Earlier for a previous issue of our magazine we spoke with Steve Papoutsis, Executive Producer of the Dead Space Franchise about Dead Space 2. On the eve of the game launch, we have decided to post the interview online. I want to again thank Steve and Hiro for the interview.
GVK: What is the background and setting for the game?
SMP: DS2 takes places 3 years after the first game. The location for the game is called the sprawl, which is a space city located on Titan one of the moons of Saturn. Titan was the location of the first planet crack in the Dead Space universe.
GVK: What are some of the locales and missions gamers will see in the game?
SMP: Isaac’s main goal is to destroy a government plot to resurrect a marker. As far as details on locations players will encounter expect to see things you would see in a city. We really want the atmosphere and locations to be relatable, this helps immerse players and lets us play with the horror aspect of the game.
GVK: What sort of new enemies players face and will there be boss battles?
SMP: New enemies include: the stalker, crawler, cyst, nest, pack, and a few others. As far as boss battles there will be some gnarly fights for Isaac to survive.
GVK: What sort of weapons will players be able to use and what new weapons will be included?
SMP: All of the original tools / weapons make a return plus a few new ones including the Javelin Gun.
GVK: What have been some of the biggest challenges and rewards in crafting the game?
SMP: Well the biggest challenge has been trying to top the original game. People’s expectations were not super high they had no idea what to expect when DS1 came out. Now we are 100% focused on making a game that’s better than the original, and that’s not an easy task. Expectations are super high and we know we need to deliver a great game for the people who enjoyed the original and are now Dead Space supporters.
As far as what has been rewarding, the response to the demos we have shown so far have been super positive. Gamers seemed to really like the E3 and GamesCOM demos. Hearing all the positive comments from our players has the team and I super pumped.
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?
SMP: One of our goals with the game is to keep players guessing. It’s our hope that by mixing in big epic set pieces with our tension / horror driven gameplay we will create a game that our players will enjoy. Without the support of the people who enjoyed the original game we would not have had the chance to make Dead Space 2. We are extremely great full for the support and want to make a sequel people will enjoy even more than the original.