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The other component that's been in the Dead Space series is zero-gravity, with zero G sections. So that was a natural and logical evolution of that mechanic. So with Dead Space 2 we evolved kinesis, evolving the ability to rip limbs off of downed enemies and fire them back at enemies and impale them. And kinesis, which is the ability to pick up objects and fire them around the world. Stasis is a key component, the ability to slow down enemies and use it in fun ways.
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That's one of the cornerstones, absolutely.
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As you dig into what makes Dead Space (what it is), I think over the years it's evolved, but it's really always been about strategic dismemberment. We wanted the controls to be easy to pick up, challenging and fun to master, and we didn't want the controls to ever feel like they were what was making the game scary -that you couldn't control your character, therefore it created tension, therefore you were scared. So, to really think about controls, and when we're creating tension, we're not doing it solely (by) the controls feeling bad. S: One of the core tenets or philosophies with the series has always been to work from the controller out. What's the basic gameplay foundation of Dead Space that you've needed to be careful to not screw up or not change too much? P: You talked broadly about feel and tone and look and story, but let's talk about mechanics. (That it) didn't become this single player game with an AI follower that changed the whole feeling that playing a single player Dead Space game to date had created with players. 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).
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DEAD SPACE 3 SWEEP THE LEG HOW TO
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.