Dead Space 2 Brings the Fear to LIVE
Posted Jan 26, 2011 by Keadin
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They say in space no one can hear you scream; unless of course you've got your Xbox Live headset on.
With Dead Space 2 finally out and terrifying everyone's mom we went straight to the Steve Papoutsis, executive producer at Visceral Games, to answer your questions about creating the ultimate horror experience.
Stay tuned to Facebook and Twitter over the next few weeks because we'll have more opportunities for you to get questions in to your favourite developers.
Juxtapose13 - What inspired changing Isaac from a silent to speaking hero?
Steve Papoutsis: We really wanted to tell a story that centered around Isaac more this time; in order to do that we needed to give him a voice.
Ozzi1209 - What other movies or games do you look to for inspiration?
Steve Papoutsis: Alien, Event Horizon, An American Werewolf in London, and The Thing were all awesome movies.
EyeOfTheHawks - If you were stuck in Isaac's situation how would you handle it?
Steve Papoutsis: I'd bust out my Plasma Cutter and start dismembering the hell out of the Necromorphs.
Keadin- How do you keep things scary while players are enjoying the multiplayer on Xbox Live?
Steve Papoutsis:The horror/tension comes from the environment, the feeling of being hunted down by the Necromorphs, and the satisfaction of severing the opposing team's limbs.
Juxtapose13 - Has the team ever considered any role-playing elements for the Dead Space series?
Steve Papoutsis:Lots of us including myself love RPGs so we often talk about little tweaks that are found in those types of games. In Dead Space 2 you can re-spec your weapons while you're at the work bench for instance.
Steve Papoutsis:Yes, it becomes tricky to really gauge how scary a specific set up is especially after the team has been working on it for weeks. However we have our own tricks and measures we use to make sure things are on track and will hopefully work to scare or startle players.