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** The Flamethrower was by far the biggest recipient of buffs, owing to its status as being [[VideoGameFlamethrowersSuck by far the worst weapon]]. It does much more damage, is significantly more ammo efficient (though its maximum ammo capacity can only be upgraded by 5 units of fuel per node), and its secondary fire is excellent for its high AOE/Area Denial damage. What's more, the new "peeling" system for enemy damage makes it a great tool for softening enemies up before dismembering them with one of Isaac's many cutting weapons. The one mark remaining against it is its inability to be used in a vacuum, but that's a minor grievance in the grand scheme of things.
** The Ripper and the Force Gun's originally mediocre damage output was buffed for both weapons and both received reworked secondaries that are much more useful. Launched Ripper blades now ricochet while the Force Gun fires a singularity that draws in enemies.

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** The Flamethrower was by far the biggest recipient of buffs, owing to its status as being [[VideoGameFlamethrowersSuck by far the worst weapon]]. It does much more damage, is significantly more ammo efficient (though its maximum ammo capacity can only be upgraded by 5 units of fuel per node), and its secondary fire is excellent for its high AOE/Area Denial damage. What's more, the new "peeling" system for enemy damage makes it a great tool for softening enemies up before dismembering them with one of Isaac's many cutting weapons. The one mark remaining against it is its inability to be used in a vacuum, but that's a minor grievance in the grand scheme of things.
things, specially considering the game has less combat in vacuum areas, either by the vacuum area being removed, or it being replaced by something else (Like chapter 5 replacing the vacuum with the poison from Hydroponics, making Flamethrower still be useable), making this limitation almost redundant.
*** Another buff it got is how much fuel the game gives you per drop. In the original game and ''2'', it gave 12 fuel per drop, now it gives 25, a little more than the double and about as much as Pulse Rifle.
** The Ripper and the Force Gun's originally mediocre damage output was buffed for both weapons and both received reworked secondaries that are much more useful. Launched Ripper blades now ricochet while the Force Gun fires a singularity that draws in enemies. [[ZigZaggedTrope That being said]], enemies now have armor and won't be pushed back as much from Ripper's blades, so Necromorphs can interrupt it even while being attacked, and this becomes more likely to happen in harder modes.


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** The biggest buff it got were the aforementioned pipes and poles. In ''2'' they did about as much damage as necromorph's blades, but in this remake they do more damage than most damage options the game has, to the point [[spoiler: they can kill Phantom Necromorphs with just one kinesis even without upgrades in Hard/Impossible, and Phantom Necromorphs are so tanky they can take 10 Plasma Cutter shots to die even while fully upgraded]].


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** [[spoiler: Chen in the original game was just a RedShirt who died quickly in the game. In the remake he still dies, but transforms into a Slasher and he takes the role other Necromorphs had. He's takes place of a random Leaper who attacks Hammond and Kendra in the original, takes the place of the random Slasher Hammond imprisons in a damaged escape shuttle and later kills a bunch of Valor's soldiers, and takes the place of the Enhanced Brute who kills Hammond.


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* EliteMooks: [[spoiler: Phantom Necromorphs from NewGamePlus. They're so tanky a Phantom Slasher can survived like 10 shots from a fully upgraded Plasma Cutter. Even peeling their skin doesn't make them that much less tanky]].
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* AdaptationalDumbass: Hammond and Kendra receive this to an extent as a consequence of Isaac getting to talk and show off his skills as an engineer, and for Elizabeth Cross to do something in Hydroponics. In the original both of them at different points ordered Isaac to do everything, while in the remake, a few of their ideas are changed into Isaac's own. And in Cross' case, it was Kendra who told Isaac everything he has to get to make a poison to kill the Leviathan in the original game's chapter 6, while in the remake it's Cross who guides Isaac through it. Hammond suffers the most when compared to Kendra, since just like the original she blocks off his RIG signal, so he doesn't come across as a knowledgeable leader this time around.


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** Brant Harris was a character mentioned in logs in the original game, but all he did was kill a nurse, and a later text log mentions he doesn't regret it since he saw her as a monster, and then isn't mentioned anymore, and the patient who Mercer turns into the Hunter is a nameless man who clearly doesn't want to be there. In the remake he keeps the same background, but his story is expanded by becoming Mercer's lackey before being turned into the Hunter, and it's because Harris is can see what the Marker is showing him so clearly after experiments that Mercer knows about Convergence this time around.
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*** It's not Mathius' RIG itself that has a level 2 clearance, it's the authorization Hammond got from using it that gives level 2 credentials, as he mentions this a few times, and a [[https://deadspace.fandom.com/wiki/Log:Eckhardt%27s_Clearance file in the Captain's room]] explains it more clearly that it's just the clearance Mathius gave to [[spoiler:Eckhardt]]. Regardless there's still issues with this, as no in-universe reason is given for why Hammond didn't get Mathius' clearance level, even with Mathius being dead, his RIG was still useable.

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** In a case of composite ''weapon'', the remake's ''Contact Beam'' has its usual single hit beam, but also an alternate firing mode where it shoots a powerful multi hitting energy beam that does damage for a few seconds and it quickly kills Necromorphs. This alternate firing mode is basically the ''Core Extractor'' from VideoGame/DeadSpaceMobile.

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** In a case of composite ''weapon'', the remake's ''Contact Beam'' has its usual single hit beam, but also an alternate and it has a new firing mode mode, the replaces the single hit beam as the primary one (The single hit is still there but it's secondary and [[Nerf consumes 3 ammo instead of just one]] where it shoots a powerful multi hitting energy beam that does damage for a few seconds and it quickly kills Necromorphs. This alternate firing mode is basically the ''Core Extractor'' from VideoGame/DeadSpaceMobile.


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** The peeling system itself. The skin and muscles being damaged isn't just a visual indicator of how damaged that specific area of a necromorph's body is, it's a system where necromorphs will only be dismembered once the skin and muscles are gone, and the Prototype Stasis, and weapons like Flamethrower, Force Gun, are much better at peeling off the skin and muscles than other weapons. Realizing that such a system even exists enhances the utility of other weapons, but most noticeably Pulse Rifle, which is bad at peeling off skin and muscles but if you do it with another weapon then use Pulse Rifle it'll become extremely ammo efficient since by that point it'll easily cut off the necromorph's limbs, and doing that is ammo efficient with any weapon. Despite having such a different system when compared to previous games, the producers only talked about this system before the game's release, but the game itself never even implies its existence, despite still having multiple dialogues and files talking about how important dismemberment is, but never the peeling system, which, while not as important is still a huge deal.
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* BribingYourWayToVictory: Averted. It only bears mentioning here because, unlike every other mainline entry in the series, this game features absolutely no microtransactions whatsoever. While there ''are'' some additional suits you can get by getting the collector's edition, none of them provide any sort of stat bonuses and are purely cosmetic.


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* CutsceneIncompetence: Averted. In cutscenes where Isaac is in immediate danger, he's usually quick to aim his weapon or find a solution to the problem he's in. For example, when Isaac is pinned beneath the newly-transformed corpse in the morgue, unable to get to his weapon, he grabs a nearby fire extinguisher with kinesis and slams it into the Necromorph to give himself time to grab his weapon.
* DamnYouMuscleMemory: The default control scheme is ''very'' different compared to the original game. Sprinting is no longer bound to a shoulder button, it's instead done by clicking in the left stick. Melee and stomping have had their buttons inverted; stomping is done with the trigger and punching with the bumper. Reloading is now bound to X or the Square button rather than A or the Cross button. That said, there ''is'' a control scheme available that recreates the original game's, right down to needing to aim in order to reload.


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* GrievousHarmWithABody: Much like in ''2'', you can pluck the blades off of dead Necromorphs and fling them at living ones, dealing a lot of damage and even pinning them to the walls if done at low health.

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