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

#1
Update:

More video footage/video interview:

This video shows more clearly what we're doing with co-op during the "psychosis" parts.

http://www.youtube.com/watch?feature=player_embedded&v=Wdws6dtF-2A

During Carver's trip he's not in the same physical location as Isaac (he's inside his mind) yet on Isaac's version of the events (not shown) he's standing right next to him grabbing his head.

---

I think this is supposed to be the "big" news teased given the same screenshot shows up.

I really like the ideas mentioned.

vg247 said:
While playing as Carver we battle through the Necromorph ranks alongside Isaac and come to a long, dark corridor. In the middle stands an eerie toy soldier carved out of wood. It’s about the same height as our heroes and just stands there, not moving, doing nothing.

The doll spooks Carver as a cut-scene triggers, showing him walking towards it. Suddenly he becomes startled and turns to see the face of his dead wife projected onto Isaac as she speaks to him. Isaac shakes Carver until he snaps out of it, and gameplay resumes.

Things only get creepier from here, as the person playing as Carver starts to see more of the eerie dolls lining the hallways, and the person playing as Isaac sees the world as in its natural state.

“Are you seeing this?” Carver asks Isaac, and is met with an order to snap out of it in return. Things get even worse as a set-piece triggers that sees Carver walking around a warped dimension full of motifs from his son’s birthday party, more dolls and creepy apparitions that attack and hurt the soldier.

We’re playing as Carver, so naturally we shoot the phantoms to drive them back, but on Isaac’s screen, it’s looks like we’ve gone nuts, running off, shooting at nothing and rambling like a maniac.

Isaac calls on Carver to come back as Necromorphs in the real world start to swarm him, but we can’t hear his cries behind us as we march on through the hellish birthday party, blasting ghouls that aren’t even there.
VG247 said:
In addition to Carver, a longer campaign, a deeper story and co-op, Dead Space 3 also has thousands of crafting combinations. We weren’t able to try crafting for ourselves, but we did gather up a great deal of resources strewn across the environment.

Both Carver and Isaac have scavanger bots that can be deployed in hotspots – areas with strong signal strength – and then let loose to automatically scan for component parts. These elements are then automatically made available to you at the next upgrade workbench.

When in co-op, both players receive any new weapons made, ensuring both parties get a share in the spoils. Papoutsis talked us through the possibilities of crafting, “You’ve got well over a thousand different combinations of weapons you can create. The crafting system is another addition we’re really excited about.”

Papoutsis added, “We’ve taken the idea of upgrading your weapons and now we’ve gone all the way towards letting you make your own. If you want to make a Ripper with a flamethrower as the alt. fire, then you can make that. If you want a Pulse Rifle with a Javelin Gun as the alt. fire, then you can do that too.
Source: http://www.vg247.com/2012/11/08/dead-space-3-co-op-test-march-of-the-toy-soldiers/

Poylgon said:
"What the hell is going on in these games? None of it makes any sense!" I exclaimed like a madman.

Chuck was calm. "What makes the least sense to you?"

His voice lulled me back into a more human state and I explained my confusion over the Markers, the Necromorphs and everything in-between. His answer made it sound like he's gotten the question before.

"We strive really hard in Dead Space 3 to answer all of that," he said. "The story arc in Dead Space 3 is Isaac finding all of that out. I can't give you answers because it'll spoil it. Spoilers in Dead Space 3 are all those questions. What are the markers doing? Where do they come from? What's their purpose? Where do the Necromorphs come from? What is going on is what we answer here. There are a few big twists to get there, but we answer as much of that as we possibly can, without leaving nothing to the imagination. Huge chunks of lore are explained in Dead Space 3."
Source: http://www.polygon.com/2012/11/8/36...s-dead-space-3-will-answer-all-your-lingering

 
#5
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.
 
#10
This all sounds promising, especially the co-op horror idea. Though I'm afraid Dascu will be correct in saying they won't do the idea justice, I'm still interested in playing the game. Bring it, February.
 
#19
Okay, seperate appearances for areas during co-op while looking like a psychotic break to one player...that is damn cool. I dont know any game thats done that before, though Im probably wrong.
 

Sinatar

Official GAF Bottom Feeder
#22
It's a cool idea but it'll only work if the illusions are indistinguishable from real enemies. If they are in any way visibly different then the whole thing falls apart.
 
#24
That's probably the only way to make co op interesting in a game like this. The problem is that's a 1 time or couple time scenario. How do you make the game scary for the rest of the time with 2 fully loaded bros blasting away at everything?
 
#26
It's a cool idea but it'll only work if the illusions are indistinguishable from real enemies. If they are in any way visibly different then the whole thing falls apart.
not if they can actually hurt the player who can see them. then you HAVE to fight them. that's how it sounded like it worked, anyway.
 

subversus

I've done nothing with my life except eat and fap
#27
That's probably the only way to make co op interesting in a game like this. The problem is that's a 1 time or couple time scenario. How do you make the game scary for the rest of the time with 2 fully loaded bros blasting away at everything?
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.
 
#29
I'm slowly becoming optimistic at where this is going, but I still want another game like Dead Space 1.
I love that it's all set on a huge dead ship, floating in the middle of nowhere in total isolation,
I love that you're not a soldier and you can play the whole game with just the plasma cutter (which I did on my second playthrough)
I love the sections where you go outside the ship,
I even love backtracking through the area to get to the tram.

Give me another one like this, Visceral. I don't care if you have to jump a million sharks to get Isaac onto another ship just like the Ishamura. I want it.
 
#31
Okay, seperate appearances for areas during co-op while looking like a psychotic break to one player...that is damn cool. I dont know any game thats done that before, though Im probably wrong.
It is very cool, it was somewhat messy to pull off technically. I'm excited to hear what people think when they're playing in their own houses with and without VoIP.

As we were working on it what kept popping to my mind was the phasing introduced to WoW for WoTLK, it's somewhat related by not really as Isaac sees Carver going batshit in his version of the events.
 
#32
It is very cool, it was somewhat messy to pull off technically. I'm excited to hear what people think when they're playing in their own houses with and without VoIP.

As we were working on it what kept popping to my mind was the phasing introduced to WoW for WoTLK, it's somewhat related by not really as Isaac sees Carver going batshit in his version of the events.
How scripted is it? I imagine it was something of a headache to try and figure out how to keep these triggered visions fresh across multiple playthroughs. Any worries about the "shtick" wearing thin? It sounds like such a great idea but I'm concerned that the novelty will wear out after players are used to where these particular events occur.

Don't think I'm being negative-- it sounds awesome, just a genuine curiosity.
 
#33
It is very cool, it was somewhat messy to pull off technically. I'm excited to hear what people think when they're playing in their own houses with and without VoIP.

As we were working on it what kept popping to my mind was the phasing introduced to WoW for WoTLK, it's somewhat related by not really as Isaac sees Carver going batshit in his version of the events.
Quick question: have you guys had the same art director for all 3 games?
 
#35
I'm slowly becoming optimistic at where this is going, but I still want another game like Dead Space 1.
I love that it's all set on a huge dead ship, floating in the middle of nowhere in total isolation,
I love that you're not a soldier and you can play the whole game with just the plasma cutter (which I did on my second playthrough)
I love the sections where you go outside the ship,
I even love backtracking through the area to get to the tram.

Give me another one like this, Visceral. I don't care if you have to jump a million sharks to get Isaac onto another ship just like the Ishamura. I want it.
There are large parts of DS3 which feel very similar to DS1 in my opinion except for all of the game control improvements. Even though I'm stepping into the, "This is the best record our band has ever written!" cliche territory I feel that some of the mission design far exceeds anything we have done in the past.
 
#39
I read the OP.

My reaction?



Sounds awesome. Finally we get some explanation for the Marker AND rampant insanity? I'm in.

As mentioned it was done before in Kane & Lynch.
Kane & Lynch had the idea but it was pretty underutilized. I only remember one scene where it came into play, during the bank robbery.
 
#40
How scripted is it? I imagine it was something of a headache to try and figure out how to keep these triggered visions fresh across multiple playthroughs. Any worries about the "shtick" wearing thin? It sounds like such a great idea but I'm concerned that the novelty will wear out after players are used to where these particular events occur.

Don't think I'm being negative-- it sounds awesome, just a genuine curiosity.
If we didn't screw up there is plenty of reason to play the game several times. As our leader says in that 24/7 write up the game is long, way longer than previous DS games. I think there's plenty of value there, hopefully folks will agree!
 
#44
There are large parts of DS3 which feel very similar to DS1 in my opinion except for all of the game control improvements. Even though I'm stepping into the, "This is the best record our band has ever written!" cliche territory I feel that some of the mission design far exceeds anything we have done in the past.
I'm going to hold you to that!
I really enjoyed the first and second games, so I'll buy this regardless of my concerns and hopefully you're right and I'll have an absolute blast with it!
 
#48
Sounds decent, at least there is some effort to illicit scares in co op, something Resident Evil could take notes on if they insist on using it.
 
#49
codecow, can you comment on how big a part Ellie will play in Dead Space 3? Obviously don't have to get into specifics, but I was just wondering if she'll still be a major character in the next installment or take more of a backseat.

Also, did you guys consider Ellie for Isaac's partner instead of Carver at any point? When I first heard about the coop aspect to DS3 I honestly expected her to be the partner.
 
#50
codecow, can you comment on how big a part Ellie will play in Dead Space 3? Obviously don't have to get into specifics, but I was just wondering if she'll still be a major character in the next installment or take more of a backseat.

Also, did you guys consider Ellie for Isaac's partner instead of Carver at any point? When I first heard about the coop aspect to DS3 I honestly expected her to be the partner.
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.