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Dead Space (Xbox 360)

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Fillari, Alessandro (July 22, 2021). "Dead Space Remake Announced, Developed By EA Motive". GameSpot. Archived from the original on July 22, 2021 . Retrieved July 22, 2021. While Visceral tried to recreate a similar experience with Dante's Inferno, the title did not perform as well, and EA instead had Visceral return to make the sequel Dead Space 2, released in 2011. [25] While it was critically well-received, the title was said to have not performed well financially due to a large development budget. [26] [25] EA had Visceral continue to make Dead Space 3, but asked the studio to make key changes to draw more people to the title, such as adding co-op and introducing gameplay elements to help make the title faster, an aspect in direct conflict with the slow pacing of survival-horror games. Keep in mind that you lose progress towards your weapon upgrades if you sell and rebuy weapons. This doesn't apply if you sell duplicates. a b c d e Whitehead, Dan (October 13, 2008). "Dead Space Review". Eurogamer. Archived from the original on June 6, 2012 . Retrieved October 17, 2008. a b c "In Depth: Inside Mirror's Edge, Dead Space Sales Weakness". Gamasutra. December 17, 2008. Archived from the original on May 12, 2012 . Retrieved May 29, 2020.

Dead Space was the creation of Glen Schofield, at the time working at EA Redwood Shores. [21] Schofield wanted to create what he felt would be the most frightening horror game possible. His concept drew influence from Resident Evil 4 (2005), and the Silent Hill series. [22] EA Redwood Shores had established itself as a studio for licensed game properties, and the team saw an opportunity to branch out into original properties, establishing themselves as "a proper game studio", according to co-producer Steve Papoutsis. [23] During this early stage, the game was known as Rancid Moon. [20] Dead Space was described as a project that multiple staff at Redwood Shores wanted to work on for many years. [20] Co-director Michael Condrey described it in 2014 as a grassroots-style project where the team were eager to prove themselves, but not expecting the game to become anything large-scale. [24] When they pitched the game to parent company Electronic Arts in early 2006, they were given three months to create a prototype. [25]

About The Game

Lark Anderson of GameSpot praised the enemy design and behavior, praising it as being able to stand out within the survival horror genre. [89] GameTrailers was positive about the game's use of both many horror tropes and its references to other horror and science fiction properties, saying players would be compelled to push on despite the disturbing atmosphere. [90] IGN 's Jeff Haynes faulted some overpowered mechanics and frustrating New Game+ elements, but generally praised it as an enjoyable new title in the genre. [11] Jeremy Jastrzab of PALGN summed the game up as "easily the most atmospherically intense, genuinely scary and well-built survival horror experience of this current generation". [91] Explosive cannisters (red barrels with flame symbol) can damage or even kill several enemies at once if timed correctly. Either fling the cannisters with Kinesis or shoot them. a b Electronic Arts (September 26, 2008). Dead Space Dev Diary #7 - Animation (Web video). YouTube (Video). Archived from the original on November 18, 2021 . Retrieved March 23, 2020. Dead Space 2 reveals that Isaac has become mentally disturbed and unstable after he destroyed the Red Marker on Aegis VII, and that he was captured by EarthGov and taken to the Sprawl, a massive space-station built into the remains of Titan, Saturn's largest moon. Once there, EarthGov scientists extract information from his mind to build another Marker, and he is later confined to a hospital on the Sprawl due to a dementia-like mental illness caused by the first Marker. A Necromorph outbreak in the Sprawl instigated by the Marker copy soon occurs, thrusting Isaac into a struggle to survive the Necromorph epidemic. Haunted by hallucinations of the deceased Nicole Brennan, Isaac manages to destroy the Marker copy and undo its influence on his mind. Isaac succeeds in escaping with another survivor, Ellie Langford, before the explosive destruction of the station, and goes into hiding from EarthGov authorities as his mind still retains information about the Markers. a b c d e Jastrzab, Jeremy (November 7, 2008). "Dead Space Review". PALGN. Archived from the original on December 22, 2008 . Retrieved May 30, 2020.

a b Kelly, Neon (September 22, 2009). "Dead Space Interview". VideoGamer.com. Archived from the original on April 12, 2020 . Retrieved March 23, 2020. Nicole is a medical officer aboard the USG Ishimura and Isaac's girlfriend. She appears at Isaac's side at times of struggle, but later logs reveal that she committed suicide long before Isaac arrived; her appearances have actually been hallucinations created by the Markers with the intent of manipulating Isaac into furthering their agenda. She appears in a similar guise over the course of the second game, serving as a sympathetic antagonist. She is voiced by Iyari Limon in the first game and Tanya Clarke in the second. First, take out the tentacles. Then when the center opens aim for the orange ball. Grab the explosive canisters, and launch them in the center, or grab the lathan pod and launch it into the center. Haynes, Jeff (July 17, 2008). "E3 2008: Dead Space Upgrade Preview". IGN. Archived from the original on August 15, 2008 . Retrieved May 23, 2020. a b c Electronic Arts (July 7, 2008). Dead Space Dev Diary #4: Strategic Dismemberment (Web video). YouTube (Video). Archived from the original on November 18, 2021 . Retrieved March 23, 2020.

Overview

Burford, G. B. (September 30, 2014). "How The Dead Space Saga Lost Its Way". Kotaku. Archived from the original on October 1, 2014 . Retrieved June 3, 2020. a b c d e f g Peppiatt, Dom (2015). "The Making Of... Dead Space". Play. Imagine Publishing (256): 76–79. Gilbert, Henry (January 26, 2011). "Dead Space 2 Review". GamesRadar. p.2. Archived from the original on June 24, 2021 . Retrieved June 21, 2021. Grubb, Jeff (July 1, 2021). "Dead Space remake is in the works at Motive". Venture Beat. Archived from the original on July 2, 2021 . Retrieved July 1, 2021. McWhertor, Michael (February 3, 2009). "Kung Fu Panda Had The Best Video Game Animation Of 2008. Conversation Over". Kotaku. Archived from the original on October 19, 2009 . Retrieved May 18, 2020.

Dead Space 4 canned, series in trouble following poor sales of Dead Space 3". VideoGamer.com. March 4, 2013. Archived from the original on June 2, 2013 . Retrieved March 26, 2013. When upgrading weapons, prioritise DAM (damage). Even if you don't use the Plasma Cutter much, throw in the occasional Power Node. Try to hold off upgrading CAP (clipsize of weapon) unless your ammunition count is close to zero. Putting a Power Node into CAP refills it for free.

Reviews

Osborn, Alex (September 14, 2015). "EA Removes Dead Space, Flight Control, and More From App Store". IGN. Archived from the original on June 24, 2021 . Retrieved June 23, 2021. a b c d Sinclair, Brendan (March 27, 2009). "GDC 2009: Reliving Dead Space". GameSpot. Archived from the original on January 30, 2015 . Retrieved March 23, 2020. a b c Dyre, Mitch (January 20, 2012). "How to Create an Entire Religion". IGN. Archived from the original on January 21, 2013 . Retrieved April 1, 2022. Polygon Staff (November 27, 2017). "The 500 Best Video Games of All Time". Polygon.com. Archived from the original on March 3, 2018 . Retrieved December 1, 2017.

Dead Space". Academy of Interactive Arts & Sciences. Archived from the original on June 5, 2018 . Retrieved May 18, 2020. Dead Space was pitched in early 2006, with an early prototype running on Xbox. Creator Glen Schofield wanted to make the most frightening horror game he could imagine, drawing inspiration from the video game Resident Evil 4 and films including Event Horizon and Solaris. The team pushed for innovation and realism in their design, ranging from procedural enemy placement to removing HUD elements. The sound design was a particular focus during production, with the score by Jason Graves designed to evoke tension and unease.

a b c d e Reilly, Jim (September 27, 2008). "No Known Survivors Takes Dead Space's Narrative To The Web". Kotaku. Archived from the original on May 29, 2020 . Retrieved May 29, 2020. Green, Andrew (September 16, 2008). "Curing Content: The Value Problem, or How We Did Our Best with Dead Space". The Huffington Post. Archived from the original on October 20, 2008 . Retrieved January 30, 2021. Richtel, Matt (December 9, 2008). "Electronic Arts Forecasts Weaker Profit in 2009". The New York Times. Archived from the original on January 6, 2018 . Retrieved May 29, 2020.

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