<![CDATA[Kotaku: visceral games]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: visceral games]]> http://kotaku.com/tag/visceralgames http://kotaku.com/tag/visceralgames <![CDATA[First Dead Space 2 Screen(s) Venture Into Scary 3D]]> Your first online peek at Isaac Clarke in Dead Space 2 has arrived, a 360 degree look at the necromorph dismemberment engineer that requires Microsoft's Silverlight plug-in and a dose of patience.

GameInformer has the first comprehensive look at Clarke in his newer, sleeker, more jetpack-accessorized space suit, and at least one unfamiliar necromorph. Fight against the Silverlight and Photosynth-powered screenshot viewer a bit and you'll also get a peek at some of the environment from the sequel and what appears to be a flood of teenaged necromorphs bearing down on poor Mr. Clarke.

What do you think of Isaac's new duds?

Dead Space 2 In 3D [Game Informer]

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<![CDATA[Peek Into Dante's Inferno Gates Of Hell Demo]]> The Dante's Inferno Gates of Hell demo is now available for download on the PlayStation Network. Here's a glimpse of what Xbox 360 owners will be missing until the 24th.

Yes, I tend to harp on the fact that Xbox 360 owners have to wait two weeks for the demo, but it just seems so silly to me. Between the time-exclusive demo and the PlayStation 3 special collector's edition, I'm sure that at least a couple Xbox 360 owners are feeling a little alienated here.








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<![CDATA[Dead Space 2's Isaac Gets A Minor Makeover]]> Visceral Games' follow-up to the original Dead Space was only recently announced by EA. Today, we have our first look at Necromorph dismemberment expert Isaac Clarke in Dead Space 2 and maybe some of his new talents.

The newest issue of Game Informer offers new details on Dead Space 2, but none that have been revealed outside of print yet. We're anxiously awaiting the US Postal Service's speedy dispatch of our own issue, hopefully bearing good news.

The full version of the cover shows Isaac sporting some serious jet booster action at the knees, a move I certainly don't recall during my playthrough of the original Dead Space. Could flying strategic dismemberment be added to the sequel? And would that make for good multiplayer?

If Visceral were to add some Left 4 Dead-style multiplayer and co-op action, letting us take on the role of Nectomorphs online, that could be pretty neat. Don'tcha think?

January Cover Revealed [GameInformer]

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<![CDATA[Isaac Severs More Limbs In Dead Space 2]]> The Necromorph infection is spreading through space, and only one man can contain it. Issac Clarke returns in Dead Space 2, and this time he's calling the shots.

At least that's what it says in EA's official announcement, which comes hot on the heels of the teaser image that kept fans stumped for all of five minutes over the weekend. It sounds like Isaac will be large and in charge in the sequel, which promises new characters, plenty of zero-G fighting, and more space nightmares than you can shake a plasma cutter at.

"We're thrilled to jump back into the series, making the next chapter in Isaac's journey," added Steve Papoutsis, Executive Producer of Dead Space 2. "The infection continues to spread throughout space and our hero Isaac Clarke is the only person able to contain it. There are still loads of Necromorphs that need killing. In Dead Space 2, not everything is exactly as it seems. Expect plot twists that will surprise you and a huge cast of twisted, disgusting monsters that are sure to scare the daylights out of you."

And that's all we get. I just want to see how they got Isaac out of the predicament he was in at the end of the first game. I don't want to spoil anything, but that sure was a whole lot of monkeys.

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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[Visceral Games Tells Facebook Users To Go To Hell]]> Visceral Games has unleashed hell on Facebook, with a new Dante's Inferno-themed app that lets you condemn your friends to eternal damnation.

Not only can you send your friends to one of the nine circles of hell in the Facebook Go To Hell app, you can also vote to punish or absolve them, or simply torment them with lovely activities like beast massage or succubus castration. Oh those kids these days, with their succubus castration.

"This app is awesome! Not only will it be a blast to see who the world sends to hell, but it's also a great opportunity to take Dante's notion of the 9 circles of hell and make it current and relevant for people who may not be familiar with the poem," said executive producer Jonathan Knight. "Let the damning begin."

Now in the interest of fair play and science or something, I went ahead and sent Crecente to hell. I am not saying you should click on this link and go torment him, but I am certainly not going to stand in your way.

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<![CDATA[Journey To The Gates Of Hell With The Dante's Inferno Demo]]> Visceral Games takes you to the gates of hell next month, when the entire first level of Dante's Inferno is release in demo form for the PlayStation 3 and Xbox 360.

Dante has nine circles of hell to travel through in his quest to save his lost love, but first he has to get there. Players will be able to take the first steps on this epic journey in next month's Dante's Inferno demo. Our hero battles from the surface to the fabled gates, slashing his way through hordes of enemies towards his first boss encounter - Death. When the first boss you encounter is Death, you know you're in trouble...or you're playing a Castlevania game.

"Our main goal from the start of this project has been to create a journey that will make gamers truly feel like they are going through hell," said executive producer Jonathan Knight. "The demo will give everyone some insight into how we are treating the story and a taste of the gameplay. And with nine more circles of hell to explore once the game comes out in February, we are literally just scratching the surface."

Dante's Inferno is indeed out in full retail form on February 9th in North America and the 12th in Europe. For extra-added fun with the demo next month, be sure to moan "I wasn't even supposed to be here today!" over and over again as you play.

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<![CDATA[Dante's Inferno Heresy Level Looks Hot]]> The sixth circle of Dante Alighieri's version of Hell, also the sixth level of EA's Dante's Inferno does not sound like a nice place. A bit balmy, what will all the hellfire and such.

Of the levels we've seen thus far in Visceral Games' journey to hell, Heresy looks the most Hell-ish. Like, how I envision Hell, all flames and tortured screams and not so much demonic babies spawning from putrefied nipples.

This new trailer for Dante's Inferno does, however, have some demonic babies and, logically, demonic baby killing. And the game's developers explain just what this whole Dante's Inferno thing is all about.

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<![CDATA[Dante's Inferno PSP Screens Are Not Gluttonous]]> EA and Visceral Games are being very frugal with their dissemination of screen shots for the PSP version of Dante's Inferno. Though, we're not angered by their decision, we just lust for more.

A trio of new Dante's Inferno screens, brightly lit and bigger than any PSP resolution you've ever seen, might turn you on to the game, or they might not. There are no baby birthing purple-mouthed nipples here, just action caught in the moment.



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<![CDATA[And The Oscar Nominated Writer Goes To... Dante's Inferno?]]> Dante Alighieri will have to share writing credit with screenwriter Will Rokos, should the game win any awards for its screenplay. The Academy Award nominated Rokos has been pegged as responsible for the story line for Dante's Inferno.

That means that Visceral Games' action game could be as good (or even better!) than Monster's Ball, the Oscar-nominated 2001 film that netted Halle Barry a "Best Actress in a Leading Role" award from the Academy. Sure, it may play a lot like God of War with demonic baby-ejecting nipples, but it should at least have a cohesive plot.

Here's a sample of Rokos writing, which he contributed to the press release announcing his involvement.

"Taking such a naturally rich and deep universe and adapting for the video game has been one of the most interesting and challenging projects I've worked on," added Will Rokos. "I really got into re-imagining Dante as a flawed hero with a dark past, and his determination to save the love of his life from a terrible fate. It was a truly unique experience to re-create one man's hell, one circle at a time."

Convincing, isn't it?

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<![CDATA[EA Stalks The Streets Of London With Jack The Ripper]]> Two new trademark applications point towards EA studio Visceral Games journeying back to the 19th century to visit London's original serial killer, Jack the Ripper.

Superannuation has dug up two trademark applications filed by EA on the 30th of August for "The Ripper," both indicating the trademark is in regards to "Computer game software; Computer game software downloadable from a global computer network; Video game software." The trademarks seem to lend credence to comments made by the LA Times' Ben Fritz in a blog posting back in July.

...two sources close to EA told The Times that Visceral's next game would be Jack the Ripper, based on the 19th century British serial killer. It's not clear what the game would involve, but it's a natural follow-up of sorts to Dante's Inferno, which is also based on copyright-free historical material.

I'd have to agree with Ben here. It does seem like a natural next step for the team at Visceral, and a current-generation title based on one of the most notorious killers in history would certainly turn a few heads. I'm just trying to figure out how they'd turn the tale of Jack the Ripper into a big-budget, action-adventure title. I suppose shortening the name to The Ripper would be a start.

We've contacted EA for comment on this story, and are waiting to hear back.

Nothing to do with that (ace) Portishead song [superannuation]

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<![CDATA[Ex-Visceral Execs Making Game Based On Existing Activision Franchise, Leading New Studio]]> Wondering what Glen Schofield and Michael Condrey, former top guys at Dead Space and Dante's Inferno studio Visceral Games are going to be doing at Activision? Something new, based on something old, Kotaku learned today.

An Activision spokesperson confirmed to us today that former Visceral general manager Schofield and COO Condrey will be working at a new Activision studio. And they have a game planned.

In a statement from the publisher, the duo's plans were given a little more detail: "We are currently hiring employees to work at a new studio that is opening in the San Francisco Bay Area of Northern California. Glen Schofield along with Michael Condrey will lead the studio which will be creating a new game based on one of Activision's existing franchises. We will be providing more details regarding the game at a later date."

Start guessing which of Activision's "existing franchises" these guys will be making a game for.

Among Schofield's past credentials is From Russia With Love. Activision currently holds the James Bond license. Otherwise, your guess is as good as ours.

Earlier today, EA expressed confidence in Visceral's future despite the departures.

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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[Dead Space Devs Change Their Name To Visceral Games]]> Say goodbye to EA Redwood Shores. The once dryly named studio most recently responsible for Dead Space and the upcoming Dante's Inferno and Dead Space: Extraction has a new, slightly more extreme name: Visceral Games.

Sound familiar? That's the trademark aimed squarely at the gut that Electronic Arts filed for in March, leading to some extremely unexciting speculation. Visceral Games general manager Glen Schofield says that the new identity better reflects the studio's "new set of development principles and game design values."

"We make intense, top quality games that push the boundaries of action entertainment," Schofield writes on the new Visceral Games web site. "The name change represents who we are and what we believe games should be. Dead Space, Dead Space: Extraction, Dante's Inferno and other concepts in the pipeline illustrate where the studio's expertise and passion lay."

For anyone who thinks that the former Redwood Shores folks are abandoning their past, read the next sentence.

"We are not abandoning our past but embracing the future," Schofield says, addressing the legions of fans who will obviously prefer the location-based former name of the studio. "With an obsessive focus on excellence and a relentless commitment to intense action, Visceral Games is set to execute all future games at the quality, innovation and polish of Dead Space."

If nothing else, the Visceral Games announcement shows the first use of an x-rayed skull in an EA logo. And that's... well, still relatively minor in the grand scheme of things.

Visceral Games [Official Site]

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<![CDATA[EA Getting Getting Into "Visceral Games"?]]> Electronic Arts may have one more publishing sub-brand up its corporate sleeve, filing trademarks for the name "Visceral Games." What EA has planned for a possible Visceral brand, we honestly don't know. But we have guesses!

It's no secret that EA loves to slap carefully market researched labels like "All-Play," "Freestyle" and "BIG" on its brands, helping consumers figure out which games are right for them. But the majority of those have been designed to let serious video game sports fans that games like SSX and Facebreaker are either wacky, zany or kooky.

Visceral Games could be the publisher's way of letting EA consumers which of its titles are more adult-focused, using the favored adjective of video game reviewers to describe games that go for the gut. It could be akin to Namco Bandai's "Surge" label which covers M-rated fare like Afro Samurai and Splatterhouse, letting Wii owners know those copies of Dead Space Extraction and Brutal Legend for the Wii aren't mini-game comps.

(But don't worry, Chilean grindcore band Visceral, EA is not swiping your death metal cliche logo. That's merely a mock up.)

We're in touch with EA to see if they'll spill any beans on their plans for Visceral Games and will update when they eventually confess.

Visceral Games [USPTO]

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