Ever played a game before that has required you to wear adult nappies? That’s pretty much something that the Dead Space games can boast about, while collecting kickbacks from Huggies behind closed doors.
Those two games happen to be absolutely freaky, terrifying experiences, as it dipped the genre into a vat of nightmare fuel and left it there. The third game however? It’s looking rather tame so far, with an even larger emphasis on action. The reason why? So that Dead Space can be more “accessible”.
DUN DUN DUN DUUUUN!
“We definitely do not want to piss off our fans by taking [Dead Space 3] too far from horror”, EA Labels president Frank Gibeau explained to CVG.
So we embraced [the co-op] idea and we tried to open up the accessibility of the IP a little bit by adding a little bit more action, but not undermining the horror.
We can’t not be a horror game because that’s what Dead Space is.
Gibeau says that new environment and co-operative play areas that will feature heavily, but will still retain the horror feeling of past games, as EA had been listening to the fans during the development of Dead Space 3.
“We’re very self aware of that – we listen to the fans and we hear them”, Gibeau said.
We’re going to be releasing more assets over the coming months that show you how deep the horror is. It’s definitely not getting away from gore or horror, but at the same time it’s opening up to a larger audience by adding some elements.
One influence that is currently being felt in the game development, is the recent release of Prometheus, which Gibeau said managed to attract a larger audience thanks to imaginative casting and imagery.
In general we’re thinking about how we make this a more broadly appealing franchise, because ultimately you need to get to audience sizes of around five million to really continue to invest in an IP like Dead Space.
Anything less than that and it becomes quite difficult financially given how expensive it is to make games and market them.
We feel good about that growth but we have to be very paranoid about making sure we don’t change the experience so much that we lose the fanbase.
Let’s hope that they haven’t been too influenced by the ending of Prometheus though. Still, as long as the game manages to keep that core horror theme intact, then I anticipate many a loose sphincter, come the February 2013 release date.
Last Updated: June 18, 2012