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Posted by Kotaku Dec 04 2012 06:00 GMT
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#deadspace You play both Dead Space games at a time when the world has already gone to shit. Just about everyone's dead, and the place is a mess. More »

Posted by IGN Nov 10 2012 02:00 GMT
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Co-op may compromise horror, but Dead Space 3 makes it work anyway. This is great spooks for two.

Posted by IGN Aug 30 2012 03:13 GMT
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Obtaining Stasis Field. End of Chapter 1 and start of chapter 2

Posted by IGN Aug 30 2012 03:09 GMT
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Opening scene of Dead Space 2. Chapter 1 escaping the medical bay.

Posted by Kotaku Jul 05 2012 23:00 GMT
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#deadspace Some folks see a scary movie or play a scary game and proceed to purge all that terror out their minds immediately. A game as scary as the original Dead Space made me want to void my bowels many times over. I breathed easy once my time with the game was done. More »

Posted by Kotaku Jun 21 2012 21:30 GMT
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#speakuponkotaku Commenter Cursed Frogurt demonstrates the perils of playing a game without reading / having access to the instruction booklet, making Dead Space just a little more deadlier in the process. More »

Posted by Rock, Paper, Shotgun Jun 18 2012 17:00 GMT
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Below you will find twenty minutes of Dead Space 3 footage, interspersed with executive producer Steve Papoutsis saying ‘super’, ‘awesome’ and ‘superawesome’. It confirms my fear that the game won’t contain very much fear, although there is a bit with a giant drill that sends limbs flying through the air like patriotic streamers and champagne corks at a Jubilee street party. Hurrah, Clarke and Carver (attourniquets at law) cry out as the celebrations begin, hurrah for gratuitous dismemberment. Those people already worried that the atmosphere of the game may be diluted by Isaac’s new argumentative companion may be further concerned by magical ammo. Trailer and disconcerting screengrab below.

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Posted by Rock, Paper, Shotgun Jun 05 2012 14:00 GMT
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Dead Space is famously an Alien-inspired game about lonely survival on a spaceship/station inhabited by otherworldly horrors. No more! Now it’s a buddy action move about welding helmeted Isaac grudgingly teaming up with bloodthirsty merc and victim of nominative predeterminism John Carver. They hate each other, but I’ve a funny feeling they might come to respect and even like each other before the tale is done.

As well as the co-op focus, Dead Space 3 is rather more planet-bound and a whole lot more icy than the previous, claustrophobic and somewhat brown entries in the series. As you can see below. Yes, I thought I’d surprise you all by posting a trailer during E3 week. I don’t play by the rules, me.(more…)


Posted by Rock, Paper, Shotgun May 30 2012 08:00 GMT
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I love how kitschy pulp sci-fi some aspects of Dead Space are. Sure, its exterior may be grimdark and gore-spattered, but this (fairly impressive) digital comic focuses around “Earthgov” and a planet called “Uxor.” That, to my mind, is admirably silly. Granted, that’s hardly the only influence poking through Visceral’s exosuited sleeve here. An overbearingly icy planet? Parasitic monsters crawling from every crevice? A poor, fleshy human struggling to come to grips with it all? A new main character whose name, John Carver, sounds suspiciously similar to John Carpenter? Yeah. I’m thinking the words “Wow, Dead Space 3 is quite the thing” will soon take on a whole new meaning.

Granted, while Dead Space 3 hasn’t had its official reveal yet, this comic sure aligns well with the limb-severing barrage of recent rumors. Also, it’s apparently “just the start of John Carver’s saga in the Dead Space Universe.” So jump past the break and watch as this post’s flesh bubbles and bursts, revealing a grotesque trailer creature not of this world.

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Posted by Kotaku May 09 2012 01:25 GMT
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#rumor According to IGN, Dead Space 3 will feature optional co-op play. It'll be drop-in, drop-out. Their source also describes the game's setting as a "desolate snow planet," which confirms the rumor we reported last year. More »

YouTube
Posted by Kotaku Feb 28 2012 08:00 GMT
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#deadspace If Dead Space is to be remembered for one thing, it should be its navigation system, where pressing a button triggers an illuminated "path" in the game world showing you your destination. I don't know if it was the first game to do this, but it was certainly the first to do it so prominently/so well. More »

Posted by Kotaku Feb 22 2012 07:00 GMT
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#fineart Opus Artz is a concept studio in London which specialises in production art for the video game industry. Among its artists are guys like Bjorn Hurri and Theo Stylianides, so yeah, we're about to see some good stuff. More »

Posted by Joystiq Feb 01 2012 21:32 GMT
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EA's continuing efforts in the mobile space are paying off. Thanks to a ridiculous sale in December, the publisher managed to best all competitors and become the top publisher in the App Store throughout December. The Sims: FreePlay was the top-grossing iPad app.

The news comes from the company's third quarter fiscal year earnings report, which shows a substantial increase in gains and registered users throughout its digital products compared to the same period last year. In the period ending December 31, 2010, EA Mobile earned $59 million, while earnings at the end of December 2011 were up to $70 million.

Posted by Kotaku Jan 12 2012 08:00 GMT
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#deadspace Sideshow is bringing out a limited edition statue of Dead Space hero Isaac Clarke, dressed in his workman's duds from the first game, not his space policeman outfit from the sequel. More »

Posted by Kotaku Nov 22 2011 22:00 GMT
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#kindle Amazon's new $200 Kindle, the Kindle Fire, isn't just a book-reader that happens to run Scrabble and Sudoku. It runs lots of Android-compatible games: the usual suspects like Angry Birds and Fruit Ninja, but also... the $7, high-end sci-fi horror game Dead Space. More »

Posted by Kotaku Oct 13 2011 04:30 GMT
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#fanart Because Lord only knows Isaac Clarke could do with some more colour and music from time to time. More »

Posted by Kotaku Sep 19 2011 11:04 GMT
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Visceral Games, the team behind the Dead Space series, had a small studio based in Sydney, Australia. That studio is now no more, its 21 employees let go earlier today. More »

Posted by Joystiq Apr 22 2011 14:00 GMT
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EA is apparently making an annual affair out of its massive mobile games sale, dubbing the event "The Bitten Bunny" and dropping prices of iOS and Android games across the board. Nearly 30 games, including big names like Dead Space and NBA Jam, are marked down to 99 cents for iOS.

Eight Android games are also dropped by 50 percent (or more), so if you've been waiting to grab Worms for Android, now is the time (and $2 is the price). A full list of sale items is available for each platform right here.

The sale goes through Easter Sunday, after which the Easter Bunny will hop back into his hiding spot for another year. It'll be the least money you've paid for Tetris this year -- so what if it's the dozenth time you've bought it?

[Thanks, Vallanthaz]

Posted by Kotaku Apr 21 2011 23:44 GMT
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Dollar days appear to have just begun for EA Mobile's offerings on the iTunes App Store, where Dead Space, including its HD version on the iPad, is just 99 cents. FIFA 11 is likewise a dollar on both platforms. Dollar apps for iPhone only include NBA Jam, Fight Night Champion, Tiger Woods PGA Tour 12, Need for Speed: Hot Pursuit, and Battlefield: Bad Company 2. [h/t Zinger314] More »

YouTube
Posted by Kotaku Apr 21 2011 08:40 GMT
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#deadspace When a game is set in space, invariably it's set there so you can fly a spaceship and shoot at things. Space Engine does away with all that nonsense, leaving you with just...space. More »

Posted by Joystiq Mar 22 2011 00:31 GMT
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Back in 2009, D.J. Caruso signed on to direct Dead Space. Since then, we haven't heard much about the project -- a piece here; a small morsel there. An interview with AreaGames during a German press tour for I Am Number Four, Caruso's latest film, brings news that a big-screen adaptation of Dead Space is still very alive.

"We're working on the story," Caruso said in the video interview, which you can see for yourself just past the break. "We had one attempt of trying to do a prequel, but the story didn't quite work out as well as we wanted it to. But if we can capture how -- I don't want to say, I guess, how scary or horrifying it would be to play that game because it's really, really fantastic. It'd be fun to make that into a movie." And we wouldn't mind seeing it, granted none of those crazy-scary Necromorph children from Dead Space 2 make their way into the film.

Posted by Joystiq Mar 11 2011 01:30 GMT
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With the iPad 2 launch tomorrow, it's time for publishers to carpe diem on the App Store. EA is going big with mega-discounts on every one of its iPad compatible titles. Like TUAW points out, focus those plasma cutter devices at Dead Space and leap for Mirror's Edge.

AppAdvice has a solid list up of this weekend's sales, which includes Firemint's Flight Control HD. If you do pick up an iPad 2 this weekend, or are just wandering through the App Store with your iPad 1 this weekend, keep an eye out for more deals.

Video
Posted by GameTrailers Jan 27 2011 22:24 GMT
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Isaac fights for his life all over again on Apple mobile devices.

Video
Posted by GameTrailers Jan 27 2011 22:24 GMT
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The horror of Dead Speace invades Apple's mobile devices!

Posted by Giant Bomb Jan 25 2011 07:00 GMT
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Platform: (PS3,X360)

5 out of 5


 Someone clearly decided that Isaac Clarke should have a face. The first Dead Space was a surprise to me because it took a bunch of familiar concepts from other games and movies, and put them together so expertly that the result somehow felt original and highly satisfying in its own right. With an established Dead Space formula now in place, the only surprise about the game's first sequel is that it's actually better than the original. Dead Space 2 expands the scope and intensity of its sci-fi horror action without stifling its tense atmosphere or fiddling too much with its nearly perfect third-person shooting. If you care at all about keeping up with the evolving standards of cinematic action games, you simply can't miss it.

You're once again in the role of that valiant space engineer Isaac Clarke, the poor sap who was sent on a routine mission to find out why the giant mining ship USG Ishimura had gone dark, and then barely survived the terrible horde of monsters its crew had become. At the end of the first game we saw Clarke escape the Ishimura and destroy the sinister artifact responsible for the whole undead mess, but beyond those final events his fate was unclear. This being a sequel, Clarke is of course pitted against another outbreak of those awful necromorphs, but the game's writers laudably avoid taking the lazy way out by merely having Isaac's superiors transfer him to another mining colony that also happens to get overrun by monsters. All in a day's work, right?

 The Sprawl is, well, a pretty sprawling place. Instead, you start with Isaac waking up in a straightjacket with no idea where he is and no memory of the three years since the Ishimura incident. Also, everyone around him is in the process of being slaughtered. This lack of backstory contributes to a healthy mystique that builds up around this second necromorph outbreak as you fight your way through it, and get closer to the truth of why this awful business is happening again and who's responsible for it. In the first game you didn't hear a peep out of Clarke, but now he's joined the noble ranks of formerly silent protagonists who have gone on to more prominent speaking roles, since his trademark robotic helmet will lower during dramatic scenes so he can plead his case to the scant few survivors nearby. The game takes this opportunity for richer characterization and uses it to plumb the depths of Clarke's tattered psyche, but he comes off as kind of a one-dimensional, square-jawed action hero who's never quite in danger of actually losing it, so I didn't feel especially connected to what the game depicts as a grueling internal conflict. But I did appreciate his interactions with the other characters and the way they fleshed out the game's overall storyline.

Isaac was silent in the first game largely because the dreadful atmosphere of the Ishimura itself was in a lot of ways the real star of the show. As terrifying as it was, though, the ship was a purely utilitarian mining vessel, and at some point when you've seen one drab industrial corridor, you've seen them all. Dead Space 2 moves the setting to Titan Station, a vast colony built right into the mined-out remnants of Saturn's largest moon. In contrast to the Ishimura, this place is a fully functioning city in space, complete with residential apartments, churches, and schools. You'll find yourself fighting through all of those places, which serves the dual purpose of nicely varying the backdrops and also providing the means for some really uncomfortable scripted situations involving the occasional innocent bystander.

 Yuck, somebody call an exterminator. All that space-horror window dressing is great and everything, but for all I care Dead Space could revolve around prancing unicorns on Gumdrop Mountain as long as it still played the way it does. Ultimately, it's the perfectly tuned third-person run-and-gun shooting action that attracts me to this series, and that gameplay has only gotten better in Dead Space 2. It still revolves around shooting the heads, arms, legs, and tentacles off of every necromorph you see, and the basic controls for doing that are still so well tuned that I can't think of any way to meaningfully improve them. Everything from the acceleration in the over-the-shoulder aiming to the fact that you can sprint backwards makes the game a joy to control. Look, any game that lets you reload even while you're running is A-OK in my book. If there were a university course about third-person shooter design, it would devote an entire unit to the way this game plays.

There are a few new weapon types (a minelayer, a sniper rifle) alongside the iconic original guns like the plasma cutter and line gun--and of course there are a few tricky new types of enemies to use them on--but otherwise, the mechanics here feel pretty familiar. You still have peripheral tricks like the stasis weapon that lets you slow down enemies, and the kinetic power that lets you launch objects at them. It didn't occur to me until I threw in the first Dead Space, but everything just moves a bit faster here than in the first game, from the way you move around the environments to even how quickly the clever in-game holographic UI pops up when you grab items. It's a subtle difference but one that improves the overall flow of the action in my opinion.

(It's worth noting the preceding comments about the controls apply only to the console versions, since I didn't have a chance to try the PC version of Dead Space 2 prior to release. A lot of people had trouble with the feel of the first game's aiming on the PC, for what it's worth.)

 Nothing a good solid boot to the head won't fix. That minor increase in speed goes hand in hand with the game's slightly greater emphasis on big action. That's not to say there isn't also plenty of quiet suspense, though. You'll creep through plenty of dark corridors, never sure when another necromorph will burst from its carefully hidden monster closet and startle the crap out of you. There are also a number of subdued sequences that take place in a vacuum, where your air supply is limited and there's almost no sound, and in zero gravity, with objects lazily floating all around you. Those zero-G segments might be the most improved thing about the game, since Isaac's suit now has little boosters that let you fly around freely, rather than having to launch yourself in a straight line from surface to surface. The designers use that new freedom to stage one mindboggling, lonely spacewalk outside the station itself that honestly left my jaw hanging open. It's really effective, evocative stuff.

But the bigger environments and quicker gameplay allow some stunningly larger-than-life action sequences to take place as well. Remember when that giant tentacle came out of nowhere near the beginning of the first game, and you had to actively shoot its weak points as it dragged you through the ship? The sequel has a bunch of stuff like that, amplified by a large factor. There aren't a lot of boss encounters, per se, but you'll certainly have to deal with plenty of giant ugly monsters while in some compromising positions. And while you'll spend lots of time in tight, dark corridors, there are plenty of instances of larger-scale combat against multiple enemies in wider areas, as well. I felt like the designers struck the right balance to keep things varied and still retain this game's identity as a follow-up to Dead Space.

I don't like to spend a lot of time describing the look of a game these days because, hey, it's 2011. That's what we produce videos for. But Dead Space 2's visuals are worth recognizing simply because they're so impressive. The amount of detail in every single room of Titan Station is downright baffling when you consider that someone had to model and texture and assign physical properties to every single surface and object in there. I'm not trying to equate more detail with a better visual style or something, but the game's environments have a stunning amount of craft in them. There's also a great, restrained use of lighting that helps to heighten the tension from area to area. The sound design is just as appropriately horrific; some of the sounds the new necromorphs make from the shadows, announcing their presence before you even see them, are absolutely bloodcurdling. It's a game that looks and sounds incredible, and one that, like the first Dead Space, demands the biggest screen and speakers you can give it.

 There is also multiplayer. Dead Space 2 has multiplayer, though I wouldn't have told you the game needed it, based on the way it plays. But it turns out the multiplayer isn't half bad. Here is where I make the requisite " Left 4 Dead Space" joke and tell you that it pits four human players against four necromorphs in an objective-based format that flips the two sides after one round. And just like in Valve's series, the humans are relatively hearty while the monsters are frail as all get out, meaning the players on the monster side will respawn repeatedly as fast as they can to prevent the humans from reaching their goal before time expires. The game only ships with five maps, but it does have a progression-based leveling system that unlocks new weapons and abilities. That provides a decent carrot for you to chase after, and there's some room for coordinated teams to strategize against less-organized opponents and achieve dominance. The multiplayer doesn't seem especially deep, though, and consequently I suspect it will lose its luster after a week or two.

The good news is the campaign alone is worth playing through two or even three times. I personally enjoyed Dead Space 2 so much that I played through the PlayStation 3 version start to finish, then immediately started another run on the 360, and plan to play it again on the highest difficulty after that. Coming from someone who rarely has the time or interest to play a game more than once, that's saying something. It helps that the designers got the whole "new-game-plus" thing right this time around by allowing you to take your upgraded weapons and gear into subsequent playthroughs, and also that there are numerous achievements and trophies that reward multiple, harder runs through the game(though none, it's worth pointing out, that apply to multiplayer). The two console versions looked virtually identical to me, but I have to give a slight nod to the PlayStation 3 version simply because it ships on one disc, while the Xbox game comes on two and features a disc swap halfway through. The first production run of the PS3 version also contains the previously Wii-exclusive prequel Dead Space Extraction dressed up with HD graphics, optional Move support, and trophies, though subsequent pressings will lose that bonus. For the time being at least, that's a pretty valuable bonus.

Just like its predecessor, Dead Space 2 doesn't do anything especially new, it just does everything exceedingly well. EA's current management set a mandate a few years ago to improve the quality of the company's internal game development, a directive this game and its predecessor directly resulted from. If the Dead Space franchise is ultimately the only memorable result that effort ever bears, it will still constitute a memorable legacy indeed.