Dead Space felt like something properly done, finished, a good idea and concept with good execution, original combat ideas, and a pretty bone chilling story if you ask me.
The later parts mixed in more generic gaming concepts (crafting etc.) and that immediately detracted from the experience to me - also, the fact that part 2 and 3 try to continue the 'thing' that 1 already did so well on its own kinda made it more of the same, but 1 already expanded enough on the basic mechanics... it never really went any further.
DS1 is best played on harder difficulties, that's where the ammo economy and everything you can use become real gameplay elements and add to the suspense a whole lot. This isn't something that applies in equal measure to the 2nd and 3rd part imho, simply because the game gives you a lot more options.
I think Callisto Protocol suffers from the same issue that 2 and 3 had. Its more of the same. The thing has been done. Its ok, and its not going to give more.
Everything you do is built for a console. Yes, its slow. Aim and shoot, tread slowly, run if you must is basically the whole loop of the game. Later, you'll be upgrading weapons more frequently and a lot of secrets are going to be stuff you'll really want like more access to upgrades. After all, stuff you can obtain is finite so you'll have to choose what weapons you'll push forward and what you're going to miss out on.
Its worth appreciating that some of the systems like dismemberment and the pretty awesome physics alongside it; plus for example how your inventory works 'on the fly' were new concepts at the time of release and they beautifully fit in; inventory management and item selection is done in active combat, its part of it.
Its well worth playing Dead Space with a controller and not the vastly superior aiming of a mouse. Handicap yourself a little bit and the game starts to shine. The same thing applies to playing higher difficulties. If normal feels easy, stop and replay hard. The learning curve in the game and how enemies get progressively harder or just jump you in nastier ways / combinations is very well done. The key is in weapon choices and fire modes, obviously. Once you've got that figured out, the game's remaining challenge is really ammo economy - the suspense rises to great heights when you know you'll need that line cutter for the next sequence, but you're stuck with just one or two shots.
As for the characters and story... Stuff will unfold and the tension does rise. Pay attention to it. Look around in the spaceship. The attention to detail is pretty neat. Things that don't initially make sense will later on... The spaceship design sure isn't utilitarian

; although it never struck me as illogical - more the fact that you have to circumvent the constant lockdowns and blockades put up because of the infection spreading. Because that is the constant reality you'll be immersed in: shit's alive in this place, and its purpose is unknown.
6/10... harsh

My score ended up I think somewhere along the lines of 8-9 /10. Let's see how you fare beyond chapter 3
God damn, now I'm installing it again...
Cost of materials. And also size and weight.