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Dead Space 2 Officially Announced

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Visceral Games--formerly known as EA Redwood Shores--today made the unsurprising formal announcement of Dead Space 2, sequel to its 2008 sci-fi horror-shooter.

The imaginatively-titled sequel had already been revealed through EA statements and various job listings--including one for a "Senior Online Level Designer."

Dead Space's mute protagonist Isaac Clarke will return in the sequel with "new tools to gruesomely slice and dismember," and new supporting characters as he "[takes] the fight to the Necromorphs" and apparently "this time, he calls the shots."

"The infection continues to spread throughout space and our hero Isaac Clarke is the only person able to contain it. There are still loads of Necromorphs that need killing," explained executive producer Steve Papoutsis in a press statement. "In Dead Space 2, not everything is exactly as it seems. Expect plot twists that will surprise you and a huge cast of twisted, disgusting monsters that are sure to scare the daylights out of you."

Dead Space 2 is under development for PC, Xbox 360 and PlayStation 3, with no mention made of a release date. Visceral Games is currently working on the bizarre action allegory Dante's Inferno and a Dead Space movie is also in the pipeline.

From The Chatty

  • reply
    December 7, 2009 6:44 AM

    I'm conflicted by DS. I was initially put off by the 3rd person camera (not by the *use* of it, but due to the fact that the gameplay and level design puts in you certain positions where it feels like a hindrance) and by the inability to map many of the controls to what I'm used to in a PC (had to use AutoHotKey macros to be able to play), but on the other hand it's a great game, beautiful, and with great gameplay mechanics.

    I guess I'm happy I'll be playing a sequel.

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      December 7, 2009 7:06 AM

      You use the term "beautiful" loosly. Pretty gory to me! That suit that came with the ps3 version was the coolest armor i've seen yet.

    • reply
      December 7, 2009 7:31 AM

      Use a 360 controller :]

      • reply
        December 7, 2009 3:18 PM

        How would that help? :]

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          December 7, 2009 7:06 PM

          That is the interface it was designed for.

          • reply
            December 7, 2009 10:34 PM

            True, the console version did start out around that input -- but not the PC version. So, how would using a slower and limited input help, when the poster has already found a resolve with AutoHotKey, which allowed him to play the game the way he's used to on the PC?