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New Dead Space 3 Screenshots & Previews (New Psychosis Feature Detailed) [Up: Video]

jediyoshi

Member
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.

I'll take DLC that retcons Severed as well.
 

codecow

Member
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.
 

Nirolak

Mrgrgr
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.
 

codecow

Member
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.

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.
 

Replicant

Member
I'm excited about this development. It sure will make MP more interesting.

Also, I'm not much for special editions of the game but if you guys are planning any, I've always wanted the game to come in a Steelbook. /itsnicetowantthings
 
They totally stole David Jaffe's co-op psychological horror idea from the E3 Bombcasts.

Unless this was hinted at / announced beforehand.
 

MNC

Member
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.

Sounds awesome, but it indeed sounds like something that's fun for like, one time. And now I've read it. And the cool is gone :(
 

Monkey Pants

Outpost Games Creative Director
Quick question: have you guys had the same art director for all 3 games?

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.
 

Corky

Nine out of ten orphans can't tell the difference.
This thread got me to reinstall both DS games and start to go through them again <3.

One thing though... even if this decision is to be made in upper-management or what have you. For the love of god don't exclude PC again when it comes to DLC. I've bought DS several times on 360 for myself and friends, I've also owned DS1/2 on all 3 platforms. Now that my consoles are long gone only my pc remains, which happens to be the only platform where DS 2: Severed DLC isn't available.

I am to assume that DS3 requires Origin no? Then there's no excuse not to have any console dlc on the pc as well, especially considering if there already is a distribution platform like Origin ready at hand.
 

Mikeside

Member
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.
 

Monkey Pants

Outpost Games Creative Director
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.
 

Vamphuntr

Member
The concept seems weird to me. If you play in single player, Carver isn't there? So is the canon story the single player or the coop?

I take it there is no splitscreen like in RE5/RE6 in this? That would be quite a downer for me.
 

Yuterald

Member
I genuinely enjoyed the original Dead Space when it first came out. I thought it was the closest game we were going to get to an old school horror game. There were remnants of PSone era Resident Evil design in there, but it wasn't quite where I wanted it to be. Dead Space 2 came out and completely got rid of any of those feelings/ideas. Needless to say, I didn't enjoy it as much as the original.

Dead Space 3 looks to head down the same mindless coop route that I've grown to detest. The psychological perspective/horror of the other player doesn't do shit for me either. I too loved the isolation in the original. It had the Metroid vibe as well (especially with the suit upgrade terminals). I also liked how Isaac didn't speak in the original game. As soon as they gave him a voice I lost interest in the character.

Incoming "Game's like this could never happen today" wish...

I really wish we could have gotten a Dead Space that was structured similarly to the original Mansion design in RE. Christ, give us something designed like Metroid Prime, even. 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.
 

Dance Inferno

Unconfirmed Member
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.

upsidedownface0mj.gif
 

Mikeside

Member
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.

And in that case it'll retain the isolated, desperate feeling of the first 2?

Great :)

If that works out, then I'll probably play it solo the first time, then look for a co-op partner for a follow-up playthrough :)
 

Raptor

Member
I hope the Epicness talk of that coop is not lost in SP, I have zero friends to play coop and I want the SP to be as Epic as the coop one.
 

codecow

Member
I welcome more of this!

I think we're actually doing something a lot more involved than what I am seeing there in the picture. The picture looks like two people in the same physical space seeing the same enemies with different models.

We're not doing that at all.
 

Mikeside

Member
As soon as they gave him a voice I lost interest in the character.
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.

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.

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 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 love the IDEA of co-op in the game, but I'm still afraid it'll take away from the atmosphere I want when I play a Dead Space/survival horror game.

I'd quite like it if the co-op was a character who is just a figment of Isaac's imagination. Maybe the connection with the Marker means they can harm (but possibly not kill?) the necromorphs, and they'd be able to use the slowing objects/puzzles/enemies down ability as they're an extension of Isaac's mind, but other than this, they wouldn't be able to affect the physical world. Would make for some interesting co-op play and would have a better chance of not affecting the atmosphere and changing the focus of the game to two dudes bro-ing down.
 

Hypron

Member
I really like the look of these screenshots. I bought DS2 on xbox because one of my mates convinced me we could play multiplayer together... I ended up not caring at all about that mode, so I'll definitely get this one on PC to get that nice and crisp IQ.
 
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 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 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...
 

Jacob4815

Member
Two questions about SP:

-It's possible to play the full campaign as Carver in the single player mode?

- If i play DS3 only in SP, Carver will be in the story or he will not appear at all?
 

Mikeside

Member
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...

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
 
One little thing I hope is an option to change the way the reticule works. It looks like its simply a fixed dot in the screen now, unlike the past games where it was an actual laser dot that was painted on objects in the world. That made it easier to see what you were actually targeting, like limbs and stuff. And it worked nicely with how so much of the HUD elements were implemented into the actual game world too.
 

Yuterald

Member
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 liked the tram car a lot too, but I would have loved it if they took the idea and expanded on it for a sequel. I dislike the fact that I couldn't return to old areas in the tram car unless the story or chapters took me back there. I think those older areas should have had backtrack-able reasons to return there. Whether this was in the form of an item, schematic, upgrade, new enemy/scenario, etc. it would have just given the game a larger scope and a greater sense of place. I mean, how cool would of it had been if there was a flooded cargo room that could only be accessed by draining the floor from elsewhere on the ship. Maybe the water is electrified and you had to shut down the power somewhere else on the ship to gain access. You could hop around the tram car in a non-linear fashion, exploring a ship, and figuring out its problems. The games do this in some sense already, but it's all self contained and chapter focused.

The thing that blew me away about Resident Evil was that the entire facility/mansion was explorable, front to back, by the end of the game (well, before you went down to the lab area). The return to the mansion in the first game was such a groundbreaking moment for me (and others) because they introduced a ridiculously scary/intimidating new enemy type (Hunters), mixed enemy locations, and added new rooms/areas to an old stomping ground. Nothing stopped you from going back to the outhouse though and that's my point. Resident Evil Zero was like this too, as far as I can remember. The entire game is explorable by the end (aside from the train intro). Most games today are too constrained and linear. I feel like it's really holding people (developers) back because it's what gamers have been conditioned to play and most importantly, I guess, it sells.
 
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

Most of the time he just stood there emotionless when shit was happeing or when other characters where speaking to him. And then we got the facepalm.

I think that if you have a voiceless character, emotions should be captured through his movements. Showing him strugling against monster is not enough,They totally failed to do so in DS1, that's why Issac in DS2 is a better character, because he's the first time he's an actual character.
 
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