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Dead Space 3 review: what do you want to know?

Forcibly inject your questions into Ed's protesting brain

Much like one of the franchise's own Necromorphs, Dead Space 3's appeal has snuck up on me. When I glimpsed it in the distance, I was vaguely disgusted by the new, well-lit (albeit heavily snowed-under) setting and the presence of Action Man features like co-op and weapon customisation. But Visceral's brainchild has closed the distance - the game releases on 8th February - and it's a promising monstrosity at proximity.

Update: Our Dead Space 3 review is live, and here's the promised follow-up Q&A.

Original story: Dead Space's enduring strength is its world, a dense, threatening web of sci-fi Gothic which compensates for derivativeness via sheer intensity of execution. The combat isn't always worth the trouble, once you've mastered the trick of freezing enemies with stasis blasts in order to prune away their limbs, and while the series generally aims to scare, it seldom actually makes you drop the pad in terror. But few games can rival this one's sense of place, and few bridge the gap between illusion and mechanics so elegantly, with "gamey" elements like HUDs accounted for in the fiction.

I'm heading off to a review event this afternoon, and plan to spend much of the playtime combing environments for hints as to the wider universe. Hopefully, Dead Space 3's new world will be just as well-articulated and suggestive as those of its predecessors. Beyond that, though, I could use a few pointers. Is there anything in particular you'd like to know about Visceral's latest? Bung us a question via the comments thread, and I'll do my best to address it either in our Dead Space 3 review itself or a follow-up Q&A.

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Here's some select coverage, to get your motors running:

Dead Space 3's seven scariest moments so far, scored out of 10
Dead Space 3 interview: sticky cover, Marker mysteries and why co-op won't ruin it
Dead Space 3 hands-on: how Visceral out-grew terror

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