the game was good in the pipes, news finally emerge



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 Dead Space 4: the game was good in the pipes, news finally emerge

After two acclaimed episodes and a third installment to the more mixed reception, the Dead Space series was actually leaving for a new opus ambitious. The project was well underway and we finally learned through Ben Wanat, formerly creative director at the late studio Visceral Games, some nice details about him in an interview with Eurogamer. Starting with his story that would have been in a context definitely more apocalyptic: taking place after the third part, Dead Space 4 would have left on the bases of end of the world at the end of the saga. The favorite character was Ellie, the famous friend of Isaac Clarke. More interestingly, this fourth chapter should have focused around a true freedom of play, the hero having a shuttle that he would have to feed constantly: a kind of floating HUB, serving as a main means of transport in a more or less open world. The goal would have been to look for the slightest spark of life in a devastated world, gnawed almost entirely by the necromorphs and, gradually, to change ships in order to extricate themselves from this situation.

The ships you visited would have diversified the game. The Ishimura [le lieu de Dead Space 1] had some idea of ​​this diversity with different bridges, but imagine a complete list of vessel types, each with unique objectives, multiple floors and a clean gameplay. Our original prototypes for the Dead Space 3 flotilla had some pretty crazy configurations that I would have liked to use.

Wanat adds that the weapons system already in place would have been even more developed, offering the possibility of tinkering with his tools in depth while rebalancing the power of others. A good way to defend against opponents that the former creative director would have wanted even more formidable, especially with enemies adapted to the weightlessness.

The problem with all the enemies were that they could not you to follow in the weightlessness and it reduced the intensity. But make a necromorph corporally adapted to the Zero Gravity that can break into the corridors, move itself in space and able to bind to the player to remove his mask and devour his face? So I think you'd have a hell of a time.

Unfortunately, Electronic Arts finally saw things differently because, as everyone knows, the story ended with the cancellation of the project and then the bankruptcy of Visceral. Games. Nevertheless, the former creative director recalls that the license still belongs to the American firm and that it is not excluded, one day, that it can be reborn from the ashes.

You never know. Someone might dig into EA's old catalog someday and say, "What happened with Dead Space, actually? Maybe we should put that back on the front of the scene. "

One can only approve, the trilogy having made us vibrate more than once and undeniably proving to be one of the best surprises of the previous generation.


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