“As much as everyone wanted to keep making Dead Space games, the cost of development was just too high compared to how much they sold,” said Wanat. So why didn’t this incredible idea for a sequel ever come to fruition? Apparently, the answer to that question is exactly what you think it is. Their belief was that the loss of gravity would have prevented players from relying on the same combat tactics. While Dead Space 4 would have focused more on Issac’s background as a mechanic and engineer, the team also planned to incorporate more instances of having to fight Necromorphs in zero-g environments. And you’d learn a new, critical bit of plot info along with the means to Shock to a couple of nearby sectors.” “You’d start to form a picture of what happened in that region while fighting through scores of Necromorphs from ship to ship. “I figured you’d start in a section of space, maybe following a trail of ship carcasses to an orbital station you think might have the parts and fuel needed to get your ship Shock-capable,” said Wanat. While that survival-heavy aspect would have apparently hinted at the team’s intentions for the planned sequel, Wanat suggests that the scope of Dead Space 4 would have been much greater than anything that Dead Space 3 featured. It’s interesting to hear Wanat reference the flotilla section of Dead Space 3 as that area felt stylistically and narratively detached from the rest of the game. “The flotilla section in Dead Space 3 hinted at what non-linear gameplay could be, and I would have loved to go a lot deeper into that.” “The notion was you were trying to survive day to day against infested ships, searching for a glimmer of life, scavenging supplies to keep your own little ship going, trying to find survivors,” said Wanat of the planned sequel’s core concept.
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