Dementium II

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Dementium II
Dementium II.jpg
Developer(s) Renegade Kid
Memetic Games (HD)
Publisher(s) SouthPeak Interactive
  • JP Intergrow
Digital Tribe Games (HD)
Designer(s) Jools Watsham (director)
Engine Renegade Engine
Platform(s) Nintendo DS
Microsoft Windows[1]
Release date(s) Nintendo DS
  • NA May 4, 2010
  • EU June 25, 2010
  • JP September 30, 2010
Microsoft Windows, OS X
December 17, 2013[2]
Genre(s) First-person shooter, survival horror

Dementium II is a first person, survival horror video game developed for the Nintendo DS. It is the sequel to 2007's Dementium: The Ward, also for the Nintendo DS. The game was developed by Renegade Kid and published by SouthPeak Interactive.[3] It features many improvements over its predecessor Dementium: The Ward, including different weapons, a larger variety of enemies, the ability to jump and crouch, save points, more environments, an improved map system and the removal of respawning enemies. Weapons include shank, revolver, sledge hammer, shotgun, assault rifle, dynamite, flame thrower, nail gun, and relic. Items include flashlight, ammo for any of the weapons, adrenaline shots, pills, and medkits.


The game was officially announced when a teaser trailer was released on May 30, 2009 to The teaser acts as a commercial for the Bright Dawn Treatment Center.[4] This was one of the many settings for the game.


After 5 weeks being unconscious, William Redmoor's nightmares have ended, or have they? Now he's trapped in the clandestine Bright Dawn Treatment Center and discover that his nightmares haven't ended. Now he must fight the monstrosities that appear once again and stop Doctor once and for all.


IGN praised the game, giving it an 8 out of 10. While praising the game for addressing the flaws of the original and that the difference in control interface in comparison was "night and day", they noted that it was short and that the story telling was "a little clumsy". They closed saying that "the [Nintendo DS] system still has what it takes to drive fun FPS designs." GameCritics praised the games control interface as well, along with atmosphere and mood and story, though they did note that it "would never hold up against anything running on the 360 or PS3". They, however, criticised the difficulty of being able to perceive depth and that, at times, enemies had to be fought in the dark, though these segments "were quite few and far [in] between".

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