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Gaming Interviews no image

Published on March 13th, 2009 | by simeon

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Dead Space: Extraction Interview

Recently I got the chance to speak with Steve Papoutsis, Executive Producer on Dead Space Extraction about the next chapter in the Dead Space saga. I want to thank the team and Melissa Steve for taking the time to answer my questions.

GVK: What is the background and setting for the game and how closely does it follow the events of prequel movie?

Extraction’s story takes place around the moments before the Marker is extracted on Aegis VII. Extraction provides an all new story that features all new characters and leads up to the time just before Isaac arrives on the Ishimura. Fans of Downfall and the Comics may recognize a few names and faces in Extraction.

GVK: What are some of the locales and missions gamers will see in the game?

Players will get to see new areas on Aegis VII as well as never before seen parts of the Ishimura.

GVK: What are some of the moves players will be able to do with the Wii Remote?

I want to keep this stuff a surprise and will be announcing the unique moves later in the campaign. Stay tuned.

GVK: What gaming engine will you be using and what enhancements will it bring to the game?

Our engine is specifically designed and built around the Wii in order to maximize performance and visuals. At this time we are getting some nice results on both the visuals and feel of the game.

GVK: What have been some of the biggest challenges and rewards in crafting the game?

The biggest challenge we had when we set out to make Extraction was delivering on an experience that felt and looked the same as Dead Space. So far we are happy with what we are achieving on both points. Making an Action Horror game requires quick actions and a very disturbing atmosphere, thus far I think we are doing a good job in those areas.

GVK: What sort of new enemies players face and will there be boss battles?

We have a good number of new enemies and bosses planed for Extraction that live up to the Dead Space tradition of being twisted and scary. I can’t go into too much detail on them today, but I’m hopeful people will enjoy what we have in store for them.

GVK: How do NPC characters figure in the game?

Since the events in Extraction take place during the initial infection on the colony and the Ishimura you will encounter a good deal of new NPC’s. I don’t want to go into too much detail today and spoil the surprise.

GVK: Roughly How Long will the game take to play?

The game should take about as long as it took players to play through Dead Space.

GVK: What sort of weapons will players be able to use and what new weapons will be included?

Players will find all of the original Dead Space weapons plus a good number of all new weapons made specifically for Extraction. The weapons will remain true to the Franchise and be based around tools just like the ones Isaac used in Dead Space.

GVK: What sort of missions will players have and is there a co-op mode?

I’m glad you asked about Co-op as that is my favorite new addition to Extraction. Players will be able to experience the entire story from the start with a friend. Co-op allows a person to jump in mid-session so people will not have to back out to the front end to start a co-op game. Both players will work together to get through the mission and have new challenges that they need to face.

GVK: Will players be able to upgrade weapons and items as they did in the first game?

Absolutely, Extraction features an upgrade system designed specifically for this game. You will be able to upgrade your weapons and rig.

GVK: Blending action with a detailed plot can always be tricky, how have you attempted to create this element, and will scripted events be a part of the game?

Good question. We have been very mindful of trying to make sure we balance our action and story so they work together. In an Action Horror game you need to get the right balance of pacing in order for the scare moments to pay off and the action portions to feel good. We will have scripted events in Extraction but one of our goals is to never take the player out of the action or the game, we are doing this by seamlessly integrating all of our Scripted Events and Cut scenes in order to keep the player immersed at all times.

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