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Dead Space / Game

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About this deal

The Dead Space franchise includes various types of adaptations and merchandise outside of the video games. EA's multimedia efforts to market the franchise includes novels, comic books, animated films, and other licensed products like action figures of series protagonist Isaac Clarke. [29] [30] [31] Print media [ edit ] Dead Space 2 (PC)". Metacritic. Archived from the original on April 15, 2012 . Retrieved January 25, 2011.

a b Hutchinson, Lee (January 8, 2019). "Video: Dead Space's scariest moment almost dragged down the entire project". Ars Technica. Archived from the original on January 8, 2019 . Retrieved March 23, 2020.

About The Game

Dead Space is a 2008 survival horror game developed by EA Redwood Shores and published by Electronic Arts. It was released for PlayStation 3, Xbox 360, and Microsoft Windows as the debut entry in the Dead Space series. Set on a mining spaceship overrun by deadly monsters called Necromorphs following the discovery of an artifact called the Marker, the player controls engineer Isaac Clarke as he navigates the spaceship and fights the Necromorphs while struggling with growing psychosis. Gameplay has Isaac exploring different areas through its narrative, solving environmental puzzles and finding ammunition and equipment to survive. Hillard, Kyle (2018-11-22). "Dead Space – Reliving Isaac Clarke's Horrifying Inaugural Journey 10 years Later". Game Informer. Archived from the original on 2018-11-22 . Retrieved May 13, 2020.

Regarding Dead Space's save system: the game uses autosaves and manual saves. Autosaves are spread out generously throughout the game. Manual saves can't be created from the menu, you have to use dedicated save stations to do so. These won't be explicitly mentioned in the walkthrough since you can easily find them on your map. Controls Rose, Frank (March 13, 2012). The Art of Immersion: How the Digital Generation is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories. W. W. Norton & Company. p.80. Monfette, Christopher (August 22, 2008). "Dead Space Details Emerge". IGN. Archived from the original on May 16, 2020 . Retrieved May 16, 2020.Eddy, Andy (2007-10-09). "Dead Space First Look Preview (Xbox 360)". Team Xbox. Archived from the original on 2008-09-24 . Retrieved 2008-10-15. This walkthrough points out the location for every item. To make those easier to distinguish, items needed for achievements will be formatted differently to items needed for survival. a b c d e Electronic Arts (March 10, 2008). Dead Space Dev Diary #1 - Getting to Greenlight (Web video). YouTube (Video). Archived from the original on November 18, 2021 . Retrieved March 23, 2020. What really rounds out the entire experience, however, is the incredible sound design. Throughout the halls of the Ishimura, you are stalked mercilessly by the Necromorphs, and while you can't always see them, you are constantly surrounded by the menacing noises they produce or the eerie pitter-patter they make as they crawl through the ventilation shafts. You'll occasionally hear the distant screams of Necromorph victims or the creepy singing of a mentally unbalanced survivor, and environmental effects such as those generated by the sudden release of a burst of steam will keep you on the edge of your seat. Perhaps the most impressive use of audio in Dead Space takes place in a vacuum: any sounds that originate outside of Isaac's helmet are muffled and barely audible, while those from the inside, including his breathing and grunts of pain, are amplified.

NPD: October sales defy market plunge". GameSpot. 2008-11-13. Archived from the original on 2013-11-16 . Retrieved 2020-05-29. Makar, Connor (July 13, 2018). "Visceral had some cool ideas for Dead Space 4". Eurogamer. Archived from the original on July 13, 2018 . Retrieved July 13, 2018. EA and Image Comics Announce Dead Space Comic Series With Ben Templesmith and Antony Johnston". Electronic Arts. February 21, 2008. Archived from the original on May 9, 2020 . Retrieved May 12, 2020. Evolution of Story". YouTube. Visceral Games. Archived from the original on 2021-12-15 . Retrieved 2013-06-07.Onder, Clan (March 30, 2020). "Interview: Glen Schofield talks Striking Distance, new PUBG game, and more". GameZone. Archived from the original on April 12, 2020 . Retrieved March 23, 2020. a b Electronic Arts (September 26, 2008). Dead Space Dev Diary #7 - Animation (Web video). YouTube (Video). Archived from the original on November 18, 2021 . Retrieved March 23, 2020. The themes of religion and rogue states outside Earth's control were decided upon to ground the science fiction narrative. [13] Unitology emerged five months into development, as Schofield felt that something was missing. After reading up on the Chicxulub crater, Schofield wrote the original Marker as the object which caused the crater, and built Unitology around it. [40] The specifics of Unitology were created by Wanat and Beaver, who created pieces of the religious lore as needed to fit the scenario's needs. The main concept behind Unitology was examining the effects of a religion or cult when it grows out of control, in addition to the corruptive influence of bad people on people through religion. [41] In response to a later comparison of Unitology with scientology, it was described as representing irrational thought and action prompted by the unknown. [42] Creating Unitology was an easy part of development, and the team were fairly relaxed about the themes surrounding it as it was intended as an analogy of religion as a whole rather than specific criticism of a single belief system. [41] a b c d e f Hillard, Kyle (November 22, 2018). "Dead Space – Reliving Isaac Clarke's Horrifying Inaugural Journey 10 years Later". Game Informer. Archived from the original on November 22, 2018 . Retrieved May 13, 2020. NAVGTR: 2008 Awards". NAVGTR. Archived from the original on April 6, 2020 . Retrieved May 18, 2020.

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