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~ Dead Space information thread ~   [ Edited ]
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Siren-Hill

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Dead Space
 
 
Developers: EA Redwood Shores
Publishers: Electronic Arts
Platforms: Playstation 3, Xbox 360, PC
Release date: October 14, 2008
Genres: Third person Shooter/ Action/ Survival Horror
Number of players: 1
Rating: M
Media: Blue-ray disc, DVD
 
Overview
 
 
Dead Space is a survival horror game in which has caused quite a controversy. By nature, the game was being deemed to be too violence and has been banned in Japan, China, and Germany. 
 
Plot:
 
The game sets in a distant future where technology has become an important part in a person's life. The player will take on the role of an engineer named Issac Clarke in an alien-infested ship. During the course of the game, he has to fight his way through polymorphic alien lifeforms called Necromorphs. Issac works for the Concordance Extraction Corporation (C.E.C), a mining company in which operates throughout the galaxy. One day, the company receives a distress call from the USG Ishimura, a “Planet Cracker” class ship that destroys other planets to extract valuable ores. The company assumes that the ship may have mechanical problem, they send 3 engineers out there (including Issac) to help out the ship. Once get there, they realize that the ship is being overrun with hostile alien lifeform known as Necromorphs. Soon after enter the ship, Issac is being separated from his companions and must rely on himself in order to survive and escapes the ship alive. 
 
Back Story:
 
 
 
There is a comic series created by EA which will be wriiten and illustrated by Ben Templesmith and Antony Joshston. The comic will be published by Image Comics and will serve as a prequel to the main game. 
Electronic Arts and Starz will release an animated movie for the game called Dead Space: Downfall and will be a prequel to the main game as well.
 
Gameplay:
 
Using the engine similar to Resident Evil 4, the game will feature a over the shoulder third person perspective. In the majority of the time, the place will be too dark too see and Issac has to rely on the light that illuminated from his weapons and armor. There are weightless and decompressed environments in which Issac has to wear a pressurized suit equipped with magnetic boots in order to navigate through the place. Issac's weapons consist of an array of bolt cutters, stasis fields and rudimentary energy weapons. The only way to "kill" a necromorphic is to dismember it. The creature may get up again if Issac forgot or dismembered the enemy the wrong way. Different creature will have different weak spot, the player can use it to his advantage in the game.
 
Images:
 




 
 
Videos:
 
 
Previews:
 
IGN hands-on impression:
 
Australia, September 8, 2008 - Yes, beloved reader – once upon a time, not all that long ago, EA's portfolio of game releases read like a bad **bleep**o index – full of flashy, soulless sequels, recycled brands and tired, formulaic game releases. Suddenly, games like Spore and now Dead Space are slowly rolling out of the mega-publisher; original IP that demonstrate a slow about-face for EA. Clearly, cynical and discerning market forces are proving that original themes can and will lead to financial success and EA is getting on-board.

Dead Space, which releases worldwide in October, is shockingly solid and original for a genre that tends to rest on tried-and-true cover mechanics, flashy explosions and corridor after corridor of pop-up targets to shoot. With some time spent in the near-final build of the game, it's clear that EA Redwood Shores is on track to deliver on high expectations.
 
Our time was spent traversing different zones inside the 'Ishimura', the doomed space frigate and planet-decimator that's been overrun by infection-dealing alien vermin. The ship, which is divided into twelve or so key areas, has more than a passing resemblance to classic science fiction vessels of cinematic history, but the carnage and gore plastering the steel walls puts Dead Space into the survival horror category as much as any Ridley Scott or id Software moments.

Isaac Clark (named after veteran futurists and sci-fi authors Isaac Asimov and Arthur C. Clark) sits at the centre of the story; an engineer on-board the Ishimura, he's packing makeshift weaponry and a badass exoskeletal suit, upgradeable at certain points during the span of the story.

Controlling Isaac is reminiscent of Resident Evil 4 or Gears of War's over-the-shoulder camera position; however the freedom to rotate the camera at any time puts Dead Space ahead of both games in this area. Critically, the aiming mechanic is also tied to how menus and your off-screen heads-up-display are viewed. Bringing up the menu system, holographic menu boxes float out in front of Isaac in real-time, allowing you to manipulate and rotate the map of the area as you rotate the camera for instance – to a subtle but impressive end.
 
HUD minimisation is rapidly becoming the standard for many action games to keep immersion levels high and eyeball-hogging screen clutter low. Whether a game can be as immersive in third-person as opposed to first is still contentious, but Dead Space makes some terrific strides towards keeping you in the game at almost all times.

There are no cutscenes – not in the traditional sense. The angle of the camera can widen slightly at times to give you a more anamorphic, cinematic angle with which to view the new environment you're entering, but that's the extent of it. Instead, scripted moments punctuate the moments of disconcerting silence, literally causing us to shudder during one instance: we were creeping down a long, pipe-lined, windowed corridor when suddenly the windows at the far end of the stretch began to blow out a pair at a time, as something rushed towards us unseen on the other sides of the walls. Another took us through a medical ward as a brain-warped nurse wielding a bone-splitting hacksaw took to a dying patient before slitting her own throat and crumpling to the floor.
 
 While much has been said about the levels of gore in Dead Space (and this can't really be overstated or ignored, since this game is one long crimson tide of entrails, broken only by stretches of exploration and puzzle solving), the real appeal for us is in the atmosphere that's carefully been constructed onboard the ship. Initially, the eerily quiet hangar bay eventually opens out into one carefully constructed room of horrors and curiosities after another. Thick clouds of undissolved atmosphere hang in the air as your equipped weapon's laser sights cuts through the haze, lighting up particles in its path.

The colour scheme is muted – though, not as severely bland as many shooters out there, meaning, shades of brown are actually complimented by blues, purples, neon orange and teal. Inside the towering hydroponics laboratory, poles wreathed in leaves add a strangely incongruous natural touch to the steel struts, bloodied messes and spectacular self-shadowing of other areas. So Dead Space has environmental variety, and we can tick one more box on the mental review checklist as the game propels towards release.
 
Strikingly, weapons in Dead Space are genuinely tactical. There's a surprising degree of forward-planning, if not trial-and-error, required when tackling spindly necromorphs. This is where the much-touted 'strategic dismemberment' comes into its own. You can unload dozens of rounds into an unfeeling bipedal horror to no effect, so the best tactic is to equip your weapon – and this is the critical part – swap between horizontal and vertical firing modes, allowing you to slice arms, sever tentacles and claws and generally clip alien appendages with precision and forethought not usually found in a shooter. It's genuinely compelling to play, and the pace of the aliens keeps your hapless engineer everyman-hero on his toes.

Enemies like the Slasher are birthed by face-hugger style creatures that latch onto corpses and reanimate them in a grotesque writhing flail. Others, such as the Exploder are equally distinct; an exposed human ribcage and abdomen, clawing along the ground, a twisted mess of hyper-extended body parts. One of the most interesting encounters had Isaac being draggeg along on his back by his foot by an enormous tentacle, all the while you're firing into the appendage. Wait too long or fail deal enough damage and you're dragged into a ventilation shaft and the result is an explosion of viscera and a big smile on our face.
 
Gravity, or lack thereof, is possibly what Dead Space will be remembered most fondly for. Entering some chambers requires you to pass through ante-chambers and into gravity-free areas. In these, aiming with the left trigger and your right thumbstick allows you to target areas on the ceiling, the walls and many other flat surfaces upon which to land. Hit Y (on 360) and Isaac sails towards the opposite wall, making for 360 degree playing fields and opening up new gravity-based puzzles. Couple gravity with psychokinetic object lifting and suddenly this horror shooter takes on a Half-life 2-like slant, tasking you with clearing floating boulders by sending them into an incinerator, floating over to an out-of-reach hatch and pulling the door open, or finding batteries to slot into an enormous power socket inside a murky surgical ward.

Being an entirely single-player experience, Dead Space has the kind of focus that is reminiscent of a game like Bioshock; the team is afforded the time to focus on a handful of key ideas and – at this stage – seemingly get them right, rather than water down the overall quality of the game with unnecessary or unfocussed co-op modes or multiplayer. It's a stance we applaud and we're as keen as you likely are to see if the campaign is truly as good as it's shaping up to be.
 
 
Gamespot hands-on impression:
 
Dead Space is a game that doesn't exactly hold the player's hand. Not only are you placed in a frightening setting in which you're forced to use makeshift weaponry to fight a scourge of infected aliens aboard a mining ship stranded in space, but a variety of challenges are also thrown into the mix, ranging from occasional lapses in gravity to enemies that just don't know how to stay dead. No, Dead Space doesn't look like the most comforting game in the world, but it does look like an awfully good one. Here in Leipzig, journalists have been given the chance to see a new level from the game--a particularly challenging one that forces you to deal with vicious aliens and careful resource management.
 

This chapter is the seventh in the game, and the goal is for the protagonist Isaac Clarke to traverse through the mining deck and find an SOS beacon to send out into space. His journey begins when he calls up an elevator, but unfortunately it doesn't arrive empty. What's waiting for him inside isn't a group of enemies, but a fallen colleague who's been badly wounded. Unfortunately for this guy, there's no way for Isaac to know whether he's clean or if he's been infected by necromorph aliens. The only way for Isaac to take care of the situation is to finish him off by making the wounded man part with his head.

That Dead Space is a particularly gory game is something that will become quickly apparent. For this we can thank a combination of slick, futuristic weaponry and gruesome enemies that are all too willing to come charging at you with less than friendly intentions. A lot of the weapons available to Clarke are everyday tools from his job as an engineer. This probably won't sound too interesting until you see them in action. Our favorite is a modified buzz saw called the ripper. It has been tricked out to shoot radial saw blades that dismember enemies in a horrifically realistic way.

Dismemberment is a strategy that you'll need to master because it plays a vital role in your success. You can use statis packs to slow time, which gives you some breathing room to shoot at an enemy's head or limbs. (They tend to simply absorb any gunfire aimed at their torsos.) Certain aliens come running at you with spiky limbs flailing all around--including one that looks like a zombie pterodactyl--but despite how scary they are, they represent an excellent opportunity to pick up severed limbs with your TK gun to shoot right back at them. Just make sure that you take the head off, because the aliens you encounter have a nasty habit of sprouting limbs right back. The combat in Dead Space offers a lot of potential for creative use of your weaponry, and given that you'll never find a lot of ammo for your traditional guns, you'll definitely want to stretch your creative muscles as far as you can.

These guns can also be upgraded in the game. You do this by using power nodes, which act as a currency to let you progress through a branching path on a weapon's leveling tree. These affect things such as firepower, reload speed, and so on. The tricky thing is that these nodes are very hard to come by, and you can also use them to unlock certain closed doors that you might encounter. This creates a risk-reward situation in which you need to weight the known upgrade against the uncertain reward locked away behind the door. In the case of our demo, Clarke used one of his nodes to open a door that revealed some stasis packs and a host of logs to help shed some light on the game's plot.

 

This level, which featured a zero-G sequence complete with an environmental puzzle that requires clever use of your TK gun and floating debris, represents one of the game's 12 chapters. These chapters range from about an hour to an hour-and-a-half each. As a way of adding replay value, EA has given players the ability keep their weapon upgrades whenever they complete and start a new story.

Dead Space is looking like a fun and scary game, even with the nonstop challenges that it throws your way. Fittingly enough, it's scheduled to arrive just before Halloween on October 21.

 
 
PS3fanboy hands-on impression:
 
In Dead Space no-one can hear you s- ... No, never mind. Dead Space deserves better than an intro like that. I'm not sure whether you've heard, but this game is fast becoming a favorite for GOTY throughout the Joystiq network. We've seen it several times now between E3, Leipzig and PAX and each time we come out impressed. The latest build, shown off at the Penny Arcade Expo, put more emphasis on the anti-grav platforming and puzzle solving, further cementing in my mind that this may be one of this year's greatest titles.

It's hard to pinpoint exactly what gives me that impression. It's not one specific element of the game, but rather the way all of Dead Space's facets fit together in the package. Graphically and stylistically the game is designed to put you on edge. It's not comfortable. You're an everyman, trapped in a spaceship overrun with zombie-like aliens. Everything feels very gothic and dark. Even the main character's space suit makes him look monstrous.

You've heard about the menus before, no doubt. How they pull you into the game by being a part of the game world. I could've spent hours navigating those holographic projection menus, watching Isaac's head move as he watches you check out your inventory, almost voyeuristicly. Item drops appear similarly, with a holographic window appearing as you approach, showing what's on the ground. Again, these exist in real space and can be seen from all sides as you rotate your camera around.
 
As for gameplay, Isaac moves very fluidly and, for an engineer, has a surprising amount of firepower. Not just weapons, which are all based on engineers tools (I'm looking forward to getting more hands on time with the buzz saw), but also his ability to place enemies in stasis for a short period of time as well as a telekenesis ability. It's not certain whether these abilities belong to Isaac himself or to his suit, but no doubt we'll find out when the final game drops next month.

The developers at EA Redwood Shores are clearly conscious of the fact that getting lost in a survival horror game can be a deal killer. The Ishimura (the spaceship on which the game takes place) is well mapped, for the most part, meaning that Isaac knows where he's headed. Press the right stick in and a beam of light will shoot out and show you where you should be going. Hopefully this will keep the game's pace up, meaning less aimless wandering and more zombie alien decapitation.

You'll be doing a lot of decapitation. The combat is such that enemies will keep coming for you unless you remove their head. Your weapons are all designed to cut and slice, so you'll see limbs come flying off constantly. There's one enemy which has a bloated arm full of explosives, which detonate if you get too close. Of course, if you're a good aim you can dismember the arm and pull it towards you using telekenesis, only to shoot it back at the creature and obliterate them both. In anti-gravity areas, you'll see detatched limbs float slowly by, adding to the eerieness.
 
In anti-gravity areas you're able to jump from wall to wall. Each time the camera realigns as if you wall you've jumped to is now the floor. This is incredibly disorientating and will no doubt take a little while to get used to. It's especially difficult when you've got floating aliens screeching at you and flying in your face. In the anti-grav room in the demo I played I was given the task of destroying a set of boulders, which were floating around the room, by throwing them into a nearby energy beam. Thanks to Isaac's telekenesis powers, this was easily done. A nearby corpse also got a free trip to Energybeamsville.

Once all the boulders were destroyed and a switch was flipped gravity returned to the room, which then flooded with aliens from all sides. Sadly, they were too much for me and as Isaac died I was left wondering where my leg had floated off to. Dead Space looks like it'll be pretty scary. There will certainly be some "oh ****" moments as rooms become infested with aliens. I'm also hoping there are some more intimate, psychological scares coming in the final product. I'm looking forward to finding out when the game releases on the 14th of October. So soon I can almost taste it.
 
 
1UP interview with Chuck Beaver:
 

1UP: Back at E3, you showed a scene where the player is getting pulled through a tunnel -- it was an interactive cut-scene. How many of those are we going to see, besides that one?

Chuck Beaver: That's kind of a complicated scene where it looks like it's going to be a movie, but you've actually got control of the gameplay, and you're actually playing through that whole sequence. And then, depending on how poorly you do at the end, you have this small moment where you get this spectacular death. As far as those types of sequences go -- where you end up with a small, spectacular death -- there's actually a lot. Isaac can die in a practically infinite number of ways because he can be dismembered almost everywhere, just like the enemies can. So, depending on what's happening to you, you can have a lot of that happening.

1UP: From a broad perspective, what do you think Dead Space does in terms of being scary -- in the horror genre -- that other games haven't done before?

CB: Well, we're doing a really tricky combo of keeping the player controls responsive so that they're not sluggish and you're not feeling like you're in molasses. We made [the main character Isaac] reasonably responsive. He shoots relatively fast, and he can aim relatively fast. And then, to do that, we had to take away the "magic" of other [aspects of the game] -- like, your inventory screen doesn't pause [your character], so you can't go in and magically get health, change weapons, pick your ammo, combine things, and come back out better and stronger than you were in the frame that you've paused. So that's how we're trying to keep our version of the tension going. That's unique for us.

1UP: At E3, EA announced that it's also publishing id Software's new shooter, Rage. Do you view that as an internal competitor for the marketing dollars of EA?

CB: Well, no, actually -- no, not for the marketing dollars. They'll get their own slice of the marketing pie. I think Rage is just another product ready to go from EA. So they're not competition, necessarily.

1UP: So you're not campaigning internally to [prevent] them from publishing Doom 4?

CB: [Laughs] No, no -- I wouldn't have any e-mails about that to share with you.

1UP: We've seen a little bit of Dead Space's upgrade system. What can you use that for?

CB: You can actually upgrade literally everything: Health can be upgraded, your stasis and the duration and the energy that it uses -- all the weapons can be upgraded. It's fairly robust; it's not just damage. You can [upgrade] reload speed and rate of fire, and certain weapons have specific characteristics that are also upgradeable. Like that big line gun that you [saw in the demonstration], that's a huge ore cutter -- you can change the width of its blade and even get more energy coming out of that. But you only have a limited number of power nodes, and so you'll have to make choices through the game. How you do it is very strategic depending on what you want to do: trick out a weapon, or more stasis, or more health.

1UP: Is there anything you have to upgrade to get past a certain point, or is it entirely your choice?

CB: No, it's entirely your choice. If you don't upgrade anything, toward the end of the game, it's going to be hard because the enemies get harder. But there are no awful path blockers that are based on upgrades. You can't break your character, if that's what you're thinking.

1UP: For the comics and animated feature, how did the cross-marketing of all this come together? Did you guys come up with a story and then go out and look for people to make it into comics and a movie?

CB: Well, Glen Schofield, the executive producer, as we were putting this story together, he realized that we had a lot more to tell. We'd completed a huge amount of story, and it wasn't all going to fit in the game. And so, we thought, "Let's go do something no one's ever done before -- let's go do a comic and then do an animated feature." So he sent Cate Latchford, one of our producers, off to help secure the talent for that, and we ended up garnering [illustrator Ben Templesmith] and [writer Antony Johnston], and then we got Jimmy Palmiotti and Starz [Media] to do the animated feature. Basically, we had all this story that we'd created, and we wanted to tell the whole thing -- so we got some more properties to tell it with.

1UP: How much influence did you have? Did you basically give them a script and say, "Make it like this?" Or did you give them a few ideas and say, "Flesh it out where you can?"

CB: I was in charge of that. I was the producer for the story, so I was trying to manage all that. We essentially set up a master timeline of all these major events -- "OK, here's where these things happen" -- and then plugged them in spots of it and said, "Now go and make that as best you can -- your interesting version of it," and let them have a lot of creative freedom to write it with the characters and all that sort of stuff, as long as they circled the events. And they were really engaged with that; they thought that was really great.

1UP: Did you ever consider doing a collectors' edition with all this stuff in one package -- you get the movie, the game, and, I don't know, PDFs of the comic book or something like that?

CB: Yeah, we're considering that as much as we can. We'll see what we're able to get through all the channels that we need to get through by the time the game comes out. But, yeah, we'd love to have as much of that as we can.

 

Source: http://www.1up.com/do/previewPage?cId=3169319&p=37&sec=PR
EVIEWS

 

Gamesradar hands-on impression:

 

A worrying clanging noise began building in volume aboard the Ishimura, the vessel serving as the setting for Event Horizon-ish galactic horrorfest Dead Space.

We were warned. “Be careful, this is LOUD”, guffawed Glen Schofield, Executive Producer on the game. Even so, we weren’t quite prepared for the hurricane that came out of the speakers the first time we came up against the Necromorphs, and we nearly deposited the coffee we’d been drinking directly onto EA’s plush couch.

So it’s loud. Dead Space is also very big and very dark, with an admirable attention to detail. Stepping out of a crew transport and into a deserted changing area, we were struck by the level of thought that had gone into the surroundings. Toilets have been re-imagined, vending machines futurized. And coating Dead Space’s visuals is the faint orange glow of holographic maps and info points. But there are also a lot of red stains on the floor. And some weird gloopy stuff stuck to the walls.

You take a Resident Evil 4-style over-the-shoulder view with hero Isaac. There’s a similar deliberate, vaguely clunky sense to his movement as well, which gets across the weight of his armour as well as the reduced-gravity surroundings. Venturing out of the crew area and into a shadowy mess of winding metallic corridors, it wasn’t the sharp visuals that got us. It was the cacophony of clangs, low groans and hisses, combined with the Vader-like breathing coming from Isaac’s helmet that put us on edge. At times it was overwhelmingly claustrophobic.

Eventually we came to the edge of the massive engine room, and to the first part of our objective (get the engines running to power the centrifugal gravity machinery further on in the ship). Suddenly, all that noise exploded into actual mutated spider-people, coming straight at us. Whipping out our plasma cutter, we found it straightforward and damned satisfying to slice off a creature’s limbs and then stamp on its head. It was also massively gory, but we’re getting used to extreme amounts of gore. Anyway, we fought off a horde of them before activating the engine to complete the demo.

 

Source: http://www.gamesradar.com/ps3/dead-space/preview/hands-on-dead-sp
ace/a-20071204131117747057/g-2007092414531265010/p-2
  

 
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Siren-Hill
Message Edited by Siren-Hill on 09-15-2008 06:18 PM

 

Kudos!
09-15-2008 12:01 AM
 
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Jett

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HollywoodHiRizer

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i first read about this game in october 2007 in game informer and was somewhat skeptical because of EA, but it looked awesome
and after watching vids and reading, it looks like theve worked hard and i definitely cant wait for it :smileyhappy:
 

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Kudos!
09-15-2008 05:34 PM
 
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carbonox_ratchet

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You might want to remove the images that contain gore. Not really appropriate for the kids on here.

 

Anyway, I'm still on the fence about this title. I liked the prequel comics and the mythos surrounding this universe. It just may spur me on to buy the game come release, depending on what else is available at the time.


 



The views expressed in this message are in no way the official views of SCEA and are of a personal nature.
PS.com Moderating Team: Member first, Moderator second.
Kudos!
09-15-2008 06:03 PM
 
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Siren-Hill

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Siren-Hill

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carbonox_ratchet wrote:

You might want to remove the images that contain gore. Not really appropriate for the kids on here.

 

Anyway, I'm still on the fence about this title. I liked the prequel comics and the mythos surrounding this universe. It just may spur me on to buy the game come release, depending on what else is available at the time.


Well! I remove most of the gore images. I can see how this game was banned in several countries since the gore definitely an important factor here.


 

Kudos!
09-15-2008 06:11 PM
 
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Neon Reaver

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carbonox_ratchet wrote:

You might want to remove the images that contain gore. Not really appropriate for the kids on here.

 

Anyway, I'm still on the fence about this title. I liked the prequel comics and the mythos surrounding this universe. It just may spur me on to buy the game come release, depending on what else is available at the time.


 

I've seen much worse stuff than Dead Space's gore floating around on these boards. Besides I think that the Survival Horror name is there for a reason. An underaged kid shouldn't come here expecting daisies and pink ponies.
Kudos!
09-15-2008 07:58 PM
 
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Kabal_Klaw

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Neon Reaver wrote:

 

I've seen much worse stuff than Dead Space's gore floating around on these boards. Besides I think that the Survival Horror name is there for a reason. An underaged kid shouldn't come here expecting daisies and pink ponies.

True, but one may still stumble upon this and be scared/scarred for life! (just kidding, of cource)

 

On an other matter: Resident Evil 4 fans rejoice! This game seems to have certain similarities to it. (I'm NOT saying they copied it though, more like it inspired them a bit)

Kudos!
09-27-2008 12:50 AM
 
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DaRtH_LiCkWiD

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I've been waiting for dead speace for like a bagillion years!!!!!! This is the kind of the game the ps3 needed badly. Ive been keeping up on the animated series and graphic novels and i cannot wait to get my hands on it.. despite the excitement though a small part of me is a bit weary of the game translaton of the novels..I just hope it lives up to the hype because there is a butt load of it  :smileytongue: Until Re5 comes out this along with SH:Hc will quench my survival horror thirst :smileyhappy:


 

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Kudos!
09-27-2008 03:52 AM
 
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