And so those are elements we knew we needed to have in the game.Īs we started exploring new concepts for the game and when co-op came into play, I would say the thing we really did not want to fuck up, to use your words, was making sure that the single player experience continued to deliver what players have come to expect. For Dead Space, it's always been about great atmosphere, tension, immersion, great audio, suspense, terror, thrills, and action. So, I think when we kicked off working on Dead Space 3, like always we did a kind of inventory of where we were at with the franchise, and what continues to be a cornerstone of the franchise. Walking into the development of Dead Space 3, what did you know you absolutely needed to not fuck up? Polygon: This is the third main Dead Space game (eds' note: Papoutsis was the executive producer for Dead Space: Extraction on the Wii, which later appeared on the PS3). Last week I spoke with Visceral Games Steve Papoutsis about what it takes to not screw up the franchise, how to make something scary without making players weak, and how co-op requires a different kind of horror. In fact, playing through the first couple of hours of Dead Space 3, you'd be forgiven for wondering how co-op could be included at all. It was a largely unsupervised affair - I was given a station to play through the first four chapters of the game once on my own, then I was paired with another member of the press to play through the same content cooperatively.Īs someone who tuned out Dead Space 3 around the time it was announced due to what seemed like co-op's arbitrary addition to the series, I was pleasantly surprised to find that this wasn't the case. I recently had the chance to sit down with a final version of Dead Space 3 a bit in advance of our review.
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