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[XOne] Dead Space 2

Discussie in 'Games' gestart door DulleNL, 25 apr 2009.

  1. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Demo confirmed.
    Ga ik toch niet spelen, maar wel goed dat ze deze keer een betere demo willen hebben dan de vorige. Die leek nergens op. :eek:
     
  2. Mr.Bubbles

    Mr.Bubbles Guest

    Ik hoop dat er weer zo'n enorme vette Ultra Limited uit gaat komen. _O__O_
     
  3. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Voor de liefhebber van Dead Space.
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    Tor Books and EA team up on Dead Space literary prequel

    Tor Books, an imprint of Tom Doherty Associates, LLC—the largest publisher of science fiction in the world—and Visceral Games™, a studio of Electronic Arts Inc., today announced Dead Space™: Martyr (A Tor Trade Paperback; $14.99; July 2010), the first novel based on the award-winning Dead Space videogame franchise. Dead Space: Martyr delves into the back story of the fiction including the history of the Church of Unitology, the discovery of the enigmatic “Black Marker” and the mysteries behind an alien artefact of unknown power. Dead Space: Martyr will be available in July 2010 at select retailers worldwide.

    When geophysicist Michael Altman learns of a mysterious signal emitting from deep within the Chicxulub crater, he cannot resist the lure of an undiscovered artefact. He soon learns that being in close proximity to the artefact causes strange occurrences - visions of the dead, vivid dreams, and violent murders. Altman’s experience with the alien artefact leads to this crucial first chapter in the Dead Space saga.

    “One of the most compelling storytelling aspects of Dead Space has been the Church of Unitology: its origins, power, and role in Dead Space,” says Tor editor, Eric Raab. “Writer B.K. Evenson gets into the terrifying aspects of mob mentality like no other writer today. This isn’t only a great story within the Dead Space universe; it’s a great novel on its own.”

    “The Dead Space world is incredibly vast and rich -- expanding its fiction into a novel lets us share parts of the story that just can’t fit into videogames,” said Steve Papoutsis, Executive Producer of Dead Space 2. “We hope Dead Space: Martyr will be the first of many books to let fans dive deeply into Dead Space’s secrets and immersive lore.”

    B. K. Evenson is the award-winning author of Last Days, voted best horror novel of 2009 by the American Library Association and The Open Curtain, a 2006 Edgar Award finalist and Time Out New York best book of the year.

    Originally launched in 2008, Dead Space quickly became one of EA’s top rated wholly-owned intellectual properties. With close to 100 industry awards and an average critic score of 89*, Dead Space became a hit with horror and videogame fans worldwide. In 2009, EA launched Dead Space Extraction, a prequel to the original game and will continue to expand the fiction with its stunning sequel, Dead Space 2.


    Ik moet eerlijk zijn... Ik lees nooit boeken gebaseerd op games (Halo, Gears, Mass Effect), maar dit is stiekem de eerste waar ik eventueel wel interesse in heb. :+
     
  4. DulleNL

    DulleNL I'm a little teapot Magic Member

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  5. DulleNL

    DulleNL I'm a little teapot Magic Member

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    [​IMG]
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  6. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Laatst bewerkt: 29 apr 2010
  7. Daz

    Daz Well-Known Member

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    [gt]65054[/gt]

    Hier wordt hij niet vanaf gehaald, én hij is in HD.
     
  8. PePzi NL

    PePzi NL Ōkami! XBW.nl VIP

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    _O_ Krijg meteen zin om deel 1 weer te spelen :D
     
  9. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Dead Space 2 Trailer Translation
    EA invented an alphabet just for the game. Learn what secrets the debut teaser holds.

    If you haven't played Dead Space yet, then you're about to hear the ending. Then again, EA's new trailer for Dead Space 2 pretty much spoils it for you anyway. Plus, chances are that if you're reading this, you want to know what the alien text that is flashing all over the screen says. Well, so do we.


    Throughout the first Dead Space, there are messages like "Altman Be Praised" or "Make Us Whole" scribbled around the Ishimura ship. Well, get your Unitology scrolls out because Dead Space 2 is looking like it will be packed with encrypted messages for the ultra-fans to enjoy.

    In the debut trailer that EA has released, there's quite a bit going on, so we've picked out a few of the more obvious messages. We've also noted the timecode they appear at for reference.

    1.) "Reborn as One 614" (1:14)

    At the very end of the teaser, the Dead Space 2 graphic encrypts and transitions into this alien script. It says "Reborn as One 614." But what does it mean? We can't tell you with absolute assurance, but there are a few obvious things going on here.

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    The biggest coincidence here is that on June 14, 2010, Electronic Arts will hold its E3 2010 press conference. And, guess what? We're pretty sure Dead Space 2 is going to be there. The numeric version of that date reads 06/14. It seems like EA is teasing that we'll finally get to see a substantial demo at that time.

    So, what about "Reborn as One"? Hell if we know. But if you watch and listen to the trailer closely, there are some hints. At the end of Dead Space, Isaac, the lead character, finds out his girlfriend has died, and the last frames of the game show her lashing towards Isaac in a ghostly condition. The trailer is plagued with these thoughts, and there seems to be an indication that Isaac was killed and brought back to life after this attack.

    Being "reborn," as it where, seems to indicate a possible resurrection. So, what about that "as one" business? We may as well consider the next frame.

    2.) "Key" (0:42) & "Konverge" (1:00)

    There's a pretty big period of time in the trailer that the letters for "Konverge" are flashing across the screen. The word "Key" also makes a showing at the same time in this frame seen below.

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    If you listen in the trailer closely, you hear Isaac talking about a surgery and something being put in his head, physically or mentally. "S**t, my head!" he groggily complains. Then his wife is telling him, "it's not over between us." Oh, and this is very important! She whispers it really softly for maximum creepiness.

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    Moments later you see the image of the religious relic, the marker, burning in Isaac's eyes. Here, too, you see "Konverge" flashing on the screen repeatedly. At the end of the trailer, a man's voice even admits, "Isaac, we're all going to burn for what we did to you." He emphasizes "buuuurn," like they really screwed him over. We'd say it sucks to be Isaac, but his new suit looks really awesome -- the guy can't complain.

    As the camera pans back, you see Isaac standing in what looks like a religious temple with these all-too-familiar markings. He looks like a man possessed. Is this implying that Isaac has converged with something or someone and is now reborn?

    3.) "Altman" (0:15)

    Perhaps not as titillating as the rest, you see the name Altman -- the founder of the Unitology religion -- flash on the screen. It shows up quite a few times in the beginning of the trailer where Isaac's girlfriend is lashing towards Isaac, which is the final scene from Dead Space. We also saw the word "not" in this sequence, so if you want to start translating some of these scenes, that's a good place to start.

    [​IMG]

    Does this mean Michael Altman, the supposedly deceased founder of the religious cult, is behind everything somehow? Did the government just shut him up and now plans to control Isaac like a pawn? Is he the "key" to everything?

     
  10. DulleNL

    DulleNL I'm a little teapot Magic Member

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    [GT]65218[/GT]
     
  11. Nonsubsisto

    Nonsubsisto Thieves in the Night

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    Ziet er vet uit, kan echt niet weten.

    Ik hoop echt dat we op de E3 veel informatie krijgen. :)
     
  12. BigKabuto

    BigKabuto Well-Known Member

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    Vanochtend de game uitgespeeld op hard, en damn...DS niet eng? Nooooouuuu echt wel!!!! Hoe tof de beklemmende sfeer ook was in de game, ik vond het vaak wel wat te donker, het hoort erbij dat je veel donkere omgevingen hebt en het maakt het spannender, toch hoop ik dat DS2 ook wat betere verlichte omgevingen heeft ;)

    Heb de hele thread doorgespit voor de eerste keer, omdat ik dat voorheen uiteraard nog niet gedaan had. Die nieuwe Necromorphs klinken als behoorlijke leuke nieuwe vijanden,maar tegelijkertijd ook als fucking vervelende vijanden,maar ja, die had deel 1 net zo goed. Persoonlijk ben ik blij dat ze de controls wat soepeler maken, want ze werkten prima voor de meestal redelijk 'kleine' omgevingen voor DS, met de omgevingen van DS2 heb je echter soepelere navigatie nodig,vind ik.

    Dat ze de Necro's slimmer gaan maken en dat de momenten dat ze gaan aanvallen minder voorspelbaar zijn....is natuurlijk heel nice,maar ook weer niet. My god zeg, ze worden gewoon fucking slim straks...dat gaat het dus echt veel enger maken. Maar dat je dan weer naar een mijnenveld bijvoorbeeld kan lokken klinkt wel weer heerlijk. Ik ga Extraction absoluut nog spelen en dat boek vraag ik misschien in augustus wel voor mijn verjaardag dan. Ook ga ik even op Wiki nog even het hele verhaal van DS lezen, want wellicht heb ik bij sommige stukjes niet goed genoeg opgelet, door al die spanning en dergelijken.

    Ook dat de HUD op het pak zit en that's it, geweldig idee...en het zorgde er echt voor dat je IN de game zat, en te zien aan dat filmpje hebben ze daar niks aan veranderd, i likes!!!!!
     
    Laatst bewerkt: 12 mei 2010
  13. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Dead Space 2 Preview
    Isaac's back and looks better than ever.

    When I think of the original Dead Space, I remember being strapped for ammo and loving it. It always seemed like I was one bad shot away from being completely defenseless against a sea of Necromorphs that wanted to tear off my head or hack apart my limbs, and that made the experience exciting. One moment during my Dead Space 2 demo makes me think this sequel can live up to the original: our hero Isaac Clarke rounded a corner, entered a hallway, and a crew of creepy, bloodthirsty villains exploded from the air ducts. There wasn't enough ammo to take out each and every baddie, so the player aimed past the bad guys, pulled the trigger, and shattered the glass separating the air inside from the vacuum of nothingness outside.


    [ign]deadspace2_trl_trailer_42810&object=14293266[/ign]

    In an instant, everything changed. Sirens went off, the bad guys were sucked out, and Isaac fell on his back. Inch by inch, the engineer was being pulled down the hall and out to certain death. To save himself, Isaac needed to shoot an airlock switch located above the blown out glass. When he pulls off the shot, a metal window shade shoots up and shields him from the cold darkness of space. When he misses, Isaac claws to keep himself in the station – half of his body in safety and half exposed -- but eventually the metal door slams shut and cuts him in half.

    Space could be the coolest weapon in Dead Space 2.

    Missed the breakout hit known as Dead Space? Head over to your local game shop this instant. In 2008, EA introduced us to Isaac the engineer as he headed to the USG Ishimura to see why the massive ship was in distress and what had happened to his girlfriend. Instead of a broken valve and an attractive lady, Isaac found hundreds of reanimated corpses known as Necromorphs. To beat'em, Isaac had to blast off their limbs, fight massive monsters, and deal with a creepy marker/statue thing that was at the center of everything.

    When the adventure was over, Isaac took a deep breath, his now-Necromorph girlfriend attacked him, and the game went black.

    What we know about Dead Space 2 doesn't fill in exactly what happened after the credits in the original rolled. Isaac's alive – although the first and only trailer opens with an ominous flat line sound – and he's on "The Sprawl," a city on a shard of Titan, one of Saturn's moons and the first planet ever cracked in the Dead Space Universe. My demo didn't give too many story details beyond that, but there's still plenty to talk about.

    [​IMG]
    Shoot the limbs.

    For starters, let me tell you how frickin' good this game looks. Now, the original game was no slouch, but Dead Space 2 appears to be on a different level. When the game booted up and the action began, I found my eyes constantly drawn to Isaac's armpit. It might sound weird, but fans of the first game know that the action is told from the behind-the-back perspective, so players end up knowing Mr. Clarke's shoulder blades pretty well. I never thought that Isaac looked stiff in the first game, so it's actually a bit shocking how impressed I was with such a little detail. He moves so naturally now -- as he walks, his arm swings and you can see the weight in his back shift as his muscles and frame react. The same can be said when he raises a firearm or stomps a crate (which is way quicker and actually useful this time around).

    Still, you don't care about armpits, do you? You want to know about monsters and the different ways you can kill them. My demo showcased two new foes and two new tools of destruction Mr. Clarke will use in his "murder everything that moves" mission. The first bad guy, a "Stalker," actually debuted in the trailer a few weeks back. At about the 34-second mark, you see a monstrous dog roaring on the screen – this is a Stalker. What these beasts do is skulk around in the shadows and attack in packs.

    The level showcasing these creatures had Isaac descend into a mine with large, concrete pillars similar to a parking garage. As Isaac moved down, you could see the occasional Stalker shift in the darkness, and then – BAM – the creatures took off in a dead sprint at our hero. They're fast, and they'll screw Isaac up if they make it to him. Luckily, our engineer has a new weapon known as the Detonator. Basically a trip mine, Isaac tagged one pillar with the mine, which spit out a three-laser barrier. If one of those Stalkers crossed the barrier, boom. If Isaac took them out without using the detonator, he could just walk over, deactivate the device, and take it on his merry way.

    [​IMG]
    The bad guys will be uglier this time around.

    The second monster added to the fray is the Crawler. These are reanimated babies that really aren't more than knee-high. They're creepy, they'll swarm if you give them the chance and it seemed like their little limbs made dismembering them tougher than the big baddies. The good news? You can use Isaac's telekinesis – yes, it's back and it's faster than ever – to pick one of them up, fire it back at foes, and cause a mini-explosion. At least, that's what happened in the specific instance I saw. Maybe the baby hit a propane tank or something, but the bigger story is that telekinesis is fast and useful this time around – especially considering the amount of destruction in this game.

    Part of my demo included the developer just blasting chairs around a waiting room-esque area. See, objects have physics this time around. Shoot a support of a hanging lamp and the fixture will swing from its remaining support and cast the light in whatever direction it's pointed. If you blast a window pane acting as a room divider, it'll shatter and the pieces will fall to the floor. Out of ammo? You can grab one of those shards of glass with your telekinesis and turn enemies into minced meat. Miss your target, and the glass will be embedded in the wall. Although you can use glass this time around, it wasn't the second weapon I mention earlier. That honor goes to the Javelin Gun, which shoots bolts at enemies and then finishes them off with a shock of electricity or burst of fire.

    Now, I wouldn't classify these as monsters, but there are new gooey cysts that spit out exploding seeds. If the saliva connects with you, it'll ruin Isaac's day. However, you can grab the exploding spit with telekinesis and use it against foes, and the cysts themselves aren't that hard to stop. What makes these things a threat is their placement. A couple of the ones I saw were tucked around corners, so if you run around the world carelessly, you're in for some pain.

    [​IMG]
    Say "goodnight."

    Dead Space 2 is looking good. Like, really good. The creepy atmosphere is still there, the color usage seems to be a bit more diverse but definitely in the right vein, and if you only partially dismember some enemies, they'll crawl after you on the ground.

    If you're a fan of deep space dismemberment, it's going to be a long wait until 2011.


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  14. BigKabuto

    BigKabuto Well-Known Member

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    Tjaaaaaa..what can i say man?


    _O_ x 1000!!!!!!!!!


    De vernieuwingen klinken geweldig, glas op kunnen pakken met telekenisis, dat het nog veel soepeler en sneller zal werken, de enge sfeer is er nog steeds, grafisch duidelijk veel mooier dan deeltje 1, die overigens nog steeds erg erg mooi is. Man...klinkt geweldig gewoon!!!!!!
     
  15. DulleNL

    DulleNL I'm a little teapot Magic Member

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    [GT]100163[/GT]
     
  16. BigKabuto

    BigKabuto Well-Known Member

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    Hier een nieuw interview van VG247.


    Visceral Games’ Steve Papoutsis was in London this week, showing the press the progress the team’s made on Dead Space 2.

    VG247 sent Joe Anderson over to have a look at it, armed with a Pulse Rifle, and had him corner the executive producer and ask him loads of questions regarding the sequel for you.

    Happily, Papoutsis obliged, and revealed to Joe all sorts of lovely things.

    We’ve posted the interview in its entirety below the break for you.

    Interview by Joe Anderson.

    VG247: A lot of people have been worried about the atmosphere of the first game being lost in the sequel. What can you say to reassure them that’s not going to happen?

    Steve Papoutsis: Our goal with Dead Space 2 is for it to be a true sequel to the first game. One of the things people enjoyed with the first one, was the atmosphere and the tension created in our environments, and we plan to deliver the same level of quality in Dead Space 2.

    As far as setting, it is a space city, so you’re going to see different types of environments throughout the game, but the tension is going to be there and hopefully people will appreciate it when they get to see more of it.

    VG247: It must be tough to balance the game after receiving feedback. Others want more atmosphere, others want more action. So, what have you done to please both sets of fans?

    Steve Papoutsis: That’s a good question. One of the focuses of the development team is to listen to the various types of feedback. We do different sets of focus testing, we’re always checking out our Facebook page to see what the community is saying, and we have to balance all that feedback, as you said, to make sure that the game comes out as the players want it.

    One of our goals with the game, is to make sure that when we release it, is making sure that it surpasses what we did with the previous game. That’s important to us. Also, another thing that’s important to us, is for the people that have supported us this long, that have been into the franchise, are happy with what we deliver.

    So, we’re paying a lot of attention, we’re going back and froth as far as a lot of different tweaks and things that we’re going to do to the game to make sure it’s a game that people want.

    Ultimately, the development team and I need to make sure that we’re making the right calls and validate that, again, through focus testing and showing the game to people like yourself – you know, listen to their feedback and incorporating it as it makes sense.

    How do feel about games like Resident Evil that compare in atmosphere to Dead Space? Do you think you’ve done things that are better?

    Steve Papoutsis: I think that Resident Evil has some really amazing visuals. It’s quite an interesting game, it’s fun, it’s got the co-op,but it’s a different type of game than Dead Space 2. I think, obviously, with the setting being science fiction, it’s quite different, but I think there’s really good things about that game and I think it’s very different – but I think Dead Space 2 is something that the team and I are focused on making it as good as we possibly can.

    So, to answer your question, I think that other game is very good.

    What people seemed to like about the first game was just how scary it was, you know, you turn the light off and you just go hide in the corner. I think I read somewhere that someone in your company said that you wanted players to come out of the corner so they could follow the story a bit more. Could you explain what that means?

    Steve Papoutsis: Well, if I understand your question correctly, our goal with the story is to move the player along and have it be an experience they’re excited to get through, an onto the next story beat so to speak.

    We’re not going to be pushing the player through it. As I said during the demonstration, we really want to reward the players who take the time to creep around, and explore, and look for the various things in the environment.

    We’re still gonna have the text, video, and audio logs for those that really like the fiction, and that’s very important to us as a development team. Those are the people that have supported us to date, and we want to make sure that Dead Space 2 has all those things that they enjoyed from the previous game.

    Do you feel that adding faster action to the game will help set the pace of the game for the player?

    Steve Papoutsis: Action’s been a question that a lot of people have been asking about. It’s funny, because a lot of people say that the first game was a horror-action shooter, and when we’ve spoken about action this time around, I think some people are taking that out of context. As I demonstrated today with the decompression and the impalement elements, those are different mechanics that you can use to defeat the enemies, but also change the pacing of the game.

    Obviously, when you shoot out one of those windows and decompression happens, it takes it to a different level and there is more action in that sequence – but its’ clearly Dead Space, it’s dealing with space, you’re defeating the Necromorphs. So I think when players start to see that, I think they’ll understand what we meant.

    What I really want to be extremely clear about with everybody, is that Dead Space 2 is a not a run-and-gun game, we’re not turning it into that. You’re gonna have to conserve ammo, you’re gonna have to be cautious, you’re going to have to look and listen in the environment in order to succeed, but there are moments where the pace will change and that’s important for any horror game. You can’t just maintain tension all the way throughout the game, because what happens is people get desensitized and then they’re not scared. So you have to change the pace of the game to really set people up for scares and that’s what we’re really focused on doing.

    So, anybody that thinks Dead Space 2 is going to turn in to some run-and-gun space marine game where the hero is busting off one-liners is totally wrong and should not be worried about that. We are focused on making Dead Space 2 a kick-ass sequel to first game.

    How has Isaac evolved from the first game?

    Steve Papoutsis: So there’s a lot of things we’re trying to do in terms of Isaac. First off, we’re giving him a voice, you know, our thoughts in the first game were, well, he went through some gnarly shit and he never said anything, so, we thought it’s be silly if he never said a word in Dead Space 2. I mean, he’s gotta have something to say about what happened. The way that the story unfolds when players get to dig into that, they’ll understand why we’re giving him a voice and what we’re doing there.

    As I said in the previous question, just to clarify, he’s not gonna be busting off a bunch of corny one-liners or anything like that. If you think of the original game and Isaac’s speaking being the amount of zero, in Dead Space 2 it’s gonna be around a two and a half, three tops. We’re not making him a “Chatty Cathy”, it’s just that we’re giving him a voice so he can make some observations and speak to people from time to time.

    Other things we’re doing to evolve Isaac, include having the face of the helmet retract so you actually get to see his face from time to time and it’s our hope people can connect with him a little bit more by seeing what he looks like.

    Also, the enhancements to the controls are something we’re really focused on. In the previous game, when we did extensive focus testing, believe it or not, before we shipped the game, people were telling us we really needed to speed up the controls. They felt they were too sluggish and not responsive enough. So, we listened to that feedback, and we’re like,’ okay, let’s try to fix it and make it better’. So, before we shipped the game, we actually went in there and enhanced the speed of movement and aiming, and what we shipped was the result of listening to focus testing from people who tried and played the game.

    With Dead Space 2, we’re doing the same thing. We’re making sure that the controls are extremely responsive, that the aiming feels more fluid, that the player – if they think they want to be able to do something – we don’t want the controls to limit that. We want to make sure they’re able to do the things that they want with the controller.

    Our philosophy, is that the controls should never inhibit the fun. Instead, they should enhance it and allow players to feel in control of the game. We want people to be able to pick up the controls easily, and within a few moments understand what does what, how to move around, and for them to feel responsive. We’ve also enhanced the speed of kinesis and now you can actually use that mid-combat. The previous game, you could pick things up and use them during combat, but it was kind of clunky. Now you can pick them up much more quickly and fire them of at enemies to greater effect.

    We’re also trying to enhance the overall enemy design so that they’re a little bit more difficult and a bit more cagey. So, those are just a few things we’re trying to do as it connects to Isaac.

    What about multiplayer, are you going to have that at all?

    Steve Papoutsis: Yeah, we’re going to have multiplayer and while I can’t say a lot about it, I can say that you’ll be able to strategically dismember your friends.

    What about DLC post release?

    Steve Papoutsis: Right now, we’re just focused on making the game the best it can be, so it may happen, but right now we just gotta keep our eyes on what we are doing, which is trying to make the best sequel to Dead Space as possible.

    Will the game be compatible with Move or Natal in any way?

    Steve Papoutsis: That’s something that, again, we’re just gonna have to wait and see on.

    Is the game actually due for release in 2010?

    Steve Papoutsis: We’re just focused on making the game the best it can be, and when it’s of the highest quality possible, that’s when we’re gonna put it out.

    Any competitors that you may be worried about?

    Steve Papoutsis: Well, no, you know, as game developers we play a lot of games and we pay attention to the websites and things like that. But what we really have to worry about, is making sure that we’re making a game that is a worthy sequel to Dead Space that the people who have paid money to play the first one are happy to play it.

    Without those people who have supported us, there wouldn’t be a Dead Space 2, so that’s what we’re worried about. I mean, there’s gonna be a lot of other great games, and I’m excited to play a lot of ‘em, but that’s not gonna impact how hard we’ve worked to try and make Dead Space great.

    What about Metacritic scores? Does that matter to you, I mean once you release the game and it’s out there and players are buying it – does that sort of thing matter to you at all?

    Steve Papoutsis: Yeah, I think it does. That was one of the cool things about the first game – we got a lot of critical acclaim and that made us feel really good. It made us feel proud of what we did.

    I think that anytime there’s a metric that people measure you by or your work by, you obviously want to do well. It’s just like school. You want to get a good grade, and when it comes to something like software where it’s a complete team effort requiring a ton of people to do it, it’s amazing when you can get a very high score.

    So, it’s something that we look at and are conscious of, but again, we want to surpass what we did last time, and you know, that’s gonna be hard. We just gotta make sure we do our best and at the end of the day, that’s the big thing for us. Making sure that, again, the people who spent their hard-earned money and supported us are happy with what we do, and hopefully, that coincides with a high Metacritic.

    Dead Space 2 releases next year for PS3, 360 and PC
     
  17. LocKuM

    LocKuM Active Member

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    Screens zien er zeker goed uit en van wat ik allemaal heb gelezen en gezien gaat deze game echt de vloer aanvegen met deel 1. Het verhaal wat verrassend goed was in deel 1is een sterke basis voor deel dus daar heb ik wel vertrouwen in. Ik vond deel 1 niet eens eentonig in de gameplay en de setting terwijl dit het zich voornamelijk in dunne gangen afspeelde, ze wilden dit graag aanpakken in deel 2 dus wederom slechter kan het niet worden.

    Nu nog Mirror's edge 2 EA en dan ben ik weer helemaal blij...
     
  18. PePzi NL

    PePzi NL Ōkami! XBW.nl VIP

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    Awww Q1 2011 pas :'-( Hoopte op een herfst 2010 release oid...
     
  19. BigKabuto

    BigKabuto Well-Known Member

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    Dead Space 2: Don’t worry, Isaac won’t be “Chatty Cathy” in it


    One of the interesting things gamers have learned since the announcement of Dead Space 2, was that not only would players get to see Isaac once in a while, but that he would speak as well.

    VG247 was present at EA’s spring showcase in London this week, and we asked executive producer Steve Papoutsis how Isaac has evolved from the silent and unseen hero, to having his face and voice thrust into the spotlight.

    According to Papoutsis, Isaac is not going to be seen all that much and he’s only going to speak when he damn well thinks it’s necessary.

    “There’s a lot of things we’re trying to do in terms of Isaac,” said Papoutsis. “First off, we’re giving him a voice, you know, our thoughts in the first game were, well, he went through some gnarly shit and he never said anything, so, we thought it’s be silly if he never said a word in Dead Space 2.

    “I mean, he’s gotta have something to say about what happened. The way that the story unfolds when players get to dig into that, they’ll understand why we’re giving him a voice and what we’re doing there.

    “Just to clarify, he’s not gonna be busting off a bunch of corny one-liners or anything like that. If you think of the original game and Isaac’s speaking being the amount of zero, in Dead Space 2 it’s gonna be around a two and a half, three tops. We’re not making him a “Chatty Cathy”, it’s just that we’re giving him a voice so he can make some observations and speak to people from time to time.

    “Other things we’re doing to evolve Isaac, include having the face of the helmet retract so you actually get to see his face from time to time and it’s our hope people can connect with him a little bit more by seeing what he looks like.

    “So, those are just a few things we’re trying to do as it connects to Isaac”.

    Yes, Isaac went through some gnarly shit, alright. So did we playing the first game.

    Sound like once again, you’ll want to turn the lights out for the full effect come early 2011.
     
  20. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Ik zie het nog nergens anders, maar ik had deze ook eerder vandaag gelezen:
    ^Hij heeft het van een vrind die bij EA Montreal werkt. Schijnt een betrouwbare bron te zijn.

    Helemaal awesome. :cool: Hopelijk snel een échte officiele bevestiging. (E3?)
     

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