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Dead Space: A 15-Hour “Roller Coaster” Ride
Posted by Brittany Vincent, Oct 7, 2008 12:00

  Dead Space
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Sometimes, it’s all about the pacing. Whether its romance, comedy or horror, the way certain elements are presented can change the entire package. For instance, if you try to pack all of the genre-dependent content into the first hour or final few of a product, it’s going to be disappointing.

That’s why Dead Space has been created with the intent of being “[...] a roller coaster ride, where you have those horror moments, but you also have those spaces in between to let down your guard. In fact, stopping to take a breath makes it even more impactful the next time we throw an encounter at you, or use a false scare to put you on edge,” according to Rich Briggs, producer. He speaks the truth—getting that sense of false security has been my downfall in such recent games as Silent Hill: Homecoming, or even Alone in the Dark. Thinking that things are really okay when they’re not, can sometimes be the most horrifying frame of mind.

“We have 15 to 20 hours of gameplay, which means we have to constantly keep things fresh and unexpected.” The squeamish may want to consider this as they take up their makeshift weapons and traverse the Ishimura for the first time.

The Dead Space team took this aspect of the game very seriously, and explained how they maintained such tension.

“First is the environment, with disturbing images, lighting and creepy audio. Even if nothing is happening, just by looking around we want you to feel an underlying sense of dread. Second is the obvious “boo” moment where something jumps out at you, or grabs you, or is ripped apart in front of you. We can’t overuse this method as it’s the easiest way to desensitize you. The third is the resource management and controls, because you never have too much ammo, and you don’t run or turn quite as fast as you might like.”

So, a rundown of what one can expect within the game’s lifespan: haunted house imagery with the Fear Emitter technology, lulling gamers into a false sense of security, Necromorphs popping out at you with little or no warning, slow turns and limited ammo with which to dismember those who wish to take your life.

Okay, I’ll be off now to purchase extra light bulbs to ensure I’ll never have to play this game in the dark. Expect more information on Dead Space when TGR posts the interview with Rich Briggs in its entirety.

Prev: Boom, Strategic Dismemberment: Dead Space to Avoid FPS Clichés
Next: Dead Space: A 15-Hour “Roller Coaster” Ride

Rating: 10.0, votes: 3
 
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