As the marketing for Dead Space 2 ramps up, EA is making Facebook one of their beachheads. You can follow the the Dead Space page, which just dropped the HD version of a new trailer. Also, if you wanted to have played along with the same letters Destructoid got in the mail (ARGmail, as it were) - they were posted there as well.
Dead Space saw a lot of creative marketing leading up to it's launching, including an exploratory web site, backstory comics and eventually even an anime. We don't have a release date yet, but looks like fun will be had while we wait.
Thursday, April 29, 2010
Join Dead Space In Facebook
Thursday, December 04, 2008
EA Wants Your Scared Face
Other prizes include the following:
- Dead Space Ultra Limited Edition for the Xbox 360® video game and entertainment system. ARV of $150 each.
- Ten (10) runner up winners will each receive a copy of the book The Art of Dead Space. ARV of $10 each.
To enter, email us a picture of your scariest face to eacontest@ea.com with "Dead Space "Show Us Your Scared Face" Contest" in the subject line.
I'd be more excited if I knew what a "standee" was.
Wednesday, November 19, 2008
Conversation on Dead Space
Matt of the Curmudgeon Gamer blog was playing Dead Space at about the same pace I was, so we got together a running dialogue of the gameplay (Matt is JVM, I'm JB):
My real complaint visually is that we didn't get enough views of the scenery. When I first hit the bridge, I saved the game just to show The Girl the meteor storm. The inside of one Chapter begins to feel the same as the next by the end of the game, but the outside is usually interesting.
JVM: Dead Space communicates very effectively with sound. Obviously the scary noises are important, but the atmospheric sounds flesh out the world and enhance the sense of spatial relationships. What really blew me away was the effect of almost no sound when Isaac had to work in a vacuum. After the game trains you to know the sounds of your enemies, you suddenly find yourself in an environment with practically no sound at all. That contrast is one of the game's high points. Each time Isaac had to enter a vacuum after that, I shifted my play style to constantly scan the corners of the room for any movement, relying on vision almost exclusively.
We hit on the narrative, the graphics, the gameplay, etc. It was a pretty interesting kind of peer to peer gaming, not connected directly in any way - but through trophies and the like, we more or less knew where each other was in the title. He even noted our different play styles by the awards we had earned. Matt finished the game before I did and headed off to the land of BioShock, so it will be interesting to follow up later and compare notes on how the two titles match up.
Friday, October 17, 2008
Game Play: Dead Space, First Look
I'm a couple hours into Dead Space now and if I had one line to say about the game, it is this:
Someone did their homework.
I mean, really, when you start to pull the game apart you see components strewn from various parts of FPS and survival horror neatly and nicely geared to fit together. Clearly, there's Doom - not just the first but the third as well. One might wonders if this wasn't far more the game that Carmack intended with Doom III with its excellent use of lighting and sound in gameplay. There's enough Half-Life that Isaac might as well be a cousin of Gordon Freeman, with his stoic and shy nature (but more on that later).
Level design is a beautiful combination of System Shock and Resident Evil - although it is interesting that we are still strapped with some of the same "find blue key" mechanics from nearly every shooter ever made. The air sequences from Doom III have been refitted - and combined with zero gravity zones are quite a lot of fun.
Naturally we also see Max Payne and Half-Life 2 crop up with "stasis" and "kinetics" instead of "bullet time" and "grav gun" - and thankfully they feel more useful than cliche (although any usage of these mechanics runs the risk at this point). We get a dash, but only a dash, of Deus Ex style inventory and weapon upgrades.
The growing call for "HUDless" design in especially survival horror is near perfect here, combined with an improved Resident Evil 4 aiming convention and some impressive floating HUD components which appear when needed. I'm quite glad, though, that Isaac is not allowed to heal by leaning up against a wall. I'm half surprised we don't see more of the herb mechanic for healing, actually.
What's impressive for me, though, is that these don't feel like lifts from another playbook. They've been integrated very tightly and the game feels like it has been extremely well tuned for the mechanics at play.
My biggest complaint, actually, is that Dead Space follows the same narrative style as Half-Life 2. I actually find Issac's lack of speech somewhat jarring considering the situation. He doesn't scream, doesn't offer consolation or advice - Isaac feels cold to me. His search for Nicole, which I'm sure will have some kind of plot twists to come, seems silly and futile at this point. The last guy I ran into died while ramming his head into a wall - what hope should Isaac have that Nicole is still alive?
In general, though, two thumbs up. The game isn't just looks, but brains too. It manages to be one of the spookiest titles I've run across - which is a hard goal for any game. Highly recommend.
Wednesday, October 15, 2008
Dead Space Preview, Trailer
The Ypsilanti office of Cathode Tan sent along a quick note about the first few hours of EA's recently released, very well reviewed, horror piece Dead Space, which we've been covering off and on:
The game should be showing up Chicago-side tomorrow, so I'll be able to dig into myself by the weekend. Quite looking forward to it. It feels so much like Christmas in October at this point - Dead Space imminent, LittleBigPlanet on pre-order and Fallout 3 waiting in the wings.
Anyway, here's the latest trailer for eye candy value:
Thursday, October 02, 2008
Island Bound
So we're packing up and gathering a wealth of entertainment so that we don't go on insane on the long flight to Antigua. This is the follow up to the Honeymoonicane from last year, so we're getting a pretty cheap trip out of the deal.
A bit of housekeeping before I head out:
Apple drops the NDA. Thank god. This was far too wide of a net to protect some of their software patents which was becoming more and more of a detriment to development in general as more developers jumped into the pool.
Nintendo DSi. Sounds good. Might be tempted to pick one up, I never did get a Lite and the one drawback from the model, the lack of a GBA port, isn't an issue since I still have the original DS. On the flipside - I have an iPhone and the camera, web browser and music player simply aren't a draw. The new memory and downloadable content, though, could be a big one.
Hopefully I'll be able to talk a bit more about Dead Space when I get back. I have some questions about No Known Survivors's creation. If you haven't checked it out yet, check it out. There's apparently a $5 coupon at the EA Store for you when you register - and also the grand prize winner is due the Ultra Limited Edition of the game and now a replica of Issac Clarke’s Helmet as well.
The VP debate just ended. A lot of the talking heads are scoring points for Palin. Fine, she didn't make an ass out of herself, but she's still a religious fanatic who couldn't bring herself to admit that global warming isn't man made.
So I'm out for about seven days. I'll have very little access to nearly any kind of modern communcation.
But there will be plenty of snorkeling.
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Labels: dead space, nintendo, notes from management, ps3
Thursday, September 04, 2008
Dead Space Moves Up, Banned
Andrew of the clan EA dropped a note by to say that Dead Space has moved up its release date and will now drop on October 14th. Well, some places at least - apparently the title has been banned in Japan, China and Germany.
As marketing pushes go, Dead Space's has been pretty enjoyable. Watching the animated comic now off the PS3, showed off the trailer to a friend this afternoon and the ARGish No Known Survivors has plenty of appeal. It's marketing which is well designed to not just sell the product, but to expand the story around the game as well.
Tuesday, August 26, 2008
Noknownsurvivors.com = fun with floating body parts
EA sent word along about the Dead Space related online puzzle / story (I won't quite call it an ARG, but you can see the similarity) NoKnownSurvivors.com, to "tell two equally tragic four chapter stories" using interactive 3D elements and what appears to be some pretty decent voice acting as well. Props to "the hub" as they call it, which would be those floating body parts which will unlock the stories as they are released.
Sadly these are the kind of things I wish I had more time to toy around with - but generally don't. Worth a poke if you've got some free time, though. If I get a chance to actually get a feel for the stories, I'll post some more.
Monday, July 14, 2008
Some Catch Up
Everything has been about three shades of insane lately. The Girl and I have escaped at a friend's behest to the upper reaches of Wisconsin. My cell phone is even on vacation. My brain might be able to reboot at this point.
A bit of housekeeping though:
EA dropped by to say that they are having a sweepstakes to promote Dead Space wherein you win a copy of all the movies the creators felt influenced the game. There are a hundred sci fi and horror titles in the bag (see list) so statistics say there has to be at least three you like.
Alexander from Avatars United wanted to pimp, well, Avatars United, one of the fancy social networking type things for online players. He was flattering enough, so pimp I have.
I've been looped through several emails now about the fact that Slamdance Games will not be in existence this year. There's some grass roots effort to get it running in someone's garage or backyard or whatnot. Personally a bit mixed about this as I'm certainly of the opinion that the more community around indie gaming the better, but I'm still way on the other side of opinion that Slamdance was in the wrong last year concerning the whole Super Columbine Fiasco and can't help but think there's an ounce of irony here. The competition that turned its back on a game because it was too risky for sponsors now can't find the sponsors it apparently needs.
Probably needs a reboot too.
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Labels: dead space, gaming, notes from management, slamdance
