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.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |