Said it before and I'll say it again: I really would not mind some kind of side-story/downloadable standalone/DLC expansion that has you playing as Ellie, with its implication on gameplay being more survival than action-horror.
Yeah, kind of disappointed this wasn't the case.
Said it before and I'll say it again: I really would not mind some kind of side-story/downloadable standalone/DLC expansion that has you playing as Ellie, with its implication on gameplay being more survival than action-horror.
Unfortunately I can't really comment on the story.
For a question you might actually be able to answer, this is the only Dead Space news for today right?
I mainly ask since your twitter hasn't said it is, but the previews have been out for nearly four hours now.
well, they could make Carver shoot civilians presenting them as enemies. It was done in Kane and Lynch, they turned into cops there. Or even Isaac.
Steelbook would be cool.
How come we didn't see any other DLC asides from Severed? I was hoping for more.
Please have local co-op on PC. Thank you Visceral.
They totally stole David Jaffe's co-op psychological horror idea from the E3 Bombcasts.
Unless this was hinted at / announced beforehand.
I'm a bit warmer towards this game, it may not be as shit as I first thought.
It was also done in Dead Space: Extraction, a.k.a. The Second-Best Dead Space Game.
Nice idea for co-op horror, but I get the feeling it will be an underutilized gimmick and that it would take a game completely designed around the concept to do such an idea justice.
Regardless, good initiative.
Quick question: have you guys had the same art director for all 3 games?
We appreciate how much people have a right to expect for $60 and want to blow those expectations away.
I was the Art Director from the start of the series thru Pre-Production on DS3.
Ben Wanat is the Production Designer for all three games, and a lot of the Dead-Space-y-ness comes from him. He's also Creative Directing DS3.
Alex Muscat, who was on Environments on DS2, has taken over Art Direction on DS3 for Production.
I'm still at Visceral and check in with DS3 sometimes, but I'm cooking up new hotness for the future.
I think you guys are going to be surprised how ambitious DS3 is. Co-op has never been done like this. It's totally optional, and yet unique and cool when you do it, not just tacked on. And overall the game is much bigger in scope.
We appreciate how much people have a right to expect for $60 and want to blow those expectations away.
My primary concern about this game is that in Dead Space 1 and to a slightly lesser extent, Dead Space 2, I loved how isolated I felt - Isaac was totally alone (except when he wasn't, and those bits weren't as enjoyable for me). The atmosphere was incredibly good.
I'm worried about that being gone.
Is there going to be much chatter between Isaac and ...player 2...? If so, are they both going to be utterly terrified and not up for chatting about the weather etc at least?
I want the feeling of being an engineer who is completely out of his depth but plodding on to see the situation through nonetheless.
That's easy. Play the game single player. If you play on your own Carver usually isn't there at all. He doesn't get taken over by AI and tag along like other games. He's not there.
Hey Ian, while you're here, is this a mistake or something you can't comment on?
http://www.neogaf.com/forum/showthread.php?t=499042
I don't know, I was wondering what the announce was going to be myself so I came here to see what it was. I heard people talking some yesterday but to be honest I'm kind of tired and focusing on just trying to finish.
Dead Space developer coming to GAF to read about the latest Dead Space news.
Can't speak for the future, but right now there's no WiiU sku that I know of.
It is easier if we don't know our own news because they we can't leak it.
it was done in Kane and Lynch 1.
GROUNDBREAKING
That's easy. Play the game single player. If you play on your own Carver usually isn't there at all. He doesn't get taken over by AI and tag along like other games. He's not there.
I welcome more of this!
I agree with this to some extent - I much preferred Isaac as a faceless, voiceless character, but it didn't exactly ruin him/the game for me when this changed.As soon as they gave him a voice I lost interest in the character.
Imagine if Visceral attempted to design a fully explorable ship/location with sealed/locked areas that needed to be powered up, areas that required tools/upgrades to access, and semi-non-linear objectives/flow. Add limited inventory (which the series already does fairly well) and constraints on saving and you could have a true survival horror classic. I mean, there's just SO MUCH you could do with these games (and this genre!). I know I'm simplifying and generalizing design here, but does anyone get what I'm saying? I felt like Dead Space 1 was the closest we got to this design. It was just too linear in the end, too chapter focused, too sectioned off to reach such heights.
I totally get that games "need" to have a social aspect (...coop) of some kind today, but there's other ways to do it (like how From Software handles the Demon's/Dark Souls games). I'm just sick of these tried and true coop games. It's the same reason why I dislike RE5, RE6, and all of the other extra horrible cooperative games this generation (Army of Two, Kane & Lynch, etc.). This "other player seeing stuff you aren't seeing" isn't much of a diversification either (too gimmicky and cheesy for me, honestly), even if it's there for narrative/character/story purposes.
I agree with this to some extent - I much preferred Isaac as a faceless, voiceless character, but it didn't exactly ruin him/the game for me when this changed.
I quite liked this idea, but I wish there wasn't cutscenes involved...this is the type of think would work with not interruptions breaking the flow of the game and the inmersion.
I would have like a voiceless character if animations would be there to show a wide range of emotions. But in the biggest revelation of the first DS1 he does a FACEPALM!...A FACEPALM!.
I like Isaac more in DS2 thanks to that...
Disagree with this bit, I loved that in Dead Space you had an area you had to 'complete', then you went back through it to the tram and on to the next area. I'd love to see another Dead Space game use this formula again, even if it's a side-story or something.
I don't need a wide range of emotions from Isaac - he just needs to be terrified to varying levels and I think they animated that really well in his body movements and bodily reactions to things happening