visceral

Latest

  • Watch our Dead Space 2 multiplayer preview

    by 
    David Hinkle
    David Hinkle
    10.05.2010

    Some folks are playing the Dead Space 2 multiplayer beta on PS3 this very instant. Clearly, you're not one of them. Maybe you've just got it on pause. Or maybe you didn't get into the beta .... or have been simply too lazy to input the code to download it. Maybe you don't even own a PS3. Whatever your excuse, we invite you to check out our video preview of the game's multiplayer mode (captured from the beta) -- just past the break. Remember: Knowledge is your best weapon against the Necromorph scourge. Plasma Cutters are a close second.

  • Dead Space 2 producer reflects on the changes and challenges of the sequel

    by 
    Mike Schramm
    Mike Schramm
    07.26.2010

    First on the agenda for my meeting with Dead Space 2 executive producer Steve Papoutsis at Comic-Con was an earnest request: better tutorials, please. After all, I had played through the entire first game without realizing that I could press a button to use a medkit -- that I didn't have to open up the onscreen inventory, while being attacked, to heal. "You're not alone," Papoutsis said laughing. "We're currently focus testing some of our tutorials, and believe you me, we've got two that remind you to do that, because you're not alone." "That was a feature that we were in hot debate over," Papoutsis added, "and many of us, myself included, really pushed for it." Similar discussions have carried over into the development of the sequel, as Visceral Games continues to refine the gameplay. "We're taking it a step further," Papoutsis said of Dead Space 2, "so now, when you're not in combat or aim mode, you'll use one of your stasis recharge items. We've got health and stasis mapped" to a button. %Gallery-97881%

  • Dead Space 2 launches on January 25, 2011

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    06.14.2010

    Deftly avoiding the commercial kill zone of the holidays, Dead Space 2 is putting its foot down in the early 2011 window -- which, if it's anything like 2010, will eventually be stuffed with feet anyway. Horribly severed feet. Launching on January 25, 2011 in North America (and January 28th in Europe), Dead Space 2 grants engineer-turned-monster-surgeon Isaac a new suit and sends him straight into a new environment, the dystopian and violent Sprawl. Visceral Games has also promised to lift up the metaphorical helmet and flesh out Isaac's tortured persona in the game. "My god, it's full of scars. Eww."

  • Metareview: Dante's Inferno

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    02.04.2010

    Dante's Inferno isn't the best damn game out there, but it's not a hellish experience either. The game, which re-imagines ... is loosely based upon ... has some ephemeral connection to the literature, still delivers entertainment, according to reviews. Perhaps the sequel will be a more heavenly experience? Game Daily (80/100): "Rounding out this impressive package are a series of cut scenes (both 2-D animation and 3-D computer generated movies) ... Obviously, critics will obsessively compare Dante's Inferno to other games, or complain about the quick time events, but don't let those nitpicky issues prevent you from experiencing this imaginative and fun adventure. It's one Hell of a good time." IGN (75/100): "Dante's Inferno takes a bold, visually impressive take on a literary classic and adds in an intriguing action focus to create a different kind of action title. Unfortunately, some derivative combat sequences and a shallow combo system prevent the title from becoming a truly great experience." Eurogamer (60/100): "But you can't ignore the fact this is a God of War clone at its core, and many of the ideas here feel tired, familiar and dated. Nor can you ignore the fact that God of War III is nearly here. If it's a toss-up between that game and this one, as it probably will be for PS3 fans, you're best off waiting to see how Kratos' next adventure turns out." 1UP (C+): "The game is filled with lots of good and well-executed ideas, but they all seem to exist independently of one another. It's a popcorn movie that clearly took a good deal of talent to pull together, but comes up short of creating the grand adventure that it seems to be trying for." %Gallery-45836%

  • Hellacious marketing: Dante's Inferno is in the code

    by 
    David Hinkle
    David Hinkle
    02.04.2010

    It seems the marketing team behind Dante's Inferno hasn't burnt out yet, with several ASCII art campaigns popping up in the source code for several popular websites. All direct to the same Dante's Inferno site. The first image (above) appeared in digg's code, as noted by brentcsutoras, and other sites like IGN, GameSpot and Kotaku also had their source code altered to display Dante-related images. It's one of the cuter, somewhat classier approaches to this title's marketing, and that makes it oddly noteworthy. If you're wondering why there's nothing in our source code (we're checking now just to make sure) ... we don't let anyone touch that. We consider it to be at least third base and you really have to get to know Joystiq before it's prepared to take the relationship to that level.

  • Dante's Inferno Trials of St. Lucia DLC confirmed

    by 
    Justin McElroy
    Justin McElroy
    02.02.2010

    We hate to ruin the surprise for you, but when you tear into your copy of Dante's Inferno you'll also be getting a sneak peek at what's next for the game. A packed-in trailer reveals the Trials of St. Lucia DLC with its player-created trials, online co-op in said trials and and a new playable character, the titular (pun-intended) St. Lucia. A Kotaku reader grabbed a shaky-cam version of the promo, which you can see right after the break. It's a little early for us to be thinking about all that, what with the game still a week from hitting shelves. But it's nice to know that if we do have to go to hell, we'll have some company by April.

  • Interview: Glen Schofield on Dead Space, Sledgehammer Games and the transition from EA to Activision

    by 
    David Hinkle
    David Hinkle
    01.07.2010

    We don't have to tell you who Glen Schofield is. The guy's been cementing his name in the industry for years now, and considering his recent realignment from EA's banner to Activision's, starting a new studio in Sledgehammer Games, we all have a lot of questions. Let's get to it: You were one of the individuals most responsible for bringing Dead Space to fruition -- one of Joystiq's best games of 2008. How difficult an endeavor was conceptualizing that game, and how willing -- in the way of providing resources -- was EA to create the game? Dead Space was an idea I wanted to pursue for quite a few years while at EA. I brought the idea to the previous president when I believed the window was right for the game to fit within EA's portfolio. At the time, EA was largely leveraging licensed IPs, and getting support for a new IP concept was tough. I really appreciated the opportunity he gave us. Fortunately, we had a passionate team of developers who poured a ton of energy into converting our skeptics into believers. In the end, the critical response by fans and the press is something myself and the entire team are very proud of. Visceral Games (formerly EA Redwood Shores) is still an EA studio, currently wrapping up Dante's Inferno. When you began Dead Space, Game Informer #174 -- the official unveiling -- called you guys a "renegade team." Who was on that team, and how did you earn that "renegade" status?

  • The Daily Grind: What produces a visceral reaction in you?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.08.2009

    Every RPG has giant spiders. Inevitably. Despite the fact that such creatures couldn't possibly support their own body weight and other natural physics problems, you will find them. And arachnophobes the world over will cringe, because it will usually culminate in having to dive into an entire dungeon filled with spiderwebs and chittering eight-eyed things the size of a Hummvee. Not to mention all of the quests where your character has to smash them and then rifle around in what's left of their corpse and you get the general idea. If you're not comfortable with the idea of unholy, bulbous, overlegged creatures scuttling about, these parts aren't terribly comfortable even though you know it's just a game. Today, we ask you what produces that sort of bred-in gut reaction when you come across it? Giant bugs, blood, and slimy things are all common ones for a negative reaction, but there are others, and some of them might even be unique to your own sensibilities. So we'd like to know, what gets you at a basic level, even when you're totally aware it's just a game? (And if any developers are reading right now, bonus question: why all the spiders, guys? Come on.)

  • Dead Space 2 announced for PC, PS3 and Xbox 360

    by 
    Justin McElroy
    Justin McElroy
    12.07.2009

    Not official art, actually Do us a favor and read the following sentence really slowly -- seriously, savor it. It's been hinted and teased at enough to give the world's remaining necromorphs a heart attack, but Dead Space 2 has finally been officially announced for PC, PlayStation 3 and Xbox 360. Now, you might be wondering why you had to take your time with that easily understandable sentence. Well ... we don't really have anything else to tell you. It's still Visceral, it's still Isaac Clark, it's still the necromorph invasion. We don't even have a release window. The best thing EA has to say is, "Survival isn't the only thing on Isaac's mind in Dead Space 2 – this time, he calls the shots," which makes it sound like our engineer protagonist dumped his abusive boyfriend and moved to the big city to work in an office pool with Dolly Parton and Morgan Fairchild. ... Actually, that sounds pretty good.

  • Rumor: OPM teases Dead Space reveal in December

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    11.24.2009

    Considering the artwork depicted on the "next month" page of November's Official PlayStation Magazine, it requires only the slightest of hops to reach the conclusion that a new Dead Space announcement is lurking just around the corner. Allegedly snapped by GOONL!NE (as in the connectivity instruction, not the lineup of criminals), the artwork features a grotesque, tentacled creature viewed through what appears to be the iconic toaster visor of Dead Space protagonist Isaac Clarke. The site confidently suggests that the creature itself is derived from the original game's concept art. Now's the time to strategically remember several job listings, which mentioned a Dead Space follow-up, along with EA CEO John Riccitiello's recently expressed desire to have EA focus on more profitable, safer games. What could be safer than an isolated spaceship sending out a distress call? The November issue of Official PlayStation Magazine is on sale behind youuuuu in the UK right now. [Via CVG]

  • Smoking Jacket catches smoke, darkens symbolic lungs

    by 
    Darren Murph
    Darren Murph
    05.22.2007

    We've seen jackets that alert you when approaching uncomfortable scenarios, light up on demand, and track the poor soul trapped within, but Fiona Carswell's iteration does a number on smokers who don't mind warning labels. Similar in craftiness to the Ruyan e-cigarette, the Smoking Jacket sports a stylish white exterior with a pair of symbolic lungs and a sophisticated internal tubing system. The aptly-dubbed "visceral, absurd information displays" morph from pristine air containers to dark, murky caverns as smokers blow excess smoke into a tube located in the collar. The one-way air valve traps smoke in the lungs, creating a relatively repulsive sight in the eyes of both onlookers and smokers alike. Of course, Fiona can't promise that such a dramatic effort will faze the hardcore puffers, but trying to continually ignore the disgusted faces looking your way as you walk by would be challenging indeed.[Via WMMNA]