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Afterwords – Dead Space 3

Visceral Games’ third installment in the successful Dead Space series introduces many new features to the horror franchise. For the first time, players can team up with a friend for co-op or build their weapons from scratch. Some gamers have criticized the developer for the inclusion of microtransactions and claim the sequel focuses too heavily on action. We talked to executive producer of Dead Space 3 and vice president of Visceral Games, Steve Papoutsis, about the thought processes behind these changes and the critical reception (read our review) of the game.

The game features some unnerving yet engrossing spacewalk sections. Few popular games, if any, have attempted to recreate what it’s like to be an astronaut. Why do you think this is?
Isaac’s background as an engineer, plus our deep space setting, is what originally inspired us to explore the idea of doing Zero-G.  You probably don’t see spacewalks in many games because it’s an action that’s “low intensity” by nature. I mean, you’re out in space – you can’t fall off a cliff, you can see in all directions… Where’s the threat? Spacewalks and Zero-G succeed in Dead Space precisely for that reason: we WANT to have periods of tension and suspense. Having nothing to see but the void of space, and nothing to hear but your heartbeat, is a great pace changer if you’ve just come from a scene of high intensity and action.

The crafting system is deep and satisfying yet has a pretty barebones tutorial. Did the team always intend to keep the training wheels off, or do you wish there would’ve been more guidance?
Our goal was to create a system that would be easy to get the hang of after a few interactions.  The Construction Bench is 200 year-old technology, so Isaac should initially feel as unfamiliar with it as the player.  In addition to the Bench tutorial, we also have a Weapon Crafting Arena available in the front end of the game that allows people to experiment with crafting.  This Arena also appears in the demo we released.  We figured letting people go nuts with the system in a place that did not limit or use their resources would encourage experimentation, and lead people to be super creative with their own tools of destruction.

Why did the team decide to do away with Save Points?
Co-op was the main reason we changed the save system.  We needed a way to ensure specific checkpoints were being used so we could set the game state for our drop-in / drop-out implementation of co-op.  The other concept that altered the save system was having Chapter Select.  We wanted to let players jump into specific parts of the game easily.  The idea was Chapter Select.

Many fans and reviewers seem to suggest the series has strayed from its atmospheric, horror roots in exchange for fast-paced action. Did the team work to develop a more action-focused game or was this an unexpected side effect?
We set out to make a game that felt like Dead Space, continued our story, and provided answers for players who have been anxious to learn more about the Markers. The team nailed those goals. Horror is very personal and subjective, as is atmosphere. I think opinions about what’s scary and what’s atmospheric lay with the individual; so far, I’ve seen a lot of comments praising Dead Space 3’s diversity in setting and atmosphere, as well as how the feeling of horror is accomplished in lots of different tiny ways throughout the environments and settings.

Many outspoken gamers have criticized Dead Space 3 for including microtransactions. How did the team feel seeing this drama bubble up over the weeks leading to release?
The team was unhappy to read speculation and criticism of a feature that people hadn’t even had a chance to play with or experience hands-on.  

Now that the game is out people know that this system is optional, and that the game is not tuned to require any micro-transactions. Going even further, we give players in-game credits (ration seals) that allow them to purchase all resource packs for free.  And on top of all that, we also created a Chapter Select system that allows players to easily replay areas so they can farm as many resources as they like.  Our team is full of gamers; we would never add a pay-to-win mechanic to our games – we’re all about play-to-win.  But as gamers, we also know that some people are busy these days and sometimes like a little boost; it’s easier for them to do that than invest extra time to collect the items themselves.  

In the end, we built Dead Space 3 to give gamers more choice in how they approach the game.  As gamers, we know how much people enjoy customization and making their game feel unique, this is why we offer different weapon and suit skins, weapon crafting and co-op. 

What’s the craziest, most ridiculously overpowered gun you’ve seen the fans come up with so far?
Many of the blueprint weapons are pretty crazy.  Some of my favorites include:  Pitch Black 392, Sweep the Leg, and Ship Repair.  The one I made is called ….And Tubes!  That one has a very fast rate of fire and stasis-coated projectiles….it’s uber.  My favorite fan-made weapon is a Heavy Suspended Ripper with the Electrocution Module and Acid Bath attachment.  It’s like a UFO that rains down electricity and elemental damage on the Necromorphs.

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Comments
  • i think visceral did a great job with dead space 3
  • So glad I didn't by aliens colonial marines instead of this.

  • Loved dead space 3! A well polished game, and yes it did have some scary moments from jump scares to psychological scares (the video of self terminating was creepy, especially in that dark room) Bring on #4!
  • I loved this game. I thought it was a great blend of horror and action.
  • I just hope they get to keep making more games. Dead Space is a stand out series, and I'd like to think that some day, Visceral will get to both make more DS and other IPs. Army of Two didn't turn out as well, and neither did Dante's Inferno, but they both did try to at least aesthetically do different things (one tried to take the gritty seriousness of most TPS as a joke and the other tried to use literature as the basis for an action-RPG, along with attempting to actually understand at least some of the religious context of the eras the original epic poem was written around). In fact, you know what -- lets have them make a new Dark Void game. I mean it, after what they've done with DS3's non-linear flight sections and combat, I'd love to see them make a Dark Void reboot/sequel.
  • This was great. I liked Dead Space 3. I hope Dead Space 4 stars a female as the main lead.
  • I'm sorry, but I cannot see how this game is scary or atmospheric. From start to finish the game is a damn cakewalk! It could have been scary and atmospheric, but nothing is scary when you have a shotgun that is more powerful than a damn Contact Beam, 1,000 rounds for said shotgun, and 20 Large Med Packs. The only way this game could be scary is if your aim is utter garbage and you couldn't shoot the moon if you wanted to. The shotguns, explosives that don't hurt you, the ridiculous abundance of health packs, ammo, and resources (Not once did I ever have to craft ammo. I made maybe 10 med packs), and the extremely toned down difficulty ruined this game for me. I made it through hardcore with absolutely no problems, and it was the second time I played through the game. There's something wrong with that.
  • I really need to complete this series. I bought DS 2 last year and have yet to complete it! I haven't even started it.
  • ehh they still actionfied it way too much, all the necromorphs felt not just faster but significantly faster then previous games, which I felt ruined the survival horror feel altogether. There was just way too much action in this entry, while I still enjoyed it overall, it was nothing compared to DS2.

  • "Horror is very personal and subjective, as is atmosphere"

    No, not really.

    Everyone can usually agree the first Silent Hill games were mostly atmosphere and horror themed. You don't even have to like them to agree to that. Any game from any genre can have scary moments. Yes, what is scary from a case to case basis is subjective. I found the eel from Mario 64 terrifying the first time I had to deal with it. But genre is pretty cut&dry. It's very obvious when someone is aiming for horror and when someone is aiming for an actiony gore-fest ala Gears of War. I am not saying Dead Space 3 wasn't full of some horrifying monsters, but so was Gears. That alone does not horror make, especially when your game also looks and plays like Gears.

    I just don't understand why it's so hard for people to grasp:
    Monsters =/= horror (neccisairly)
    Gore =/= horror
    Over-the-top action set pieces =/= horror, and it actually detracts from that genre as far as possible before reaching romantic comedy territory.

    This is also contradictory to what the original writer of Deadspace just recently said. He admitted the development purposely shyed away from horror to reach a wider audience. It's kind of embarrassing to try and pull your pants back up now when everyone has already taken pics.
  • I was scared at times in DS3 , I also loved the action , I feel like it was something dead space needed

  • This is all coming from the guy who gave Dead Space 3 a 9.8, while hardly any other publication of any other size gave it a 9 or above. I think the Metacritic average of 7.9 speaks for itself.
  • i loved every minute of ds3.way to go visceral games another solid title

  • I love Steve Papoutsis and the Dead Space team. Really enjoyed how he handled the questions. Dead space 3 felt perfectly intune with the previous titles and while things have escalated it's a natural way of happening and does not feel tacked on. I haven't tried to Co-op yet, so I can't comment on that but I look forward to trying it out. The weapon crafting is easily one of my favorite additions and easily surpasses the upgrade system of the first two, not to mention makes use of Isaac and his crazy Engineering skills. Not to mention I had the scariest moment happen to me just tonight. Opened a door and a huge Necromorph was literally right behind it waiting for me, totally caught me off guard and had be screaming like a baby! Hats off to the team, love it love it.
  • Dlc way to short to be $10, it was fun but it was only an hour long
  • Hahaha at this damage control. Visceral you did a terrible job period.

  • Initially outraged at DS3's action focus and forgoing of old mechanics, I admit I've warmed up nicely to the title. It's different, but still a ton of fun to play.

    I hope the next game reintroduces the horror aspect though, but not at the sacrifice of DS3's improvements.

  • I don't get why people are complaining so much over a little change. Dead Space 3 was a solid addition to the series and I think it really stands out (in a good way) from the rest.
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