This game also has what I call "hostile design", which is when the challenge part of a game loop is supported or indeed relies on the deliberate shortcomings of the interface.
In Dead Space 2, the main character obscures the lower bottom quarter of the view, which means you can't see the enemies there, which in turn is supposed to contribute to the feeling of being surrounded. Except no, I literally can't see what I'm doing because you took my peripheral vision away.