Co-op is a maybe, same boss fights, but Isaac is going to talk

Dec 17, 2009 13:06 GMT  ·  By

Gaming pieces of news are starting to become more and more of a wide-access domain and, with producers and developers posting the latest, updates and interviews on Tweeter and even Facebook, the road information takes to reach us becomes shorter and shorter. As such, Dead Space 2 had quite a bit of details talked over by its executive producer, Steve Papoutsis, in a video he posted on his Facebook page and fed right to us. A lot of interesting things were talked about and the clip shows a little bit of the developing team's stand on the game.

While a lot of the questions posed by fans remained unanswered and the ones that were answered were answered very vaguely, there were a few things that actually mattered. A thing that came up more than once was the co-op idea and the multiplayer and, since it sounds like a pretty bad idea for a survival horror, it's no wonder that the subject is pretty taboo. Each time the subject popped into the conversation, Papoutsis replied that he couldn't really talk about it at that moment, but that the idea had been flying around the cubicles of Visceral Games, so it was a definite possibility.

Another big thing we learned was that the leading character, Isaac Clarke, was going to drift away from the Half Life, Gordon Freeman, silent-hero type and start voicing his opinions. Hopefully, this will be regarding the clear conscience in which in-game characters sent us in the middle of dark, horrifying corners of the Ishimura to perform their tasks. While assuring us that Dead Space 2 wouldn't turn into a corny one-liner marathon, he did promise that we would hear Clarke's voice and that there would be some more background story to the game.

The things that look like they're not going to change are the boss fights. While more than just one comment was posted discussing the level of difficulty of these key challenges, it seems like the developers are more than happy with the fights from the first game. Why that is so remains a bit unclear, considering that, if we take into consideration just the ultimate boss fight, this was nothing but a ridiculously simple mechanic of stepping to the right, stepping to the left, shooting, repeating and ending the game.