Remember back when Dead Space 2 was announced? Strange and scary things were happening to Isaac Clarke; he could now talk and was facing a new journey with a greater focus on action. Some fans of the original were (understandably) concerned that what made it so great would be lost in translation. Not so according to Steve Papoutsis, the director on the game who we caught up with at Gamescom.
“It’s getting back to the people who supported the first game and how [without them] we wouldn’t be able to make this one,” Papoutsis said. “I wanna tell them that it’s okay, it’s going to be okay. One of the things we talk about is the voice, like you said, I guess people think that if he has a voice he’s just going to talk all the time, well I don’t know about you but when I’m walking down a spooky corridor I’m not talking to myself, and we’re not going to be doing that in Dead Space 2. Isaac’s not going to be snapping off one-liners and shouting ‘You see that sack I just blasted?’ He’s speaking because it’s allowing us to tell the story of the game.
“In the previous game, as I said, you’re walking down a corridor by yourself; why would he speak? It doesn’t make any sense. He’d get transmissions from Kendra and Hammond, but he was being told what to do. In Dead Space 2 he is driving the story forward, and he’s going to meet individuals where they’re going to speak to him and he needs to speak to them.”
It’s definitely reassuring to know that the developers haven’t lost the heart and soul of Dead Space in making their sequel better, and Papoutsis confirmed this by saying, “So what do I want to tell the fans? Don’t worry, we’re not going to screw it up and make him have a bunch of snappy one-liners, we know it’s important and we know it factors into the formula of horror so hang in there, it’s gonna be good.”
You’ll have to keep hanging for a while though; the game launches next January.