<![CDATA[Kotaku: dead space]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: dead space]]> http://kotaku.com/tag/deadspace http://kotaku.com/tag/deadspace <![CDATA[European 'Dante' Edition Getting ... Dead Space's Isaac?]]> Chalk this one up to weird. Visceral Games has announced a Europe-only "Death Edition" of Dante's Inferno that will include a Dead Space's Isaac Clarke's getup as a playable in-game costume.

According to the Italian-language Console Planet, these are the features of the Death Edition:

• Exclusive costume for a playable character in-game: Isaac Clarke from Dead Space!
• Making-of documentary with the game (Italian subtitles)
• Documentary "Dante in History" (subtitled in English)
• Soundtrack full game
• Documentary on the creation of music and audio (Italian subtitles)
• Digital Artbook edited by visual designer Wayne Barlowe (subtitled in English)
• Over 10 minutes of scenes from the soul "Dante's Inferno An Animated Epic" (subtitled in English)
• Digital reprint of the poem Complete (in English)

Ohhhhh kay.

Death Edition for Dante's Inferno [Console Planet (translated) via Joystiq]

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<![CDATA[Dead Space 2: Multiplayer, Bigger World, Space-Floating]]> That Dead Space 2 issue of Game Informer has hit people's mailboxes, and it's full of proper details on the game. Like the fact Isaac will now speak. Let us all take a look, yes?

First up, the game is set on a space station called "Sprawl", built upon the husk of one of Saturn's moons. It's big; a lot bigger than the Ishimura, and has whole themed wings, like residential quarters, public spaces, etc.

In terms of gameplay changes, you can now not only walk and jump around in zero-G, but fly/float as well, and you're able to shoot your weapons throughout.

Oh, and there'll be multiplayer. No real details on that, but really, you had to expect it.

That's the general gist of things. You want more the really fine details, you could always grab a copy of the mag.

January Game Informer [Game Informer, via VG247]

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<![CDATA[More Dead Space 2 Art Dug Up From Beneath The Surface]]> So far, we've seen two Dead Space 2 pics. One piece of stupid marketing, and the cover of a magazine. May as well make it three, with this new piece of concept art.

Let's see, what have we got...a Marker, a big hole in the ground, and another planet covered in rocks, only this time it's grey, instead of orange.

Oh, and there's some kind of town/colony in the background, whose inhabitants are sure to get through all this just fine.

米EA、「Dead Space 2」の開発を発表プラットフォームはPS3/Xbox 360/PC [Game Watch]

UPDATE - It's been pointed out that this is eerily similar (as in, it's almost exactly the same) as a piece of concept art for the first Dead Space. Strange to see EA recycle it like this.

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<![CDATA[Dead Space 2 Teaser Message Decoded (by Many)]]> For the record, just past midnight Saturday Kotaku commenter pablopdlc deciphered the Unitology scrawl on the Dead Space 2 Twitter teaser image. "The nightmare is over but it will not end." Well, isn't that contradictory.

Readers Vulcan Has No Moon and rabidhamsters, plus the site Helldescent figured it out too. Here's a handy Ovaltine decoder ring for future communiqués, I imagine there shall be more than a few.

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<![CDATA[Is This Our First Look At Dead Space 2?]]> Unfortunately, it very well may be. This Rorschach inkblot-esque image was recently uploaded by what appears to be the official Dead Space Twitter account, a not-so-subtle collage of Necromorph silhouettes and Unitology alphabet scratches.

At first glance, Dead Space fans may recognize a leaper, lurker and slasher, then see that all-important Marker begin to appear. That's probably Dead Space 2 related, then, as the game's due to make at least one print appearance this month. And an appearance at next week's Spike TV VGA Awards sure seems likely.

So, strap yourself in, kids and prepare for many, many months of grueling Dead Space 2 marketing doled out in tiny, barely life-sustaining crumbs. As much as I'm looking forward to a proper Dead Space sequel, I'm hungry for screen shots, videos and a disc in my hand as soon as is humanly possible!

And would someone kindly translate the Unitology stuff, please? I got as far as "the" and threw in the towel.

Dead Space 2 [Twitpic via Cinemablend - thanks, Don!]

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<![CDATA[Dead Space 2 Revealed In Next Official PlayStation Magazine?]]> The official announcement of a proper sequel to Electronic Arts' spacey survival horror hit Dead Space feels like old news at this point. But the next issue of the Official PlayStation Magazine UK is teasing its imminent reveal.

Subscribers who already have the mag have noticed that the game teased in the next issue of OPM UK bears a striking resemblance to some old Dead Space concept art. And, given the mag's visual treatment of that art, as if seen through the helmet made famous by protagonist Isaac, that can really only mean Dead Space 2.

We know it's coming and we think it might have multiplayer. What we don't know is just about everything else, including whether OPM UK will give us our first peek or if Spike TV's VGA awards will beat the mag to the punch.

Unannounced Horror Sequel Teased In OPM Is Dead Space 2 [GOONL!NE via N4G]

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<![CDATA[We're On The Pumpkin Home-stretch]]> Only two days left to get me your pumpkins if you want 'em posted. Today's patch features more Mario Bros., Aliens vs. Predator, Dead Space, Brütal Legend and Final Fantasy VII.

Thanks for sharing, Dave Brown, Jonathan Barrett, Adam Olson and gyophry (who did both Brütal Legend and Final Fantasy VII).









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<![CDATA[What Makes A Video Game Scary]]> How can a video game be scary? Unlike horror movies where you're stuck watching some hapless victim succumb to scary stuff, video games empower players to fight back. Or at least run away. It's October. Time to identify horror-gaming's essentials.

Some of the scariest experiences I've had in my life come from video games. I can remember running from the family computer room in tears after a wax skeleton in an Are You Afraid of the Dark game chased me through a basement.

My chest still gets tight whenever I hear a burst of radio static, thanks to Silent Hill.

And there is this one scene in Dead Space that gives me goose bumps whenever I think about it.

Horror in video games is more complex that what goes on in horror movies. True, the feeling of terror you're supposed to experience is similar. Scary video games and movies both rely heavily on pacing, shocking imagery and music. However, games are an interactive experience. There are consequences for the player that nobody in a darkened movie theater could relate to. Horror games need gameplay elements that don't distract you, level design that leads you into danger in ways you can't predict and art direction that plays with your head so that you buy into what you're experiencing instead of rationalizing it away as "just a game."


Scare Tactics: Dead Space

Here's how a game can use its gameplay, level design and art direction to utterly freak you out: see Dead Space. In this game, you're a space mechanic stranded on a ship overrun with creepy, crawly aliens. On a superficial level, it's no different than a zombie shoot-em-up game. However, there is so much going on at a deeper level in Dead Space that it creates a multifaceted horror experience.

For example, art director Ian Milham explains that the use of differed lighting over a setting that looks like the inside of a rib cage was a big part of making Dead Space scary. "In a horror game, when you're walking around, you walk slower than … in a shooter game," he says. "You look at the world a lot more intently because you don't know where [enemies] are and you get kind of spooked out. So the ribbed motif created hard scissor-lines in the background and moving shadows — there's a lot for the light to play across."

The effect creates the scene that gives me goosebumps. You're walking down a hall where all you see is harsh shadows. Then you round a corner and see a mutilated person banging their head against the wall. The light from a nearby doorway plays across the gray steel wall and the red, ragged flesh hanging from the man's torso. The image is so shocking that for a moment you don't realize what's happening to this person. Then he shifts backward and slams his head against the wall so hard his skull cracks and he falls down dead. His smashed head leaves a red smear on the gray wall.

That part of the game stuck with me almost more than the creepy aliens that still retain fragments of the human bodies they took over. It's beyond scary to me — it's flat-out disturbing.

"Scary is the result of lot of things," Milham says. "The first thing you've got to do is give the world and what happens in it consequence and reality and make it super-grounded. So … when you see something terrible, you really believe it in a way [that you don't normally believe with a video game]."

A big challenge the Dead Space team had to face was making you believe that you were powerless as the main character – even though you're able to make him run away from danger or shoot aliens with space weapons. "One of the things I said [to the design team] is ‘No Final Fantasy effects with weapons,'" says Milham. "If you're too fantastic with something, you don't really believe it. All the scary stuff just kind of goes away."

Head Games: Arkham Asylum

Here's another game that can freak you out, even though it's not a horror game: Batman: Arkham Asylum. In this game, you're following a story based on familiar characters from a comic book series with an established history. Batman seems nearly invulnerable because of his high-tech gadgets and rippling muscles. But then you encounter a character called the Scarecrow who employs mind tricks to weaken Batman. Okay, fine, that's canon — but the Scarecrow level design in Arkham Asylum isn't just playing with Batman's head. It's playing with yours.

"During the Scarecrow levels we wanted to provide a constant sense of tension and vulnerability, as if they're constantly just inches from the Scarecrow's grasp," explains Jamie Whitworth, designer on Arkham Asylum. "We compared this to common scenes in slasher flicks when the protagonist is attempting to hide from the villain whilst both characters are in the shot and would usually end in a panic stricken dash to safety."

But unlike a slasher flick where you're yelling at the dumb bimbo to run or call 9-1-1, you're the one responsible for getting Batman through the levels unscathed. You see him cough and know he's been Fear Gassed by Scarecrow. Then the lighting begins to change and the long corridor down which you're walking skews to one side. Little by little as you walk down the hall, the pieces of the realistic setting fall away to reveal things you know can't be true — like rain falling inside a building. But your eyes are still seeing them. The gameplay communicates to your hands that, yes, that is, in fact, a gap you can fall through in the floor. You believe the upsetting things you start to see: such as a weeping person who sometimes appears as Batman and sometimes appears as an Arkham patient, depending on the light.

"[D]ropping players directly into the surreal Scarecrow levels wouldn't have provided the necessary set up and it was easy to lose the sense of dread when these rooms were taken out of context," says Whitworth. "The hallucination sequences were used to chip away at the player's confidence and sense of reality so that they were on the edge before Scarecrow even shows up."

The overall effect is unnerving in a way that's similar to that hallway scene in Dead Space, if ultimately a lot less disturbing.

Lingering Fear

Horror in video games is both a tangible sensation and abstract emotion. Unlike a movie, which can only appeal to a limited spectrum of those senses at a time, the horror we experience in video games can come at us both from what we see and experience and what our minds supply us with as we play. When done right, it leaves a lasting impression on a player... like a scar on the mind you worry at whenever the lights go out.

That's probably the best tool developers have to work with when making their games scary: your own mind.

"A lot of the horror comes from not knowing what's coming next, that sort of endless tension," Milham says. "You set up rhythms where you do an obvious scare with obvious foreshadowing and then you do another. And then you do the foreshadowing and you don't [scare them], and you wait a couple beats longer just long enough for them to go ‘Oh you guys, you were going to scare me and then you didn't.' And then... OH MY GOD!"

PIC — Scarecrow
PIC — Batman
PIC — The Ring

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<![CDATA[MySims Agents Sneaks In Some Dead Space, Mirror's Edge]]> I went back for a second look at MySims Agents specifically to see the spooky mansion level. It turns out there's more to that level — and the game — than meets the eye.

The mansion is set up like the board game Clue, except nobody dies. Instead, somebody breaks something and your Sim has to find out who did it by going over every inch of the mansion for clues and questioning other Sims. I know you're thinking "Whatever, standard adventure game stuff for kids." But, dear cynical gamer, there's something here aimed directly at you, not at a kid.

On the second floor of the mansion, there are some portraits you can interact with. Peer at a smaller one toward the right of the collection and who should be staring back at you but Faith from Mirror's Edge. Later, with some dedicated snooping and side mission completion, you can score an Isaac Clarke outfit from Dead Space for your secret agent Sim to wear.

Little details like this make up a lot of the MySims Agents experience. This makes sense, because the game is about becoming a star detective — and you won't get far on that path without an eye for details like strange portraits, footprints or hair salons. Throughout the game, you level up your snooping skills by upgrading gadgets and improving personal stats like charisma. You also build out your detective agency's headquarters and recruit other Sims to work for you.

That's another important detail I missed in my first look: the dispatch missions. Sure, I saw one of them and wrote about it — but I didn't grasp quite how important they were to the game as a whole. There are a total of 50 dispatch missions that you can send your recruited Sims out to solve. While a dispatch mission is in progress, your Agent Sim will receive texts on how the mission is going and sometimes a random chance card in the form of a phone call. Completing dispatch missions raises your Agent's relationship with client. Raise a relationship high enough and you can recruit that Sim to work for you (or just dance around like a moron) in your HQ. Once you finish all the dispatch missions, you'll get to see not one, but two alternate endings after finishing the main part of the game.

I've said before that I get the feeling Agents is taking the MySims series in a different direction than previous games. Before (in, say, MySims Kingdom), the series was mostly about building things and visiting familiar characters from within the series. It was isolating to the point where I was embarrassed to play MySims Racing without a child companion to use as an excuse. But now — what with Dead Space references and an actual plot — I feel like the series is moving toward a type of game that could appeal to everybody despite being designed with a younger audience in mind. Kind of like Pixar films in the Disney lineup.

MySims Agents is out September 29.

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<![CDATA[EA Working On Not Just Dead Space 2, But Dead Space 3 As Well]]> The Variety report from earlier today that said there's a live-action Dead Space movie in the works also has some video game news. Namely, that EA are working on two more Dead Space games.

The report states "EA launched [Dead Space] in 2008 and is working on the second and third installments". Sounds clear-cut, but this being Variety (specifically, not Variety's games blog), you can't take that for granted. It may be a movie writer getting their wires crossed, and one of those two games is Dead Space: Extraction for the Wii.

But hey, even if that was the case, that means there's at least one more Dead Space game on the way. And if the Variety writer is right, well, there's two more Dead Space games on the way.

D.J. Caruso to direct 'Dead Space' [Variety]

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<![CDATA[Dead Space Becoming Real Movie, Director Named]]> Forget that Dead Space animated film. Please. Instead, let's all try and be optimistic about a Dead Space live action film, which EA are about to auction off to movie studios.

Dead Space: The Real Movie (our name, not theirs) is set to be a joint production between EA and Temple Hill producers Marty Bowen and Wyck Godfrey (Twilight, Gears of War). According to a report on Variety, Bowen & Godfrey are currently looking at writers for the film; once they settle on one, and EA are happy with the "creative direction", the project will be shipped off to whichever studio wants to pay EA the most money.

Director D.J. Caruso (Eagle Eye, Y: The Last Man) is already attached, and while this is far from a done deal at the moment (there's a long way to go before cameras start rolling), with that kind of talent signed up it sure seems likely that we'll see a Dead Space flick in a few year's time.

Dead Space with less running in the dark and more chatting? And big-screen dismemberment? Yeah, it could work.


D.J. Caruso to direct 'Dead Space'
[Variety]

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<![CDATA[Dead Space Extraction Comic Hits Comic-Con]]> Not one to be left behind, Electronics Art has announced that another one of their video games will be getting a comic book outing at this week's San Diego Comic-Con.

Image Comics and EA are teaming up to release a comic based on Dead Space Extraction.

The comic based on the Wii-exclusive, will team up illustrator Ben Templesmith and writer Antony Johnston following their partnership on last year's Dead Space comic.

The comic will hit shelves this September for $3, but a limited edition version of the comic featuring exclusive cover art will be available at the EA Comic-Con booth for $2. Better still, both Templesmith and Johnston will be on hand to sign the issues on Thursday from 3 to 4 p.m. and Friday through Sunday from 1 to 2 p.m.

The booth will also have other Dead Space merch including Isaac Clarke Unitology figurines, iPhone skins, and Dead Space art books.

"There is so much more to the Dead Space universe than we could ever fit into one game and we're excited to be working with Image Comics again to extend the story in Dead Space Extraction," said Steve Papoutsis, executive producer of Dead Space Extraction. "Ben and Antony did such a tremendous job with the original comic, we can't wait for fans to get their hands on this special issue."

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<![CDATA[Dead Space Extraction Preview: What The Wii Can Do]]> When he wasn't expressing excitement that one of the people attending his demo writes for legendary horror magazine Fangoria, the executive producer of Dead Space Extraction was letting us experience EA's bravest Wii game. These devs like the gore.

EA has taken a bold step. The company is bringing a prequel to the graphically and aurally award-winning 2008 Xbox 360 and PlayStation 3 space horror game Dead Space to a less capable but arguably more immersive game console this fall, the Wii.

At a recent press event in New York City, the game's executive producer, Steve Papoutsis, let me get my hands on the thing and begin to determine whether EA made a wise move.

What Is It?
Dead Space Extraction is a Wii-exclusive prequel to Dead Space. It is slated for late September release in the U.S. Development studios Visceral Games' and Eurcom's on-rails first-person adventure tells the story of the infestation of the Ishimura, the mining ship upon which most of last year's game took place. the first game was after the catastrophe. This game is the catastrophe.

What We Saw
This was Kotaku's second hands-on with Extraction. Our first Dead Space Extraction preview was in May. This new opportunity focused on the game's seventh chapter and featured the Ishimura's chief botanist in battle with monsters. I played co-op, though that doesn't add an extra character to the narrative or gameplay.

How Far Along Is It?
The level I played felt complete, but the game has a little more development time before release.

What Needs Improvement?
The Graphical Callbacks: This is the risk. Dead Space Extraction may be one of the best-looking games on the Wii, but parts of the game take place in parts of the Ishimura already rendered on more advanced systems in the first game. Extraction's chapter seven version on the hydroponics area unavoidably looks inferior to what wowed me when I was there on my PS3. Extraction fares better with its enemies, whose gangly limbs animate as they did before and just beckon to be dismembered, as is the series' trademark act of violence. (There's your gore, Fangoria guy!)

What Should Stay The Same?
The Controls: In my brief time with the game, I didn't mind not being able to control my character's movement. I can't tell how much I'd mind on a re-play when I was experiencing the same guidance through the same levels all over again. After all, last year, I walked around the Ishimura freely. I learned that Extraction's co-op controls will work in a few ways: Supporting a pair of Remotes and Nunchuks, or a Nunchuk/Remote combo for player one and Remote-only for player two .... or a two-player, two-Zapper configuration. I played with Remote and Nunchuk and had a good time waving the Nunchuk for melee attacks and pushing my Remote toward and away from the screen in order to have the spinning sawblade of the weapon The Ripper slice through enemies. Here's the control config as a chart:

The Structure: I'm used to going through a Dead Space by the chapter. That returns here. I didn't see a fancy heads-up display hovering in front of my character's face, but cutscenes still suggested there's a lot of story interspersed with the game's action.

Bosses: I liked the first Dead Space's bosses, as conventional as some of them were. They never required a lot of re-fighting and had obvious weaknesses that were fun to exploit. During my time with Extraction, I watched two other people at my demo battle a hulking mini-boss in a blazing furnace room. They used a stasis power to hurl back projectiles and then blasted weak points, avoiding their enemies' rampages. It was simple, but in the dark, visually interesting world of Dead Space it looked fun and smartly attenuated.

The Constant Interactivity: Like any good on-rails shooter, there's lots of stuff to shoot in this game. Sometimes to kill. Sometimes to pick up. There's even stuff to blast in the cutscenes for those who don't feel like listening. Shoot the background to find your targets.

Final Thoughts
EA is making a game that will visually impress any Wii owners who want a darker shooter and have never played Dead Space. But the game can't shake the fact that it can't look like it's predecessor. Can a new game in the same universe have the interest in its prequel narrative and the strength of its gameplay trump graphical limitations?

That's a big gamble for EA. So far, it looks like things are going as well as can be expected.

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<![CDATA[EA Not Worried Over Loss of Dante and Dead Space Leaders]]> EA is shrugging off reports yesterday about the departure of two of the top men behind Dead Space and Dante's Inferno.

Gamespot reported yesterday that Visceral Games general manager Glen Schofield and COO Michael Condrey were departing EA for Activision, less than a year after the release of Schofield's pet project Dead Space and the re-branding, under Schofield, of EA Redwood Shores as Visceral Games.

Kotaku contacted EA this morning to address not only the men's reported departure but about the seeming trend of developers departing or reducing involvement with a company that had seemed to be improving its image as a developer-first games publisher.

The company confirmed the two departures and provided comment.

"EA has been nurturing great developers for 27 years and making room for the next generation is an important part of that process," EA's head of corporate communications, Jeff Brown, told Kotaku via e-mail. "It takes a team to make a great game like dead space and and there's a stunning array of talent in the Visceral studio — creative leaders who now have the opportunity to step into the spotlight and have their talent recognized."

Activision was unable to provide comment about the reported departures for this story, but we will update when and if they do.

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<![CDATA[Why Did Twice As Many People Play Dead Space As Bought It?]]> In studying how Dead Space sold, a key stat loomed large for EA.

EA's Glen Schofield, studio manager for the company's Dead Space team at Visceral Games, appeared on the second episode of EA's official podcast to talk games, mention that Dead Space had co-op during some of its development cycle and explain the company's take on Dead Space's sales.

And he dismissed the thought that what held Dead Space back was a lack of online play.

Here's their key exchange, at 22 minutes, 56 seconds of last week's episode:

We looked at how many we sold. We also looked at — we didn't have online which is one of the big features that you need to have to kind of keep it in the house a little bit longer these days. But then we also did studies on sort of how many unique users there were on the PSN network and Xbox Live. And realized, you know what, there's over three million people that have played Dead Space. Maybe we've only sold 1.5 million or whatever the number is. But there's something there because that means that, ok, there were a lot of used sales. So there's a lot of people when I go out and talk to [them]… it seems that everybody has played it or heard about it or whatever.

One of the podcast's hosts asked Schofield if adding online was key. Had there been pressure to have an online?

I think it's bang for the buck is really what we're looking at right now these days and going: 'OK, we came out at 60 bucks and so did some of these other games that had online that maybe people could play for 50 hours, right? Or they had tons and tons of PDLC [paid downloadable content] so they could play it for 40, 50 hours again. Or we were up against Fallout, which was a 50-hour game to begin with. So, we didn't look at it and say we have to have online. What we said we've got to be bang for the buck. Some people could get through our game in 10 hours or so, so we learned.

For the record, Dead Space did have PDLC, in the form of several optional downloadable suits. But it had no narrative expansions, purchasable multiplayer modes or other offerings issued for games such as Fallout 3, Resident Evil 5 and more.

06-30-2009 EA Podcast

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<![CDATA[How Dead Space Extraction Controls On Wii, With Side-Shooting Twist]]> The Wii's September 29 prequel to last year's Dead Space has a control scheme EA's Visceral Games couldn't put on an Xbox 360 or PlayStation 3. A new EA trailer shows how it works.

Dead Space Extraction will be out September 29. As you watch, remember, EA calls this a "guided first-person experience." Different platform. Different style of game. Do you like what you see?

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<![CDATA[EA "Launched Too Many New IPs" In 2008]]> Last year, EA tried something new: they released a number of titles based off brand new intellectual property. Perhaps, in hindsight, too many.

In an interview with Gamasutra, EA's Frank Gibeau has said:

I think in the spirit of your question, I think we launched too many new IPs all at once in Q3.

I would have spread them out and found better windows for them. I would have had longer marketing for them. The marketing cycles were fairly short. We didn't have enough assets to really build the fanbase, build the community, and get that long lead demand built.

So I probably in hindsight would have picked a couple different windows for Dead Space and Mirror's Edge.

In hindsight, yeah, I bet you would have. But you know, for all the people getting down on both those games...in the 6-9 months since their release, word has spread. Both were, for their quirks, excellent games (probably my two favourite from 2008, even). So when the sequels roll around, things will be different. People will be ready. Ready with money.

A Different Track: Frank Gibeau Talks Strategy
[Gamasutra]

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<![CDATA[You (Sorta) Owe Dead Space To Aristotle]]> Some deep reading over on Gamasutra on game design and narrative (courtesy of Company of Heroes narrative designer Stephen Dinehart) could be my next graduate school adventure.

The feature, Dramatic Play, analyzes the intersection of interactive media, drama and games as well as the classic tenants of play and storytelling that make or break a video game. Dinehart says that Aristotle's original notion of dramatic play — that's interactive drama where you experience a story instead of just hearing about it — has bled into games like World of Warcraft, Dead Space and his own Company of Heroes.

These games seek to immerse the player in a dramatic role play, whereby they assume the role of character in a different time and place, and whose actions and presence having meaning in the world as designed.

Dramatic play is the new niche these games expound upon, a paradigm that is the focus of interactive narrative design, a craft that meets at the apex of ludology and narratology and conjoins the theories into functional video game development methodologies.

Heavy stuff, but very interesting — the kind of thing that would make an awesome dissertation topic in a Rhetoric Department at some research university. I mean if we're all on the same page that games are interesting and important and worthy of respect, we have got to get more academics on the case. That, or clone people like Ian Bogost.

Dramatic Play [Gamasutra]

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<![CDATA[Dead Woods: EA's Surreal Dead Space Golf Cameo]]> We're all for these blatant attempts at cross-promotion, whether it's Metal Gear Solid 4 in our LittleBigPlanet or Peggle in our World of Warcraft. And we're especially for it when it's Dead Space in Tiger Woods PGA Tour 10.

According to video from the official site, via 360 Sync, EA Sports' latest Tiger Woods branded links game features an awesome unlockable costume, the CEC Mining Hazard Suit from EA's Dead Space. It doesn't appear to grant the golfer any special abilities, like, say, better extremity dismemberment against your fellow golfers, but it does make the intangible "experience" far greater.

Oh, and it also unlocks the "No Known Survivors" achievement apparently, boosting your Gamerscore by 35 points.

Sure, guest characters bizarrely appearing in golf games is nothing new. But how can you not appreciate this?

Dead Space Meets Tiger Woods 10; Unlockable Costume [360 Sync via Joystiq]

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<![CDATA[How One Of The "Hottest Video Game Babes of 2008" Was Designed]]> You play Dead Space? Then you'll know Kendra and her whiny, whiny ways. Fortunately for Kendra, she was also a little easy on the eye. Ever wonder, then, how one of Maxim's "Hottest Video Game Babes of 2008" came to be?

Artist Joey Spiotto, who designed the character, has posted on his blog a run-down of how he designed one of the game's few (living) human companions, from her clothing to hairstyle to showcasing the work of the actress who "played" her.

For concept art fans or those just interested in general behind-the-scenes stuff, it's a good read! Especially the part about the proper actress Kendra is based on, Tonantzin Carmelo, who seems like a much nicer person than that (SPOILER) double-crossing space bitch (END SPOILER).

Dead Space - Kendra [Joebot, via GameSetWatch]

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