According to Jonathan McCalmont , Dead Space is The Shock Doctrine Gone Interplanetary:
The French intellectual and artist Jean Cocteau once said that for some, style is a simple way of saying complicated things. EA Redwood Shores’ Dead Space (2008) is a game that proves how much can be said with minute shifts of emphasis for while the game is ostensibly yet another title all about collecting money and killing monsters, Dead Space is a fiercely left wing game whose narrative constitutes a vicious critique of neoliberalism and the monetarist policies of Milton Friedman and the Chicago Boys. It is a game about the brutal economic dismemberment of developing economies in the name of Free Trade and how, finally, the world is starting to realise that you do not cure poverty with Shock Therapy as that only makes things worse. Much worse.
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Indeed, the necromorphs are not alien interlopers into a natural process, but products of that process itself. This is an important distinction, as it chimes so well with the way in which Friedman talks about the free market. Indeed, one of the more intriguing tactics used during the rise of neoliberalism as a political doctrine is the idea of the free market being in some way natural, like a default setting. If this is true, then it follows that any intervention by the state in the market is a ‘distortion’ of the market and ‘unnatural’, but this is mere political rhetoric… the market is a human institution and, as such, it has no existence beyond that granted it by humans. Living in a state of bare-knuckle free market capitalism is no more natural than living in a Stalinist planned economy… and even if it was, it would not be clear what kind of moral or political authority ‘natural’ carries. It is not ‘natural’ to have a special room to defecate in, but it does not follow that we should all let it drop out the back like cart horses. Dead Space’s suggestion that the necromorphs’ presence is a result of the planet cracking suggests that the human costs of the market must be taken into account and not merely repressed with force. Indeed, the game’s final act sees Isaac Clarke desperately trying to mend fences with the hive mind by returning the marker to the planet. This also chimes intriguingly with the history of neoliberal thought…
You know, I think Jonathan might hve been slightly tongue in cheek here…