INTERVIEW Dead Space 2

Published on December 7th, 2010

GamerZines: When was formerly announced there was some confusion amongst fans whether it would come to PC. Was it always clear inside Visceral that Isaac’s second adventure would appear on PC. Could you shed any light on the apparent confusion?

Steve Papoutsis, executive producer for Dead Space 2: We always wanted to make a PC version of Dead Space 2, however we wanted to be sure about when we could complete it. Our goal with the PC version was to improve the controls from the last game and I think we have done that.

GZ: Multiplayer tends to always be a contentious inclusion in single player orientated franchises. Why did you decide to offer multiplayer in Dead Space 2?

SP: Multiplayer was the most requested feature for Dead Space 2. Numerous people wanted to be able to experience Dead Space with their friends after finishing the single player story. Given that feedback we wanted to deliver a game that our players would enjoy and listening to what they listed as the number one feature addition made sense.

GZ: The Dead Space 2 online experience shares similar cues to Left 4 Dead, do horror games have to follow this kind of team-based competitive survival mould?

SP: I don’t necessarily think they do. The approach we took made sense for our particular game.

GZ: Around the office we think Isaac looks a little like Joaquin Phoenix, who is he really modelled after?

SP: (laughs) Wow, I have not heard that one before! Our plan with Isaac was to create a relatable character who people would like playing and also make sure his neck was not larger than his head.

GZ: In the original, Isaac was driven by love and desperation, in the sequel he’s driven by…?

SP: Creeping madness, shadows of his past.

GZ: Isaac seems much more in control of his destiny this time around. How does this effect the gameplay and what were the reasons behind this move?

SP: One thing we wanted to address in the sequel was the feeling of Isaac being an errand boy, someone who simply took directions and blindly did what he was told. The biggest impact this change has on the game really comes out when Isaac speaks, he is not passively following orders instead he is actively seeking for answers or taking matters into his own hands. I don’t want to go too much more into it as it could wind up in Spoiler Town, and that’s a place I’d like to avoid.

GZ: With so many game franchises being made into feature films would you ever be tempted if a big studio came knocking? The Dead Space experience seems more palatable with the big screen than most games.

SP: If we could get the right sort of partnership it would be super awesome to do film. The team and I love movies and seeing Dead Space on the big screen, if done properly would be rad.

GZ: How does the Sprawl differ from the USG Ishimura? Should gamers expect a less claustrophobic experience?

SP: The biggest difference is that the Ishimura is a Planet Cracker space vessel and the Sprawl is a city located on Titan one of the moons of Saturn. Spaces will vary but I think the overall feeling won’t differ vastly from Dead Space. There were some large rooms on the Ishimura; it was not all about tight hallways.

GZ: Which platform is best to play Dead Space 2 on?

SP: PS360PC, that’s an uber platform I just invented. Honestly, I think the game plays great on all systems and it really comes down to what each player prefers.


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    INTERVIEW Dead Space 2

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