![]() ![]() The biggest one is kind of what we've been showing with some of the additional content. "It opens up a lot of different opportunities for us. What does the addition of an extra character allow you to do? ![]() In this game it made lot of sense for the story to actually introduce co-op this time." "Do we want to try and deliver the story of the people on the Sprawl so the multiplayer in Dead Space 2 was focused on the security guys and the Necromorphs, and if you play Dead Space 2 you remember that it was a space station city and the idea was as Isaac and Ellie and everyone was going through they were running through the aftermath of the outbreak, and the outbreak was what you were doing in Dead Space 2 multiplayer, so it made sense story-wise. So why not do it in Dead Space 2 if you attempted it in the first game? We could do it, but it was way too in development, it didn't make sense with the story, we weren't ready to it but it was something that we thought about." "I like that question! Why not? Actually, funny story - Dead Space 1, we turned on co-op at the end, we were running around at the very end of development just to see if we could do it. We spoke to executive producer Steve Papoutsis about why co-operative play makes sense for this particular Dead Space game, the impact two players have on cutscenes, why competitive multiplayer was dropped and about the recent introduction of Kinect voice commands. Dead Space 3's biggest new feature is the introduction of co-operative play, which developer Visceral Games is keen to stress is an "additive" feature that doesn't interfere with the classic solo experience we love from the series.
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