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Dead Space: Extraction - don't call it on'rails, it's a 'Guided First Person Experience', plus multiplayer co-op details

by rawmeatcowboy
26 February 2009
GN 1.0 / 2.0

A portion of an MTV interview with Steve Papoutsis, Executive Producer…

MTV Multiplayer: “Dead Space Extraction” has been announced as a first-person addition to the Dead Space franchise. I understand that that means the game will be on-rails, as opposed to being a standard first-person shooter, but can you clarify exactly what kind of game this is and how we’ll be playing it?

Papoutsis: “Dead Space Extraction” is a Guided First Person Experience. The player will be presented with many choices as they play the game, ranging from which path they wish to explore to maneuvering in Zero-G. The game is being developed from the ground up to leverage the unique controls of the Nintendo Wii. Players will use their Wii Remote to aim and dismember oncoming enemies as well as use other mechanics from “Dead Space” such as Stasis and Telekinesis to name a few. When we started designing Extraction, it was important to us to make sure the Controls on the Wii felt natural and made sense. Having the use of motion controls opened up a lot of interesting possibilities for the game that we hope players will enjoy.

MTV Multiplayer: What kind of support does Dead Space Extraction have for multiple players?

Papoutsis: One of my favorite new features in Extraction is our Co-Op play. Say you are playing the story mode at home and a friend drops by, with the push of a button on your second Wii Remote your friend can jump in with you and start blasting apart Necromoprhs.

It is very important to us that people can play with their friends. Our game offers players a lot of strategy options, one person can focus on Dismemberment while the other is using Stasis to slow down enemies for example. So far when we play we are having a great time figuring out what the best strategy to use is on our variety of enemies and encounters.

Another important goal for us is to make sure that both players always feel engaged, challenged and are using their skills in the game. We want player 2 to feel just as involved and important as player 1 throughout the game.

Full interview here