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Visceral Games - Dead Space: Extraction will still be scary, we promise

by rawmeatcowboy
17 May 2009
GN 1.0 / 2.0

A portion of a Play magazine interview with Steve Papoutsis, Executive Producer…

PM: In most survival horror games, the tension comes from not knowing where your enemies are, but with on-rails games, encounters are predictable. What makes Extraction scary?

SP: This is another area where we hope Extraction stands out. The team that worked on Dead Space is working on Extraction and we are using the learning from the original game to make sure our pacing helps to build tension and suspense. As I mentioned earlier our game is not a shooting gallery, we are using the camera in ways that will keep the player on the edge of their seat. This means when a combat scenario happens it should feel unique and unpredictable. We really want the player to be immersed in the Dead Space world. Imagine you are working on a puzzle, completely concentrating on fixing a circuit board; now add in waves of enemies that are charging towards you. This is one example of how we plan to vary up our combat and keep it feeling fresh. With this example you now have to deal with a puzzle element while dismembering the shit out of the oncoming Necromorphs. So far this has felt very unique and satisfying in our game.

Full interview here