Postmortem: Dead Space

In space, no one can hear you conduct a postmortem with Senior Producer Chuck Beaver (real name).
1/27/2009 6:13 PM | 6 Comments | Page 2 of 5

Scott Jones
Scott Jones
Status: Coffee makes me feel 4-percent sexier.
Beaver: Making the game difficult to get into definitely wasn't part of the design. But what might cause [the slow-burn effect], at least in some part, is the controller. We have a very full controller. By the game's second level, basically every button on the controller serves an integral purpose. It takes a while to master all that.

The slow-burn, as you call it, might also have something to do with our brand of survival horror mechanics. Because it's a new world, a totally new place, it doesn't easily map onto other experiences you've had. Yes, it's similar to Resident Evil 4. But in our game, enemies constantly surround you; they're coming from 360 degrees. In Resident Evil 4, they're predominantly in front of you. I think that adds another level of helplessness to the proceedings, and makes you feel more underpowered and more vulnerable.

Crispy Gamer: The game opens with an extensive, very filmic cut scene. But then it pretty much ditches cut scenes for the remainder of its duration. And yet the whole production somehow still manages to feel, at least to my mind, very cinematic, very filmic.

Beaver: We made a conscious decision to take out cut scenes. We wanted players to be completely immersed in the game, and to feel connected to the game. Cut scenes, in our opinion, disconnect players from the story; they disconnect you from your belief system. We've created this scary world for you to explore, and we wanted to keep you in that world. So all cinematic staging needed to happen in that world. Messages from other characters are delivered while you're still in the world. The same goes for the heads-up display. We did away with a traditional HUD, and tried to give players all the information they needed on the screen, in a more organic, believable way. Everything is fictionalized and justified within the world.

Another big piece of the storytelling that most gamers aren't aware of is conveyed via set design and set dressing. Every room you walk into is a story. It's been crafted as a story. You see a corpse over there. You think, "OK, they tried to escape through that door. They didn't make it. And they were dragged this way..." We always say that first we had to create a vision of the future; then we had to make it into one big crime scene. [Laughs]

Crispy Gamer: You removed the cut scenes, but you left in other old-school tropes like distinct chapters and traditional load screens.

Dead Space Postmortem
"Are those Bugle Boy jeans you're wearing?"
Beaver: We actually have the technology to do the entire game without any load screens. We could have done it as one continuous, streaming experience. But we made the decision to do it as a series of chapters. Dead Space is a very intense game. We thought that people would want to get to the end of a chapter and feel a sense of accomplishment. Chapters are the player's chance to feel this sense of accomplishment. They go, "Whew, I made it through Chapter One. I survived." People need psychological breaks in this kind of game.

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Comments

  • zardoz555
    zardoz555

    1/28/2009 6:55:43 PM

    I agree with the posts above that said they got into Dead Space right away, I did as well. I did not experience the "slow burn" Scott did, but everyone doesn't have the same experience.

    (Spoiler warning!!!) One thing that I found really annoying was the spoiler given away in the achievements. The Chapter 11 achievement gave away a huge part of the plot! Since there were only a few humans in the story I now knew what was going to happen, it was just a matter of who would betray me. Many game's achievements require that you collect all of item x, etc throughout the course of the game so I checked the achievements early in the game and saw it. Please don't do it in Dead Space 2!!! (End of spoilers).

    Another thing I didn't like was that if you change the difficultly level after you beat the game you lose all of your weapons, upgrades, etc. Why? I played through the game twice to max every weapon and my suit and now I can't use them on the harder difficulty settings? Also, the shooting the asteroids sections was difficult for me (yeah I'm getting old, ha ha). It seemed kind of out of place game play wise.

    Despite my nitpicks above, for me Dead Space was one of the best games released last year. You could tell that tons of time, polish and care were put into the game. The graphics, sound, gameplay were all very done and they combined to give a great gaming experience. I can't wait for Dead Space 2! Keep up the good work EA Redwood and keep giving us new IP EA!! (Just don't release it during the xmas release crowd next time.)

    Reply »
  • CG-Prophet

    1/28/2009 5:28:43 PM

    The first part of this game was a slogfest. Glad you liked it but my experience was different than yours - so much so that I couldn't stomach playing it anymore. Of course I wasn't reviewing it so no motivation for me to continue. Oh and it would have been nice to skip the intro.

    Reply »
  • bcdad_182
    bcdad_182

    1/28/2009 3:42:28 PM

    When I first saw the previews for Dead Space, I knew I had to have it. I've only played it for a few hours (also sharing my time between Fallout3 and BioShock) and I am very impressed.
    At first I died horribly (even on easy level) and then I started to figure out the controls (I've only owned my PS3 for 3 months.) I really like the game. The only thing I don't like is when the bad guys get too close to you, it's basically over. Would have liked a combo or something to be able to do a last desperate "push" or "kick" at the mutant, hopefully getting enough time to level your weapon at them. Very cool game, reminiscent of the atmosphere in the original "alien" movie. That's what I like about it. Survival, exploration, and explosions! Rock on!

    Reply »
  • Tahiri
    Tahiri

    1/28/2009 3:41:26 PM

    I feel the reviewer didn't get the game at all. I didn't find the game filled with boo moments, I didn't find it a late bloomer. I played a single level at a friends place and was so amazed with the game I went searching for the collectors edition which was retardedly not even sold in my country or for PS3 at all. I played the game 3 times to get every achievement, am anxiously waiting for the sequel, and hoping for a PSP side game. Maybe a 2.5D sidescroller like Metroid games of old.

    I agree with David. Personally, Dead Space was one of my favorite games last year. It was a great experience and I loved every minute of it.

    And this article should not have been split up between 5 pages.

    Reply »
  • SCiFi
    SCiFi

    1/28/2009 8:26:38 AM

    I thought it was excellent, just a few minor problems i thought it had.

    1. No option for first person would of been fantastic as when the aliens got too close it was fiddley to see the enemies close up on the floor when your back is against the wall.

    2. Camera was a bit too close, ie..When you back was against the wall it was hard to see, shame the camera didnt raise up over his head. It would of been great if the camera was a bit further back...

    Other than that it was fantastic...

    Reply »
  • DavidChapman
    DavidChapman

    1/27/2009 9:10:56 PM

    Personally, Dead Space was one of my favorite games last year. It was a great experience and I loved every minute of it.

    Reply »

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