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'Surprise' - said no one

For all intents and purposes, Dead Space 3 is a pretty big failure. It eschewed the ideas that the first two games were building on and contained all of the worst bits of the modern games industry. There was a microtransaction-laden system which saw crafting materials drop at a lower rate to coax players into spending money, a co-op campaign that locked out some content in the campaign, and an ending that was hidden behind DLC. The game isn't necessarily a bad action title, but it fails to be Dead Space and ul??timately does nothing to close out the story of I??saac Clarke.

To the surprise of no one, Dead Space 3's creative director Ben Wanat, who sat down for an interview with Eurogamer's Chris Bratt, confirmed that the original pitch for the finale didn't include any microtransactions or action-heavy elements. Detailed in the video below, Bratt goes over what the original plan for Dead Space 3 was and how EA's expectations for continued sales basically kille??d the game before it had a chance.

For me, the best aspect of Dead Space 2 was the struggle Isaac was facing over the death of his girlfriend. I felt it adde?d a very personal element to the story and the scenes where his psychosis kicked in were outstanding. Maybe being guilt-ridden ?isn't the easiest thing to market, but it was a different approach to action games that rarely gets covered in the industry.

Most titles opt for voiceless macho men who shrug off jabs to the face and barely emote beyond anger. Having a main character who felt defeated by his past and struggled to accept reality echoes a lot of the p?roblems people face in their own lives. To see him overcome those struggles would have been huge, but we ended up with a heavily compromised and clichéd entry that just feels hollow. Hopefully as we move forward, big companies will start to take some creative risks and stop forcing every new game to contain each feature of the competition.

The Dead Space 3 the developers wanted to make [Eurogamer]

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Electronic Arts declares the game performed below expectations

It had co-op and cover-based shooting, but Electronic Arts' flailing attempts to make Dead Space 3 "appeal to a wider audience" apparently failed. Visceral's latest game now joins Tomb Raider, Hitman: Absolution and Resident Evil 6 as the newest mainstream game to have failed its mas??ters. 

Crysis 3 also fell short of its expectations, though EA has not revealed what those expectation?s were, and how much either game actually sold. 

"Crysis 3 and Dead Space 3 came in below our forecast," is all the pu??blisher would say. 

Whatever they so??ld, it seems that disappointment in the sales of so-called "AAA" games is becoming quite the trend. It's high time publishers readjusted their expe?ctations, but in an industry lorded by demanding shareholders, that's probably not going to happen. 

Before you start feeling too justified about Dead Space 3's failure in spite of "dumbing down," it'll be interesting to see whether the game's microtransactions were considered a success instead. I?f so, it'll be a very clear ind??ication of where the industry is going -- as original sales fall short of the mark, publishers are sure to try and make back their money simply by pumping more cash out of the buyers. 

Sadly, it's looking likely that this is where these "failures?" are leading us. Ironically, the people who are still supporting these games are retail are going to be expected to pick up the tab for the games' disappointing sales as well. 

Of course, that all hinges on whether or not Dead Space 3's money-grubbing plans actually worked. We'l??l have to wait and fin?d out.

EA earnings call transcript [Seeking Alpha via Videogamer]

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No really, it will burn you

YouTuber AnselmoFanZero built himself his very own replica Dead Space Plasma Cutter. Oh yeah, the gun can actually burn stuff, as demonstrated in his vide?o. As for the gun itself, it weighs about 4.4 pounds, took about 200 hours to b??uild, and features 1,500-milliwatt burning blue lasers.

Space z??ombie??s beware – hobbyist builds a real-life Plasma Cutter [Gizmag, via Gizmodo]

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EA producer details their DLC design process

Dead Space 3's Awakened downloadable content was announced the week the main game was released in stores. DLC announcements made early on in production -- or even right around a game's launch -- typically draw fan rage by the truckloads. The question on everyone's mind when it comes to any sort of downloadable content is always, "Why wasn't ?this jus??t part of the main game?"

Of course, DLC isn't going anywhere. Ever since horse armor, it's become a way of life for the gaming industry. While we ??don't know what the practice is lik??e at every studio, Visceral Games at least doesn't start work on its extra content until the main product has been completed. 

I spoke with Dead Space producer John Calhiun who informed me that "Dead Space 3 is finished months before it's actually sold, 'cause you have to go through manufacturing, certification, and all that stuff. So in that time we a have team? with nothing t??o do.

"We actually launch and treat our DLC like mini-games. They have their own teams, they're not part of the same budget, they're not part of the same crew. It's a way to keep our guys busy and working, a?nd to support the game after we launch."

Ultimately, Awakened feel??????????????????????????s differ??ent and it should, as a separate team worked on the new content.

"It's definitely not the case where we take a level, and just decide we're not going to include it in the main game," John told me. "This was not even part of Dead Space 3, it was developed by a smaller set of our team that were run with a different producer, and all that stuff. You're looking at something that was wholly create??d as a standalone product."

Sure, initial planning probably happens during development, but as John told me the actual work on DLC d??oesn't start up until the main team has wrappe??d up the full game.

Dead Space 3: Awakened will be out on March 12, 2013 for the Xbox 360, PlayStation 3, and PC. For hardcore fans of the series, it's shaping up to be exactly what? you wanted out of t??he game in the first place.

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It's everything you wish Dead Space 3 was

Overall, I really enjoyed Dead Space 3. There were points that it dragged on, but a lot of the stuff near the end in those last few levels made it up for me. Still, Dead Space 2 is? my favorite of the franchise largely because of the dementia and horror fo?cus of the game.

So I'm actually quite thrilled with the upcoming downloadable content, Awakened. I played the DLC at a recent EA studio visit and, for better or worse, I was more freaked out in the twenty minutes that I got to check out than the entirety of Dead Space 3.

Dead Space 3: Awakened (Xbox 360, PlayStation 3, PC)
Developer: Visceral Games
Publisher: Electronic Arts
Release: March 12, 2013
MSRP: 800 Microsoft Points / $9.99

For those who have yet to beat Dead Space 3, avoid this next paragraph:

Awakened picks up after the giant Moon Necromorph crashed onto the planet Tau Volantis, where it seemed like Isaac Clarke and John Carver were both killed?? for their heroic efforts. Evidently the duo survives, and no??w has to find a way to return to Earth.

The DLC will begin on Tau Volantis, but my demo picked up as the pair were off in space looking for a ship that would get them back home. Your goal at this point is a mission somewhat recycled from the main camp??aign, as you have to look for specific parts to get?? a ship up and running before you can leave.

There are more ships this time around to rummage through, as Unitologist leader Jacob Danik's army of soldiers were waiting in space. Thanks to the events at the end of the main game, however, it's left these Unitologist in to??tal chaos, and amongst that chaos a new leader by the name of?? The Voice has risen.

The Marker signal that was released on the planet was blasted out into space, and all those hit with it have been struck with a wave of dementia that's warped on so many levels. Under The Voice's control, believers of The Marker must prov?e themselves be letting their new leader cut off their hands and ears, as well as disfigure other parts of their body.

These new human enemies are extremely creepy. Leading up to each encounter, you'll hear them chanting a phrase?? before you even lay eyes on them.

"??Take our hands, and we may feed you. Take our eyes, and we may ?see you. Take our minds, and we may serve you."

Sure, they have no hands, but in their place are these metallic claws reminiscent of Voldo's weaponry from SoulCalibur. You'll also be coming across?? their cut-off hands all over the ship, la?id across walls and ceilings as if they were decorations. I even saw a few bowls just full of hands.

You'll still be taking on Necromorphs, and a lot of the ones I went up against were of the harder classes. And one of my favorite enemies from Dead Space 2, The?? Pack, is?? back with a new skin and new behaviors.

Other enemies you'll be facing are the ones in your head. The dementia has hit Isaac the hardest, and it's not like how it was in Dead Space 2. The dementia scenes actually happen as you play, and you'll?? be shooting at a lot of enemies that aren't really there. They can still kill you if you don't shoot back, but in reality it's all happening in your head.

It's a really cool effect, as the visuals get distorted, thus making it harder to keep track of everything. A lot of the dementia will involve The Voice from what I saw. I e??ncountered him several times as he tried to hinder my progress. He can even use the stasis blast on you!

The Voice will also appear in parts of the level, just standing there looking at you. Overall the vibe felt very much like Silent Hill, which honestly was the last thing I was expecting to feel after Dead Space 3. Awakened seems like it really? will be a return to the series' survival horror roots.

It's a shame then that this is just DLC, and that it will only span a couple of chapters. This is exactly what I wanted out of Dead Space 3. To be like Dead Space 2 but on a whole new level of terror.

I wasn't able to see it at EA, so I'm really curious how the dementia aspect will play out in co-op as well. Also note that your weapons and upgrades will carry over, and a lot of the items you'll find are some of the higher-tier ones that were tough to come across in the main game??.

Ultimately, I know I'm going to enjoy Awakened, I'm just not happy with the mixed messaging going on with the series at this point. Dead Space 3's focus was ultimately changed to appease to a wider range of players, yet ??this DLC is something that I know past fans will love and will wish the last game was entirely like this.

More o??f this Electronic Arts, and less over satu?rated third-person shooter.

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Plus the DLC, but spending anything on that is a waste of money

Origin is currently offering between 30% to 50% off on every Dead Space game in their store. The first Dead Space is available for $10 as a PC download, and Dead Space 2 can be grabbed for $10 either as a PC download, or physic??al copy on PlayStation 3 and Xbox 360.

Dead Space 3 is on sale as well for $41.99 either as a PC download, or as a physical copy on PC or consoles. All the downloadable content for the new??est entry in the series is ??also on sale, but come on. Don't buy that. Actually play the game and enjoy the experience instead of buying what amounts to acceleration cheats.

The Dead Space franchise sale ends on March 7. Head on over to Origin to nab a really awesome series for cheap.

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Don't eat while you watch this

One of the things you can always expect from a Dead Space game is that Isaac Clarke will get torn to bits in so many wonderful ways. You can also expect s?omeone on YouTube to take the time to great a big old montag??e full of gore and dismemberment.

And yup, the?? Necromorp?h that decapitates you and then sticks its own head into your body thus taking control of it is still the most disturbing thing ever.

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Dead Space 1 writer discusses survival horror and Dead Space

New York Times bestselling author and Dead Space 1 writer Antony Johnston calls Dead Space 3's focus on action "a necessary evil in order to broaden the fan base," in an interview with Now Gamer.

This isn't the first time Johnston shared his disagreements over the change of direction. In July, he told StickTwiddlers: "I think it’s a shame they have to make these changes in order to sell more copies. But that’s the reality of making mega-budget games these days, and I have a lot of love and respect for the [Dead Space] team at Visceral.”

After Dead Space 1, Johnston left to work on Binary Domain and ZombiU. In the interview, he comes across as a very level-headed guy that is understanding of the series' new directio??n, even if he doesn't agree with it.

"I’m personally a big fan of old-school survival horror," Johnston said, "and that was one of the main reasons I wanted to work on Dead Space. So,?? the greater emphasis on big action in the sequels means they’re not real?ly for me."

If something seems missing from the Dead Space series, part of it might be Johnston, a tale??nted writer that gets th??e genre.

"Developers and?? publishers need to come to terms with [survival horror] never being a mass thing, like books and films, it’s a niche. But there’s still profit to be had, and they should set expectations accordingly.&rdqu??o;

Dead Space 3's Action Focus A 'Necessary Evil' [Now Gamer, and StickTwiddlers]

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Cold comfort

The months leading to Dead Space 3's launch have been trying for fans of the series. From early rumors that it would be a first-person shooter to the eventual reveal of online co-op, Kinect support, cover-based shooting segments, and highly controversial microtransactions, Dead Space 3's run of worrying ??news has been enough to test the loyalties and patience of any follower. 

Visceral Games, either by its own choice or through the mandate of Electronic Arts, has made many alterat?ions to this third major installment in the series, and not one of them has been made without protest from ?would-be customers.

The bad news is Visceral's new "improvements" do nothing but get in the way of everything fans loved about the series. The good news is that, despite such intrusions, Dead Space 3 still retains the flavor and quality we've come to expect. If anything, this game proves just how fine the core experience is, and that it can survi??ve things capable? of murdering a lesser series.

Dead Space 3 (PC, PlayStation 3, Xbox 360 [reviewed])
Developer: Visceral Games
Publisher: Electronic Arts
Released: February 5, 2013
MSRP: $59.99

One major challenge in any Dead Space story ?must surely be contriving a reason as to why anybody, sane or not, would want to face the torment of the Necromorphs multiple times. As much as the infamous Marker may have scrambled the man's brain, our long-suffering protagonist Isaac Clarke surely isn't stupid enough to let himself get tossed about by mutated corpses in? a third traumatizing romp. Oh wait ... he is!

This time around, it's left to a military group to track a now-reclusive and paranoid Clarke down, pressing him into service on the basis that his partner and, love interest of Dead Space 2, Ellie Langford has gone missing near the mysterious ice planet of Tau Volantis. That, coupled with an armed and dangerous Unitologis??t army led by the murderous Danik White, is enough to get our lovable madman strapping on a Rig and returning to the thick of things. 

Outside of a rather fantastic prologue, players won't actually see Tau Volantis for a few hours. The opening chapters instead involve some derelict space vessels orbiting the planet. These chapters, heavy on space travel and the rusty corridors of abandoned ships, evoke a feeling of familiarity, designed to be eerily similar to the original Dead Space. For a good while, you'll feel like you're back on the Ishimura, the site of Isaac's first gory ordea??l.&??nbsp;

Visceral's commitment to consistency of atmosphere has changed little. Isaac's HUD and menu system remain seamlessly integrated into his body suit, loading screens are hidden by the elevators and sluggish d??oors to keep players absorbed in Isaac's world, and the eerie tension preceding violent encounters are maintained as effectively as ever. 

The Necromorphs are deadlier than they've been in the past, now capable of faster movement and more intelligent behavior. Their tendency to rush forward at frightening speeds and back away from attacks, sometimes even retreating when injured and reappearing once reinforcements arrive, make for some formidable opposition, able to test the resolve of any Dead Space veteran??. While some fans may find the faster pace less enjoyable than the slower, more methodical dismemberment of prior games, I personally found these battles ramped up the fear factor to enjoyable degrees. Necromorphs still need to have their arms, legs, and heads shredded forcefully from their torsos, but now they're far less willing?? to let you, and far more eager to overwhelm your position through speed and numbers. This is a good thing, as it balances out the new weapon crafting system -- something that could have made Isaac far too powerful, far too quickly. 

The weapons and upgrades of prior games have been total?ly thrown out of the window, replaced instead by a system reliant wholly on a new form of in-game currency. Separated into various resources, this currency is used to build new guns, improve Isaac's rig, make consumable items, and create torque bars to pry open reward-filled storage rooms. Everything is done with these resources, collected intermittently by Isaac's new sca??venger bots in the game or purchased by using real money. 

Weapons are built by putting various components together. Staring with a compact or heavy frame that determines whether it'll be a one or two-handed weapon, players attach a core to get a basic weapon and then add a weapon tip to the core to create a variant. Placing a plasma core on a compact frame makes a regular plasma cutter, but if you then add a repeater tip, you'll get a rap?id-fire plasma cutter. A telemetry spike core on a heavy frame gives a fairly trusty rivet gun, but if you then attach a condenser, you'll get a chaingun. Each gun holds two cores, effectively giving players four weapons in two inventory slots, all of which can be further refined through stat upgrades, elemental properties, and support abilities. 

What we have is a shockingly robust system that rewards experimentation and can lead to some very satisfying, unique, and fun weapons. With time and a willingnes??s to keep messing around at the crafting bench, I eventually created a high-impact chaingun that inflicted stasis on anything it shot, coupled with a modified force gun that shot its ammo into the ground to send surrounding opponents flying back in a shockwave. Thus armed with rapid-fire ranged power and an area-of-effect blast for close encounters, I felt nothing but pride and love for my new son.  

For those worried about the relian?ce on microtransactions, I can happily say they're not at all necessary to enjoy the game. With time, patience, and judicious use of the bots, players will find themselves enough materials to craft a weapon that works for them. One major positive aspect is the ability to disassemble and re-use weapon parts, meaning you never have to worry about consuming items in the crafting of a gun. It wou??ld have been easy for Visceral to inflict a penalty on players every time they built something, but instead you'll only lose resources by making objects from scratch, not from building guns out of components you already own. Once an object is built, it can be added and removed from as many creations as needed. 

It also helps that the crafting system has backfired a little bit -- savvy gamers will soon spot that some of the most exquisite weapons, while tempting in their visual splendor and awesome firepower, aren't that practical. While it's indeed enticing to spend cash to craft an electric bolas gun with attached rocket launcher, its reckless performance in battle often means the humbler, easier built guns are far more effective. Resource packs can also be bought using Ration Seals, items brought back by bots that, when saved up -- and it does take a long while -??- bypass the need to reach for a credit card.

Defense aside, it needs to be said that Dead Space 3 does all it can to still make microtransactions seductive, and they threaten to obnoxiously creep into the experience. Being given a constant DLC option every time you open a crafting bench, and being reminded to do so whenever you try to build something you can't aff??ord, undermines the previously flawless atmosphere of the series, letting real life bleed into a game that's always been about b??uilding as believable a world as possible. The time-based nature of the scavenge bots and the pre-built blueprints for impressive looking guns (just buy resources and they're yours, kids!) serve as a constant, pressuring reminder that you can access cool gear immediately so long as you spend money. Such is the psychological pummeling fee-to-pay models are designed to inflict on players. 

The microtransactions are optional, and the game is far from a "pay-to-win" experience where you remain invincible provided you keep pumping in cash, but it doesn't alter the fact that any game trying to support itself with an economy does so by tugging on the player's sleeves regardless of whether or not they wish to support it. Dead Space 3 is more subtle than some, but it still tries its hardest to test the playe??r's patience, and in a game that already cost $59.99 at retail, it's a tacky little scheme. 

Assuming Visceral was made to include the system, I admit it did an admirable job of compromising, providing something that truly is optional despite the illusion of its importance to the game. It's true that it will take most of the game to get anywhere near enough resources to buy Dead Space 3's pre-made unique weapons, but when you're capable of crafting comparably efficient items far more swiftly, it's acceptable. Moderately offensive ... but just about acceptable. 

It's a shame I needed to dedicate that much time to talking about a ridiculous little get-rich-quick scheme, and it's sad that the weapon crafting system feels like it was made solely to support such chicanery, because it genuinely is a great idea that has been implemented nicely. The sense of power that came from upgrading weapons in Dead Space and Dead Space 2 has been amplified tremendously, and hunting for new upgrade circuits, weapon pieces, and resources in-game is a compelling new aspect of the adventure. The ever-present "New Game Plus" mode is now far more rewarding, and it really feels worth it to battle through multiple times. As tainted as it may be by Visceral's "appeal to mobile gamers," the system is largely a great success. 

Dead Space 3 boasts both a solo and cooperative mode, though the fundamental experience for both is largely the same. Either campaign tells roughly the? same story, with co-op throwing in some extra side quests and bits of fluffy banter between Isaac and the uninteresting schlub he's paired with (John Carver, though he's so humdrum I rarely remember his name). Cooperative play is not mandatory, and that's a good thing, because the solo experience is infinitely superior. Isaac's story is best told alone, and the game's wonderful sense of isolation is intruded upon when a secondary player is introduced. There's plenty of playtime for solo players too, with the campaign lasting around thirteen hours on a first run -- longer than previous games. 

Co-op, on the other hand, has been clumsily shoehorned into the existing solo campaign and feels utterly forced. Not only do "cutscenes" still play out largely as if Carver isn't there -- or was already in the room he just walked i??nto -- the need to reload the game whenever a second player drops in or out makes for a jarring, disjointed affair that once again slices mercilessly into the atmosphere. The second character is so boring he adds nothing to the story, and on the Xbox 360, the issue of a campaign split between two discs leads to a lot of messing about, as players join games only to find they're in the wrong half. 

This is not to say cooperative play is totally lacking in merit. The optional co-op missions are pretty decent and exploit the Marker's penchant for hallucinations by making one player see things the other can't. These areas go some way toward enhancing a horror experience largely reduced by the inclusion of a second player, and add some fun extra stories. Furthermore, it can be a simplistic laugh to stomp Necromorphs with a friend and show off your weapons, but it's a laugh best had in the New Game Plus mode, after you've already experienced the story?? the way it was clearly designed to be. It's best to treat co-op as the disposable extra it is, as it's a remarkably poor replacement for the solo?? adventure. 

That solo adventure more than makes up for any multiplayer failings. Robust, lengthy, and boasting some of the biggest scares of the series, Dead Space 3 manages to remain riveting stuff. The optional missions are by far the highlight, with Isaac able to undertake side quests at variou??s points in the game. These missions, as well as rewarding completion with all sorts of weapon parts, often boast self-contained stories and have some of the most intense and spooky segments of the entire game. It's actually a shame that some of them can be easily missed, because they're totally worth doing. 

I'm also impressed at how much of a horrific environment Tau Volan??tis can be. Despite many of the outdoor sections taking place in broad daylight, the Necromorph threat is no less oppressive. Enemies now tear their way out of the obscuring fog, or tunnel up through the snow itself, turning the planet into a giant ball of paranoia. Those staunchly unimpressed by such things, however, will be pleased to know Volantis is still packed with interior sections promising more traditional horror fare. 

It's not all peaches and cream in the world of Dead Space, however. One thing I'm disappointed with this time around is the weakness of Visceral's usually strong narrative. With the Marker's hallucinogenic influences only afflicting Sergeant Boring, the whole idea of Isaac going insane has been abandoned in the main plot. The wonderful Event Horizon flavor of past games has gone, leading to a more standard science fiction yarn lacking? in the truly psychological horror we've enjoyed before. Some of the plot threads are nonsensical, especially toward the en?d, while an unnecessary love triangle introduced in the first half of the game feels inappropriate and convoluted.

The sudden shift of the Unitologists from creepy cult to full-on terrorist psycho army is a bit of a waste, too, after building them up as such an insidious threat only to blow the beans in one gauche move. While not dreadful by any means, Dead Space 3's narrative contribution to the series is relatively mundane, providing a shallow conclusion with a dismayingly obvious ending. ?;

While, for the most part, Dead Space 3 is still a game about cutting up undead space horrors, the sloppy introduction of cover-based shooting sections nevertheless provide a semi-regular irritant. At various points, Isaac will come under attack by Unitologists, armed as they are with automatic weapons and grenades. At these points, players are invited to crouch and get behind cover, popping off enemies like they're in a bargain basement Gears of War.

These sections play that way, too. Isaac doesn't stick to cover so much as duck halfway behind it, never actually covered by the conveniently placed boxes. The game's generally heavy physics and slow movement are nowhere near built well enough to support these sudden, jarring shifts into Gears-lite either -- speaking of which, who thought the idea of introducing dodge rolls via a double-tap of the sprint button was a good idea? It's terrible (the other control schemes are no replacement), and given how utterly useless the roll actually is, it's a total waste of time and player patience, making Isaac put on an impromptu tumbling act at the slightest twitch of a sprinting finger.&n?bsp;

Fortunately, again, Visceral did a solid job compromising. While the game's first main chapter may trick you into thinking the whole game's a cover shooter, the Unitologist battles throughout the rest of the campaign are -- thank Altman -- few and far between. They're an abrupt shattering of the experience when they do oc??cur, but they're often over quickly and ??????????????????????????usually end with plenty of delightful Necromorph interruptions. 

Because using buttons is hard, Isaac's latest adventure boasts Kinect voice support. The game is hardly "better with Kinect," but this feature is at least responsive, should you wish to?? utilize it. The game has little trouble understanding prompts, and one can locate objectives, open menus, and check the status of bots with simple vocal orders. As seems to be the standard with Kinect, I have issues with it picking up the game's own audio and interpreting it as commands, so don't be surprised if your character will suddenly heal without permission. Frankly, it's quicker and easier to just use the buttons, but if you're easily amused, it can be worth a little spin.

Dead Space 3 has topped itself in the visual department. The bright environments provide some previously unseen beauty to the scenery, serving as striking a break between gloomy, blood-soaked corridors. Things look prettier than ever -- if "pretty" can ever be used to describe Dead Space -- with fantastic lighting and wonderful reflections bouncing off Isaac's metal suit. Necromorph designs this time around are some of the most disgusting, taking several cues from John Carpenter's The Thing to create tentacled blasphemies more threatening and hideously juicier than prior games. There are? some great new rig designs for Isaac, too, giving our hero his characteristically distinct look with an intricate attention to detail. 

It would be wrong to not highlight the soundtrack, too. Audio has always been important to the series, but this time around there's some beautiful and haunting music that manages to? be more memorable compared to the atmospheric-but-forgettable tunes in past games. The monsters, of course, continue to hurl nightmarish screams and howls at the player, while the voice acting is top notch. Special accolades go to primary human antagonist Danik, whose smarmy gloating gives players a genuinely detestable and remarkable nemesis for once. It's just a shame he does little in the story other than provide a vague threat now and then.

Dead Space 3 tries some new things, and those new things are largely a failure. The attempts to appeal to Gears of War fans feel awkward and strained, the cooperative play is poorly implemented and shatters the atmosphere, while the existence of microtransactions leaves a very sour taste in the mouth. It's hard not to see the "enhancements" made to Dead Space 3 and view them as cynical -- confused attempts to make a game with a cult following look attractive to the mass market in the hope of overnight worldwide success. It's sad to think that a cult success can't be considered?? a success anymore, so desperate these companies are to make everything sell five million copies in a week. 

The great irony is that all these new features really serve to do is prove how damn good the series' "old" features actually are. That Dead Space 3 can suffer intrusive new ideas and poorly structured gameplay modes, yet still come out providing players with at least thirteen hours of quality action-horror gameplay with as much atmospheric brilliance and delightfully vicious combat as ever, is an attestation of the sheer brute strength of Dead Space as a property. It is sad that one gets the feeling Electronic Arts has so little faith in the property, because there are few franchises able to weather what Dead Space has been put through and come out on top.

Even with such criticism in mind, Dead Space 3 does manage to pull off a few new tricks that actually work. The open, mist-shrouded arenas of Tau Volantis are a welcome break from the bleak interior environments, while still maintaining a palpable aura of menace. Some of the distinctly more "human" Necromorphs are creepy as hell, especially the skeletal swarming creatures that react to light and start pouring out of every vent at the slightest provocation. Weapon cra??fting and scavenger bots may have been a contemptuous plan to justify monetary installments, but that doesn't s??top it being a genuinely rewarding enterprise. 

Dead Space 3 could have been the best entry in the series, and in many ways, it still does provide some of the franchise's most energetic, thrilling, entertaining moments. The changes thrown into the game inevitably damage its charm, though, and make this a step down from its predecessors. A step down from Dead Space's high standards don't necessarily make for a bad game -- far from it, in fact, for this is still a bloody great game and well worth any fans' time. It's sad that market pressure and industry fear tried so hard to ruin things, but one can at least savor the victory of Dead Space 3's creative succe?ss in spite of commercial encroachment.&n?bsp;

Try as they might, ain't nobody killing Dead Space yet. 

Not until we get that onli??ne multiplayer first-person shooter, anyway.&nb?sp;

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Bang bang, pew pew!

Yup, Visceral brought back the foam finger gun for Dead Space 3. Kind of was hop?ing for something different this time, but it's still a pretty badass weapon. Like before, it's pretty much a one-hit kill weapon,?? and Isaac will say "bang" and "pew" with each shot.

They did at least add a little more to the gun, as there's now an extra finger for the devil horns effect. Plus, hitting the reload butto??n will literally have Isaac roc??k out.

To get the gun, just play complete ??in Classic mode in a New Game + run?? through.

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The faces of (space) death

One of the elements of classic horror is that when the horrible thing you are dreading finally happens, it happens in a way far more gruesome than you expect. Visceral Games got this part right so many times in its Dead Space series that I wonder if I've become desensitized to alien dismemberment at this poi?nt. Even if I have, I am still disturbed by watching series protagonist Isaac Clarke meet his end, time and time again.

The list of memorable player deaths in Dead Space and its sequels are sick??ening. So, let's? revel in it and count down the best of the bunch.

10) Death by Infector fail - Dead Space

I love how these guys are all set on mind c??ontrol and then their instincts get the best of them, so they say, "Ah, screw it! I'm jus??t going to take his head off. Joy!"

9) Death by Machine - Dead Space 3

Every now and again, Isaac will stumble into a quick, pointless death by machine. At times, it can be comical how easily he explodes. I always expect "Ludicrous gibs!" text to pop-??up.

8) Death by vomit - Dead Space 2

The manners of these necromorphs!

7) Death by hunter - Dead Space

The hunter is the blue collar alien ??preda?tor. You can always count on him to appear and brutally dismember Isaac, regardless of series entry.

6) Death by deepthroat - Dead Space 2

... you know ... I don't think I'm going to?? touch this one.

5) Death by improper kissing technique - Dead Space 3

This is why you should read some eHow articles before going on your first date. Also, remember: If she clears her throat two times in the first hour of the date that means she is totally begging to marry you, brah!

4) Death by screwdriver - Dead Space 2

It's not of??ten that other humans interact with Isaac. This scene sug??gests that may be a good thing.

3) Death by angry space babies - Dead Space 2

Isa??ac Clarke's misadventure in babysitting makes a strong argument for why you should leave angry space babies the hell? alone.

2) Death by kung fu spider - Dead Space 3

Maybe laughter wasn't what Visceral were going for with this death, but I can't help but laugh at a spider that restlessly beats the hell out of Isaac. Reminds me of that They Live fight scene that goes on and on for 5+ minutes. The lau??ghter soon turns to disgust as the spider crawls into Isaac??'s mouth. Gross!

1) Death by eye exam - Dead Space 2

I hav??e a fear of things touching my eyes, and I suspect this is a shared feeling. I could never wear eye contacts because I would just freak out when trying to put them on. So, this death -- arguably the most memorable scene in the series and even games of the past 3 years -- hits a particular nerve.

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Brother moons are awake

Dead Space 3 has barely been out 24 hours, but that hasn't stopped Visceral Games from getting started on developing their next game. Designer Warren Price took to Twitter earlier today and announced that the studio is already brainstorming for their next pro??ject.

That's not an official confirmation of Dead Space 4, mind you. Visceral could very well be working on a followup to their 2010 release, Dante's Inferno, (yes please) or anything else for that matter. But what would a Dead Space sequel entail? Well, the folks at GameFront have done some detective work and discovered a cryp??tic Easter egg that could point to where the series i??s headed. ;

The phrase "brother moons are awake" is hidden in the first character of Dead Space 3's chapter titles. What that means is anyone's best guess at this point, but GameFront conjectures it might have something to do with the source of the markers, which are known as Brethren Moons, or perhaps the location of the next game. Saturn has trio of brother moons: Atlas, Prometheus, and Epimetheus. Dead Space 2 took place, in part, ??on Titan, another one of Saturn's satellites, so a return to the sixth planet in the solar system wouldn't be out of the question.

If you are a Dead Space fanatic and have any insight as to where the series is going, feel free to share your the?ories below.

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Yep ... already!

Our Dead Space 3 review hasn't even had time to cool down yet, but Visceral Games has announced its seemingly obligatory downloadable expansion. Dead Space 3: Awakened is slated for a March release, Viscera?l's confirmed this morning. 

Awakened promises Dead Space's "darkest chapters as the Necromorph battles bec?ome even more gruesome and terrifying than ever before." It'll be available for $9.99, known in some circles as 800 Microsoft Points.&?nbsp;

This was not unexpected. Dead Space 2: Severed was similarly announced on DS2's launch day. Still, as expected as it was, methinks the announcement isn't going to go over well with folks already pissed over microtransactions and day-one DLC. I think my ch??oice of header image communicates the general sentiment. ?;

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Remember that time he stuck a needle in his eye?

Dead Space 3 is out next?? week and the latest trailer shows us some of the early motivation for Isaac Clar??k's fight against the Necromorph threat. You'll be fighting more deranged Unitologists, dealing with your own crew, and trying to figure out if Ellie's new eye is real or fake!

Check back tomorrow for a cool look at how the Dead Space 3 team made some of the new Necromorph creatures.

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Permadeath in Dead Space, anyone?

Dead Space 3 executive producer Steve Papoutsis has shared details on four unlockable modes for the action-horror game, and t???hey are not for the faint of heart. After beating the campaign once, access will be given to New Game+, Classic, Pure Survival, and Hardcore.

Classic mode is single-player-only, has "classic aiming," and does away with the crafting in favor of the series' traditional weapon blueprints. In Pure Survival, enemies exclusively drop resources -- and there's no ammo, health, or weapon parts laying around, according to Papoutsis. Finally, Hardcore mode grants players a single life for the full campaign. Just the one. I wonder if there will be an unlockable for completion?

Leading up to the release of Dead Space 3, there have been things said by the team at Visceral Games that haven't gone over too well with the blog-reading crowd. I'm trying to not let this stuff affect my enjoyment of the game -- to let it stand completely on its own, for better or worse -- but it's not been easy. This latest news, however, is a step up.

Dev Blog: Executive Producer Steve Papoutsis [Dead Space]

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Check your email!

If you signed up for that fancy Dead Space 3 demo, check your email: your official code for early access may be waiting in ??your inbox.

The early access demo is slated for the 360 and PS3 platforms only: no PCs allowed. Of course, if you're patient, you can just wait un??til the 22nd to test out the game on Xbox Live and the PSN.

The terrors of space await you, and a potential partner, on February 5, 2013. You can check out a full playthr?ough of the demo from Game Grumps here.

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Here's the story so far

Electronic Arts and Visceral Games have announced that a demo for Dead Space 3 will be dropping on Xbox Live and PlayStation Network on January 22, 2012, giving us a couple short wee??ks before the horror game's full release on February 5.

Those who want to nab it a week earlier can do so by registering their Origin ID for an early-access code redeemable for the Xbox 360 demo. A?nd speaking of Origin, there's been no mention of a possible PC? demo, so don't hold your breath for that.

The video embedded above is a well-made, no-nonsense recap of the Dead Space story so far. Even if you've played both main-series games, it's still a good refresher. You might even learn a? thing or two.

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Say stuff to do stuff

Yup, Dead Space 3 will have Kinect voice control options similar to Mass Effect 3. And like the co-op experience, just because the feature is there doesn't mean EA will be trying to stuff it down your throat. With that said, it's no secret that I'm not a fan of Kinect, but there is some merit to the voice syste??m in rega??rds to co-op.

Co-op buddies will be able to quickly share ammo and health with each other without having to pull up the inventory menu by saying something like "share ammo." That right there will prove useful when you're surrounded by N?ecromorphs. The interface commands are forgettable though. Saying something like "quick heal" will have your character use a medkit, but thes?e type of commands aren't exactly useful as it's WAY faster to just press the corresponding button on your controller.

Expect a couple of dozen voice commands you can shout at your TV based on what I saw during a recent hands-on. More importantly, there will be easter egg commands where saying certain cusswords will trigger stuff. And if you're like me, you're already cussing a f*ckton playing something as messed up as Dead Space.

Additionally, EA showed off another new feature in Dead Space 3 called the Scavenger Bot. It's this little tiny robot you can drop into the world that will scavenge for resources to craft stuff with. E??very 10 minutes, the Scavenger Bot will return to a work bench so you'll have? items waiting for you the next time you try to create something.

You can get several of these little robot helpers over the course of the game, and they appear to add on top of the items you'd find normally without their assistance. They do take up a slot where your weapons would go in past games, but that ?doesn't mean you're getting access to less weapons.

Only two slots are given for guns now, but with the new crafting system, each gun can feature two totally different and unique firing methods. Combine the ??chainsaw gun with a rocket launcher? Sure, why not?! Yes, you're getting less slots but will still have the same amount of wea??pons in your inventory as in past games. 

We've seen Dead Space 3 a few times now, so I just focused on what was brand new from this latest look. For a more in-depth preview, follow these links to learn more about the co-op, other new additions, and the crafting system.

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Isaac and Carver double-team

A new batch of screenshots for Dead Space 3 have been shipped ??out by Electronic Arts. The images show bits of a cooperative mission, Marker Containment, where Isaac is helping Carver t??o deal with visions of his dead family.

I'm pretty down with the cooperative elements of Dead Space 3 as they've been described. The only problem that I can see is that I know I'd want to experience the stor??y in single-player first as Isaac before then playing as Carver for a second, cooperative run. But I'm not at all hyped up about the idea of playing Isaac again in co-op, so I hope there are people out there more willing to do that while I?? get to enjoy Carver's creeping insanity.

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Guns and gear galore!

Here's a new (rather short) video for Dead Space 3, showcasing the extra toys that buyers of the Limited Edition shall obtain. 

The Limited version comes with two in-game content bundles -- "Witness the Truth" and "First Contact." Ea?ch comes with a unique suit for Isaac, as well as the Evangelize?r weapon and Negotiator weapon respectively. Check 'em out in the video above. They are some things!

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Isaac leaps into explosive action... stuff

Electronic Arts released today a small batch of new screenshots for Dead Space 3, featuring our hero Isaac in a number of dramatic poses. Look at him leap through zero-gravity environments. Witness his discovery of a hopeless, bloody message?? left behind. Marvel at my ability to talk this dramatically over half a dozen pictures.

More Dead Space is a good thing in my book. I want? to know more about the markers and what they actually represent, but I also don't want the mystery spoiled at the same ?time. That's the funny thing about mystery. 

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Did you not think you'd get a Dead Space 3 limited edition? Oh, how naive you are. Yes, one is coming, and it gives players first access to two "bundles" planned for Visceral's action-horror seque??l. DLC bundles, that is. Lots and lots of tasty DLC. 

The two bundles are called "First Contact" and "Witness the Truth," with each one containing a uniq??ue suit and weapon. Details for each are listed below. 

So there you go. Now I've got this feeling that the newly announced weapon crafting is?? just a way to sell us more stuff down the line. I know you ??too well by now, EA. 

By the way,?? do help yourself to the new trailer, ??available above. 

“First Contact” Bundle

· First Contact Suit: This unique EVA (Ex?tra-Vehicular Activity) suit was built by the SCAF (Sovereign Colonies Armed Forces) for encounters with "foreign entities.” It sports a flamboyant golden finish to provide protection from long-term space exposure and thick armor for… unspecified reasons. The suit was given the nickname "First Contact" by the scientists who made it.·

 Negotiator Weapon: While technically classified by the SCAF as a "scientific instrument,” the gold-plated "Negotiator" is loaded with some surprisingly aggressive hardware. The ov??erclocked, top-mounted Tesla Beam is capable of bursting a man-s?ized organism into several pieces with a single shot. The bottom-mounted Linegun appears to have been built with the sole purpose of cleanly dismembering organic tissue from a distance.

”Witness the Truth” Bundle

· Witness Suit: These insulated suits were worn by a SCAF deep dig team assigned to exhume the darkest secrets of Tau Volantis. Whatever they found locked deep in the ice changed them forever. When they emerged weeks later, they were covered head to toe in strange graffiti and ?claimed to be "Witnesses to the Truth.”· 

 Evangelizer Weapon: A modificati??on of the standard AL-2 used by the Sovereign Colonies Legionaries, this version sports a souped-up AL-2g assault rifle on the top with an Emerson 2100 "Big Boy" tactical shotgun on the bottom. The surviving?? "Witnesses" of the SCAF deep dig team dubbed it the Evangelizer and decorated them top to bottom with strange symbols.

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During its gamescom press conference, Electronic Arts revealed a brand new system coming to Dead Space 3 -- a full weapon crafting system that allows for flexible customization of Isaac Clarke's armaments. W??ant a rivet gun with a grenade launcher? A scoped flamethrower? Sure, why?? not? 

Visceral is running a content on the game's official site, where entrants can submit their own ??weapon ideas. The winner of the "Tools of Terror" competition will get their weapo??n in the game, as their own likeness for a cameo appearance. 

Of all the new features promised for Dead Space 3, this is definitely the most promising. U??pgrading weapons (and keeping them for multiple playthroughs) has always been a series highlight, so expanding that element sounds like a natural win. I'm into it.

??The game finally has a launch date, too. February 8 in Europe, February 5 in North America. Bonanza!

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I got to go hands-on with Dead Space 3 again, this time playing the section that was shown off in the video above from the E3 demonstration. What I experienced was largely similar, but I did take away a few things that I thought I'd share with the Dead Space ?fans out there, espe??cially those of you who have been worried about where Visceral is taking the series.

Dead Space 3 (PC, PlayStation 3, Xbox 360 [Previewed])
Developer: Visceral Games
Publisher: Electronic Arts
Release: February 2013

1. The co-op isn't exactly seamless drop in/out at anytime

Dead Space 3 kind of features two storylines. There's the version where it's the more traditional solo experience, and then there's the whole co-op setup. The overall story is the same, but content is presented differently de?pend??ing on which way you play. You can see this in action in the above video, where in single-player new character Carter can be seen on top of a building running from Necromorphs, or right alongside you in the co-op mode.

Since things are presented differently, the game will wait for you to hit a checkpoint, die, or you can just restart a section befo??re your co-op buddy can actually join after inviting them in. This way it doesn't seem weird when Carver is suddenly by your side after you just saw him on top of the previously mentioned building. Dropping out will also force a restart to the last checkpoint to again properly present the storyline.

2. You can share items with your co-op buddy

Is your friend low on health or ammo? Share an item with them! You can share any item in your inventory, just not actual guns. However, you can share parts for guns, which is likely tied to the new weapon crafting system.

3. The holographic aiming system is still around

I didn't notice this at all, but one of the early complaints from Dead Space fans was how there's a "standard" aiming reticule in place as opposed to the holographic aiming system from prior Dead Space games.

Well you can stop worrying, as you ?still have the option to use the holographic aim. It's a simple matter of changing over to "Classic" aim in the options menu.

4. Leaning/cover is mostly pointless

On top of the new rolling and crouch moves is the cover-fire system. Players will lean/take cover whenever they're taking aim near an object that can shield them. It's not so much Gears of War though, as Isaac or Carver are?n't actually fully covered. In fact, they can still take damage from the new human enemy weapons since t??hey're kind of poking out still.

Weird, right? It fact, it's almost pointless because of that. I am loving the new roll move, though. It proved especially effective against the demo's boss fight as you're able to ef??fectively evade the giant tentacles from crushing you when they slam down onto the ground.

5. We've only seen half of the boss fight

Speaking of which, the boss fight?? battle we've seen from the E3 demo is only half of w??hat we can expect. The real fun begins after you've gotten sucked in.

6. Don't fear change

That Dead Space feel was still there even in the more open space of what we saw in the demo. I think the snow storm element lends itself really?? well, and it adds more tension than say the tight corridor stuff we're used to. You know to expect Necromorphs from an air vent in a ship, and can always brace yourself when needed. The snow element now means that Necromorphs can come popping literally from anywhere, even under your feet, as you can barely see anything in the storm. Pretty sure I'm always going to be on high alert now because of this. 

That said, I did get a different vibe from the section I played in co-op. It's less fear-inducing knowing you have someone watching your back. There's still a level of stress, but not as intense as in single-player. Don't get me wrong here. It's still fun in co-op, but I know for a fact now that I have no intention of playing co-op until I've played through solo and experienced the more traditional Dead Space. Then I'll play through co-op.

Overall, I think Visceral is on the right track with everything they're offering. Traditional fans should be pleased, and at the same time it offers something ??easier for players to handle that normally can't deal with scares through the co-op.

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Electronic Arts has revealed that Dead Space 3 has pulled in five times as many pre-orders as Dead Space 2. The company is using the data to justify the controversial new co-op mode, clai??ming that th??e feature has helped drive consumer interest. 

"We believe the new co-op gameplay feature is?? attracting a lot of attention and a broader audience," boasted EA Labels president Frank Gibeau. 

EA's goal all along was to make Dead Space appeal to a "broader audience," and it seems to be going well. Whether that's the result of co-op or just the simple fact that it's a heavily promoted sequel remains to be proven. After all, Dead Space 2 boasted competitive multiplayer, often seen as an obligato??ry feature, and that didn't make it perform to EA's satisfaction. 

In any case, EA's got its excuse to put co-op in e???verything, so expect a lot more of that. Meanwhile, I am at least happy for Visceral. My whinging aside, I do like that studio a lot and felt it always deserved more success. 

Dead Spac?e 3 pre-o??rders 5x higher than Dead Space 2's [Videogamer]

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Electronic Arts has released a twenty-minute gameplay demo of Dead Space 3, giving us our first full look at some single-player, co-op, and boss battle sections. There is lots?? of shooting and squealing going on. 

After watching the demo, I still have my reservations. EA's desire to give the series a "broader appeal" is certainly evident, with new firefights against human opponents, as well as scenic environments that look straight out of Uncharted.  The game's drawing a fair few comparisons with Lost Planet, too. 

Though I fear the game's sacrificing individuality in the quest for sales, I still trust Visceral Games immensely and I have a feeling that, even if it becomes a more h??omogeneous game, it'll still be a damn fine one. I certainly hope so, anyway.

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Oh dear. It's never a good sign to me when a publisher states plans to make a game appeal to a "broad" audience, because it usually means one thing -- stripping away whatever made the game unique in the first place, and plugging yet another homogeneous clone into the machine. EA has said that, while it doesn't want to "piss off fans" with Dead Space 3, it does plan to give it more appeal. 

Sigh.

"It's definitely not getting away from gore or horror, but at the same time it's opening up to a larger audience by adding some elements," said EA's Frank Gibeau. "In general we're thinking about how we make this a more broadly appealing franchise, because ultimately you need to get to audience sizes of around five million to really continue to invest in an IP like Dead SpaceAnything less than that and it becomes quite ??difficult financially given how expensive it is to make games and marke??t them."

Dead Space 3 will feature co-op and shoot-outs with armed human enemies, which has certainly worried fans, including myself. As I've said before, I trust Visceral implicitly, but EA's terror of selling less than five million copies with each game it makes is j??ust ... not healthy. Especially when that terror is combated by trying to make games look like more successful games that will remain more successful because they had the idea first. 

EA: 'We don't want to p*ss off ou??r fans' with Dead Spac??e 3 [CVG]

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Dead Space 3 is one of? my more anticipated sequels of the year, b??ut I wasn't fortunate enough to get to see it at E3 this year. Tara Long had better luck and brought us this interview with the title's International Production Manager, Ellana Fortuna.

In addition to having an absolutely killer name, Ellana reassures fans of the franchise that the action-oriented approach of the show demo doesn't mean they're throwing out elements which made the first two games so appealing. She also stresses that Dead Space is a big universe and suggests t?hat EA still has a lot of faith in the long-term prospects of the series.

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According to new rumored details, Dead Space 3 will f?eature a co-op mode, because every Electronic Arts title apparently adheres to an arbitrary checklist of features to the point where every release might as well be the sam?e f*cking game. 

Co-op will apparently make slight alterations to the narrative campaign to accommodate the new character -- a scar-faced man with a red-eyed RIG. Players will work together, using telekinetic powers and other abilities to manipulate the environment and help each other out. Ammo can be shared and characters can heal each other, but there's no revival. If one character dies, the pair w??ill need to reload. 

Other new features include an overhaul of the weapon upgrading system. The Plasma Cutter no longer switches between horizontal and vertical fire, but between regular fire and a pushback blast. Meanwhile, the Plasma Rifle features saw blades for alternate fire. Both weapons seem to be composites of other Dead Space guns. Isaac can also crouch for the first time, and will?? fight human enemies as well as Necromorphs.

Some of this sounds interesting, but I am so very bored of co-op right now. I have no problem with it in principal, but it's been stuffed into everything lately, regardless of the type of game and what its fans enjoyed about the series. Still, this is the dreary formula that EA's been religiously adhering to lately. We might as well just have one videogame released five ?times a year. We can call it "Videogame: The Videogame." 

Dead Space 3 Allegedly Features Co-op [IGN]

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