Dead space classic game room
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Even more impressive, early development was used with Xbox dev kits, though the intention was alwasy to release it on Xbox and PS3. When talking about the game's scariest moments, Glen Schofield mentions a room where there is no action or enemies.
The one thing that scared gamers was the sound. Anybody who lives in a major city knows how irritating the noise is when a train stops on the tracks.
Even though there is no danger in the room, testers would run out of it as fast as possible from the noise. Dead Space 3 was centered around co-op gameplay , but the feature Co-op was on the developers' minds during the first game's development. Glen Schofield says they worked on it for about three months before deciding to focus on single-player instead. In an age where every game was shoehorning in multiplayer, staying single-player only was a bold move.
The studio worked on numerous Call of Duty games starting with Modern Warfare 3. In an interview with Ars Technica , Glen Schofield describes the short sequence where Isaac is dragged by a tentacle-like monster as the hardest part of development. Despite it only lasting about a minute, it took a month to make. The team also had to change up its normal development process to more efficiently tackle all the problems the sequence made.
It ultimately became one of the most memorable parts of Dead Space. Dead Space took inspiration from several sources. DaethKnight - 11 years ago - report 0 2. Sign Up for free or Log In if you already have an account to be able to ask and answer questions. Answered Act 3 The Centrifuge room?
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