Gunner Episode 3"
1462:"Questions with Gunner Episode 1"
1426:"Questions with Gunner Episode 2"
1390:"Questions with Gunner Episode 4"
1357:Cj Melendez (February 25, 2011).
1205:from the original on 24 June 2021
1180:from the original on 9 June 2021.
1109:from the original on 28 June 2021
1037:from the original on 2 April 2013
762:as a highlight of his narrative.
565:
2440:
2075:"100 best heroes in video games"
1924:"Destructoid review: Dead Space"
1889:Plunkett, Luke (March 6, 2013).
1361:. Hellrising.com. Archived from
1321:Mason, Graeme (March 11, 2021).
109:is a fictional character in the
2304:Meli, Marissa (March 4, 2011).
2297:
2264:
2233:
2200:
2173:
2146:
2119:
2103:. GamesRadar. 11 October 2013.
2093:
2067:
1915:
1490:
1454:
1418:
1294:from the original on 2015-07-09
1128:Makar, Connor (July 13, 2018).
1056:Lester, Jeff (August 7, 2008).
928:from the original on 2008-09-24
898:from the original on 2022-04-24
882:"Dead Space Developer Diary #9"
528:
496:
2849:Male characters in video games
2553:
1730:Adam Beck (January 28, 2013).
1664:Struan, John (July 10, 2014).
1049:
939:
909:
437:
236:
1:
2376:Carr, Diane (February 2014).
1856:Lee, Jonathan (4 June 2021).
829:
442:
202:references to fully playable
184:, Isaac is fully voiced from
21:Isaac Clarke (disambiguation)
2844:Horror video game characters
2814:Fictional lobotomised people
2501:10.1080/14626268.2013.776971
1759:"Dead Space, Meet Daft Punk"
1023:Tach, Dave (31 March 2013).
674:
352:
7:
947:"Hit List - Glen Schofield"
800:
125:. He was introduced as the
10:
2890:
1926:. Destructoid. p. 2.
190:onwards by American actor
18:
2834:Fictional monster hunters
2736:
2707:
2687:
2662:
2632:
2623:
2563:
2184:. GamesRadar. p. 2.
2130:. GamesRadar. p. 2.
2020:. GamesRadar. p. 2.
1949:G. Christopher Williams.
916:Eddy, Andy (2007-10-09).
654:Promotion and merchandise
121:, owned and published by
96:
86:
76:
63:
46:
36:
31:
2839:Fighting game characters
2829:Fictional sole survivors
597:NBA Jam: On Fire Edition
481:abilities and adapt his
432:remake of the first game
2874:Video game protagonists
2354:10.24193/ekphrasis.20.9
807:University of Bucharest
591:Tiger Woods PGA Tour 10
535:Prior to the events of
313:artificial intelligence
223:video game publications
2784:Dead Space (franchise)
2653:Dead Space: Liberation
684:
638:Fortnite Battle Royale
582:games were include in
413:
246:
215:Fortnite Battle Royale
2762:The Callisto Protocol
2678:Dead Space: Aftermath
2018:"Dead Space 2 Review"
717:Isaac's iteration in
682:
518:Dead Space: Aftermath
407:
244:
2819:Fictional machinists
2671:Dead Space: Downfall
2443:"Isolation Chambers"
2335:Nae, Andrei (2018).
2221:on November 28, 2020
1365:on February 28, 2011
1278:"Evolution of Story"
707:, Graeme Mason from
585:Battlefield Hardline
259:Tiger Woods PGA Tour
158:Named after eminent
2824:Fictional mechanics
2804:Fictional engineers
2455:on January 24, 2011
2081:on January 15, 2013
1241:on January 12, 2013
894:. 27 October 2008.
26:Fictional character
2869:Video game mascots
2646:Dead Space: Martyr
2489:Digital Creativity
2209:"The Snubbed List"
2049:Bloody Disgusting!
1734:. Hardcore Gamer.
1173:The New York Times
1105:. 15 August 2012.
724:The New York Times
685:
414:
330:game's development
247:
182:silent protagonist
2771:
2770:
2703:
2702:
2640:Comic book series
2479:978-3-7003-1864-4
1510:. March 6, 2012.
1474:. March 6, 2012.
1438:. March 6, 2012.
1402:. March 6, 2012.
752:Bloody Disgusting
694:, Zimmerman from
547:of Tau Volantis.
261:video game series
104:
103:
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2451:. Archived from
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2312:. Archived from
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1290:. 7 March 2011.
1274:
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1237:. Archived from
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824:colourful nature
455:systems engineer
285:Arthur C. Clarke
168:Arthur C. Clarke
64:First appearance
51:
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28:
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2416:Further reading
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2316:on May 19, 2014
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649:Cultural impact
630:2023 remake of
619:Dante's Inferno
568:
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416:American actor
355:
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160:science fiction
123:Electronic Arts
114:media franchise
111:survival horror
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2347:(2): 157–166.
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2157:. GamesRadar.
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566:In other media
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363:Gordon Freeman
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250:Visceral Games
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196:motion capture
137:Visceral Games
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2625:Other media
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696:Destructoid
479:telekinetic
469:inside the
438:Appearances
368:Half-Life 2
301:Mass Effect
297:Mass Effect
295:to that of
277:portmanteau
237:Development
153:Necromorphs
127:protagonist
2778:Categories
2720:Necromorph
2633:Literature
2584:Extraction
2572:Dead Space
2556:Dead Space
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1955:PopMatters
1298:2013-06-07
932:2008-10-15
902:2013-06-07
830:References
820:Dead Space
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731:GamesRadar
705:Dead Space
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643:Dead Space
632:Dead Space
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580:Dead Space
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545:ice planet
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377:Dead Space
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319:would not
293:Dead Space
273:Dead Space
254:Dead Space
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200:easter egg
172:Dead Space
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2517:205816722
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353:Portrayal
204:crossover
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2727:Ishimura
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2600:Ignition
2495:: 1–14.
2459:June 20,
2432:June 22,
2427:Engadget
2404:June 25,
2398:Archived
2283:Archived
2250:Archived
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2059:June 22,
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2606:mobile
2578:remake
2515:
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1896:Kotaku
1863:Kotaku
1830:Kotaku
1797:Kotaku
1764:Kotaku
1704:Kotaku
1671:Kotaku
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321:stream
317:levels
307:bars.
305:stasis
72:(2008)
2695:Music
2688:Other
2564:Games
2513:S2CID
2388:(2).
2359:S2CID
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