![]() ![]() A stronger critical response than the one received by Dead Space and 4,000,000 copies sold were not enough to offset the game’s $60,000,000 budget, however, leading EA to be more involved than ever in dictating how the series’ next game was designed.ĭead Space‘s mobile port is a genuinely impressive translation of the core series’ mechanics and presentation into a portable setting. A paid downloadable content (DLC) package titled Dead Space 2: Severed was likewise designed to enhance long-term player engagement by continuing the story of two characters introduced in Dead Space: Extraction, a spinoff rail shooter released for the Wii and PlayStation 3 in 2009. ![]() This scenario, which sees a team of Necromorphs trying to stop a human team from accomplishing an objective in one of several maps set across the Sprawl, remains active a decade after the game’s release. Source: MobyGamesĪs part of an EA initiative to “keep people playing long after they bought it,” new copies of Dead Space 2 were packaged with an online pass that granted access to a four-versus-four competitive multiplayer mode. EA published Dead Space 2 on the Xbox 360, PlayStation 3, and Windows PC platforms in January 2011.ĭead Space 2 features more NPCs to interact with, and Isaac Clarke consequently evolves from a silent protagonist to speaking role. The studio was aware of new trends in horror, including genre-defining indie hit Amnesia (2010), but believed that retaining a strong focus on action was the only way to remain commercially viable among a large audience. Grisly death animations were likewise prioritized due to the popularity of YouTube videos compiling fail states from the previous game. These setpieces would then be prototyped and whole levels would be built around them.įan input led the team to change the game’s pacing, offering moments of greater freedom and empowerment to reduce the potential for players being desensitized by constant tension. As had been the case in the early stages of planning Dead Space, many of the scariest moments were pitched by all levels of staff during informal roundtable conversations. Thanks to an extensive 2011 interview with Creative Director Wright Bagwell by Gamasutra’s Kris Graft, we have a deep well of knowledge on Dead Space 2‘s development. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |