![]() “I figured you’d start in a section of space, maybe following a trail of ship carcasses to an orbital station you think might have the parts and fuel needed to get your ship Shock-capable,” Wanat said. “You’d start to form a picture of what happened in that region while fighting through scores of Necromorphs from ship to ship. “The flotilla section in Dead Space 3 hinted at what non-linear gameplay could be, and I would have loved to go a lot deeper into that.”Īnd what about the story? The idea was for it to be an episodic thing, divided into chapters, trying to bridge that style of storytelling with the whole non-linear gameplay style that the developers were trying to go for. They also wanted some non-linear gameplay in there- something that they had already experimented with in Dead Space 3 to an extent. “We would have finessed a lot of existing mechanics,” Wanat said. It sounds like one of the ideas was to add several survival mechanics to the game- which would have made sense too, given the state of humanity at the end of Dead Space 3. “The notion was you were trying to survive day to day against infested ships, searching for a glimmer of life, scavenging supplies to keep your own little ship going, trying to find survivors,” Wanat explained. Speaking to Eurogamer, Ben Wanat, who was creative director of Dead Space (and who now works over at Crystal Dynamics), shared some of the early ideas Visceral had for where to take the popular franchise next. In fact, they had some pretty cool and crazy ideas for where they wanted the game to go. Dead Space 3 was the final game of EA and Visceral’s survival horror/action series, but it wasn’t so because of a lack of interest in Visceral’s part on following up on it.
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