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dead space 2 severed

If you haven't finished "Dead Space 2" yet, it's probably because the thing is so intense that it's impossible to sit and play for more than two hours at a time. Well it's time to get cracking, because the two-chapter single-player DLC add-on "Dead Space 2: Severed" is now officially dated for a March 1 release.

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Dead Space 2

If you read my "Dead Space 2" review, you'd know that I really liked the game. Fantastic gameplay, great graphics, solid multiplayer. One element, though, felt like it lagged behind the overall package, and that was the way the story was delivered. Frankly, when it came down towards the end of the game, I really didn't have a clear idea of why I was doing the things I was doing. Maybe I'm an idiot and just missed the clues, or maybe it takes more than a passing knowledge of the "Dead Space" franchise to follow exactly what's going on here.

Few people have better insight into the events of "Dead Space 2" than Wright Bagwell, the game's Creative Director. I recently spoke to him to try to fill in some of the blanks.

NOTE: Heavy spoilers to follow. If you haven't finished "Dead Space 2," you may want to stop reading now.

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Scientology

The other day, I posted my interview with the creative director of "Dead Space 2," wherein I asked whether the similarities between Unitology and Scientology were intended. You can read the full answer right here, but the gist is that Visceral wasn't lampooning any specific religion, but rather organized religion in general. Considering Scientology's litigious history, it makes sense that EA and Visceral would be careful, but that doesn't make it any easier to ignore the similarities between the two religions.

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Dead Space 2

Fans of the "Dead Space" franchise are undoubtedly familiar with Unitology, a fictional religion which plays a crucial, antagonistic role series. It was Unitologists who caused the chaos to unfold on the USG Ishimura in the first game, and have been part of every release since then.

As a religion, Unitology seems to bear a striking resemblance to Scientology. Both religions have science-fiction influences, vast payloads of wealth collected from their members, multiple "ranks" within the church which determine access to certain information, and a powerful collection of followers including CEOs and celebrities. The similarities seem to run throughout the games and are only strengthened by the events of "Dead Space 2."

Considering all this, I spoke with Wright Bagwell, the creative director on "Dead Space 2," to get the developer's take on how they view Unitology and whether it's supposed to be a parody of Scientology.

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If you're one of the many people who have been enjoying "Dead Space 2" in the past week, you've probably had the thought cross your mind at one moment or another that it would make a great sci-fi/horror movie. The game's creepy atmosphere, abundance of jump scares and overly convoluted narrative make it perfect fodder for a genre film. You're not alone in this thinking; Ian Milham, the game's co-creator, is actively thinking about it right now.

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Dead Space 2

Developer Pop Quiz is a weekly interview series in which we ask developers from around the industry the same 10 questions and post their responses.

Amateur game development may have never payed off as well as it did for Wright Bagwell, the Creative Director at Visceral Games, developer of this week's biggest release, "Dead Space 2." The release of "Quake" overtook Bagwell's life, forcing him to leave a promising career in neuroscience behind, setting him on a path that would eventually end up on the USG Ishimura.

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Dead Space 2

Like the original game, "Dead Space 2" is packed with gear to purchase and upgrade throughout the game. The sequel actually has a bit more to collect and boost, which means you might be torn on where to spend your hard-earned cash and power nodes. This guide should make things a little easier, as we'll be giving the rundown on all of the suits and weapons you can find in the game, as well as which are the best for making it through Zealot and even Hard Core mode.

NOTE: We'll be updating this feature as more gear is discovered, including any new content from the upcoming DLC pack.

DEAD SPACE 2 SUITS

DEAD SPACE 2 WEAPONS (PART 1)

DEAD SPACE 2 WEAPONS (PART 2)

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"Dead Space 2" is barely out in stores, which means it's a perfect time to start daydreaming about possible DLC. Really though... why ponder the possibilities when you can learn the facts right here? Electronic Arts announced today that Visceral Games is busily prepping "Dead Space 2: Severed," which adds two chapters to the single player game telling a story that runs parallel to Isaac Clarke's own adventures through The Sprawl.

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Dead Space 2

It's strange when you think that the Dead Space franchise was born around the concept of cutting the limbs off your enemies. After three games, an animated film, a comic book and a full-length novel, though, it's clear that there's enough meat on those bones. "Dead Space 2" is the latest installment for the franchise, and it manages to best the first game by a large margin. Had it released a month earlier, it would likely make my list of top 5 games of 2010. As it is, though, it's an early indication that 2011 is off to a great start.

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Dead Space 2

When "Dead Space 2" hits stores tomorrow, people will have to decide what difficulty level is best for them. On easier difficulties, the game plays like an action game, akin to "Gears of War," with plenty of ammo and health. As the difficulty levels increase, though, the game becomes more like its survival horror roots, with minimal ammo, few health packs and enemies who can rip you to shreds in a moment.

The hardest difficulty level you can select at the start is Zealot, which is definitely a challenge. But it's nothing compared to Hard Core, the mode you unlock when you complete the game on any difficulty level.

Here's the concept of Hard Core mode: You have three saves in total for the entire game. If you die, you revert back to your last save. Oh, and the difficulty level is as hard as Zealot. In a word: Punishing.

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