![]() As I discussed with producer Rich Briggs, the project intentionally went with a less-is-more approach. ![]() They accomplish this by taking risks, most notably with changing up the flow and the timing of the countless nercomorph appearances. ![]() ![]() It makes it all the more challenging for Visceral to produce a follow-up that would match (and hopefully exceed) the quality of the first game. It’s intentionally creepy stuff which serves to add to an already tense experience.Īs part of that surprising 2008 lineup of original IPs from EA, Dead Space was on the top on the quality scale. With such emphasis placed on story and the fanaticism of Unitology in every Dead Space release, Visceral does a great deal to show how the religious groups’ ideals have infiltrated the Sprawl and the space populace in general. You might roll your eyes at the first sight of the nursery, knowing full well what might in there. With each of these familiar areas, the game brings to mind the zombie games and films that helped inspired it, especially the mall part. This Titan base in Dead Space 2, known as The Sprawl, is a place befitting a colony, with its fully equipped hospital, mall, schools, and homely living quarters. Ishimura had the feel of a giant oil rig, utilitarian in design but hardly a place you’d want to live in long term. They have taken over yet another space installation, much in larger scale than the planet cracker Ishimura from the first game. Clarke knows what he’s dealing with: nercomorphs that come in all shapes and sizes with the peculiar limb-centric weaknesses. ![]() Yet as the mainstay of Dead Space, it does make sense that developer Visceral Games would save him for the next HD installment of the series. After the first Dead Space, a series of digital comics, an animated film and a Wii prequel, it seemed like the madness spawned by The Marker had been told enough times that a continuation of Isaac Clarke’s story feels long overdue. ![]()
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