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Dead Space 3 interview: Visceral talks micro DLC, learning from Mass Effect and Dead Space 4

"We want to be remembered as one of the best games of this generation"

There's just a few hours left till Isaac Clarke's Arctic adventure goes under our microscope. Is Visceral's latest a travesty of a once-great series, a frostbitten action game wearing an unconvincing survival horror hat? Or has the studio successfully blended in new features like co-op, weapon crafting and micro-transactions without scuppering the feel?

I'm sure you're as bored as I am of journalists posing these questions, so rest assured that this is the last time I'll pose them. Having taken receipt of our Dead Space 3 review code, OXM spoke to associate producer Yara Khoury for a few post-match thoughts.

Zoom

Have you worked on all the Dead Space games?

Not all of them - I worked on Dead Space 2.

How do you feel about this Dead Space? Any particular thoughts in hindsight, now that you're done?

I feel great about Dead Space 3. I'm really proud of what we've been able to accomplish. I think it's the best game we've made so far, you know, it's so much deeper, longer, it's super fun - and we've innovated it in a lot of ways while still keeping the integrity of our franchise. I think people are going to love it.

Would you say you've left all the upset over the setting and action-heavy trailers behind?

Yeah, I think... I think we have, and now that people have started playing the demo we've seen very very positive feedback - people who took issue with the game because we're more into exterior or because we've added co-op are kind of vanishing, because they've seen that we've been able to conserve the Dead Space element of our game.

Have you made any changes based on the initial feedback?

Oh absolutely not. No, we didn't make changes. I think what happened is that people started talking about it without really knowing what we were going for. So we introduced co-op, and we made sure to mention that the single player experience was still there - that there would be no AI follower - and people still imagined things, you know: that there would be no horror, that you would have an AI follower and things like that.

I think when you introduce so many changes you need to let people kind of adjust to everything that you're showing. And at E3 we introduced so many new things: new enemies, Tau Volantis' exterior, cooperative play - it was a lot for players to not be scared about it, you know?

But I think with Gamescom we really brought it home, showcasing everything that makes Dead Space 3 a Dead Space game, you know - horror, claustrophobic tight corridors, and so on. I think it just takes a little bit of time for people to understand and accept change when they're so very much invested in to a product.

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If next gen announcement rumours are to be believed, you're one of the last major titles for Xbox 360. How does it feel to release at this point in the hardware cycle?

Well, something that we wanted to do was to push the limits of everything, in terms of any aspect. I think our game looks so much better than the others. I mean, can you imagine when you look at Dead Space 1 and Dead Space 3 that they've been made for the same console? It's really crazy when you see it - how different they look, I think.

I think it looks fantastic, and when we decided to do co-op we also decided that we would make it in such a unique way that people would look back at it as one of the most memorable and best quality experiences ever done this console generation. So that's how we want to be remembered - as one of the best and most innovative games of this generation.

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