IMO the ideal solution would be to have it work just like Halo 3, where during single player you have Carver show up as an NPC during certain parts of the game where his presence is important to the plot and he fucks off for the rest. I don't think they necessarily need to remove coop, but it absolutely needs to work differently. Hell, sometimes we'd stand on either side of a necromorph and melee it back and forth to one another for shits and giggles. We could both play and sometimes we stopped in a room full of gore and viscera and stomped a hoe-down to cotton eye Joe, firing our guns in the air and shouting yee-haw, because we sure as shit weren't worried about running out of bullets or attracting monsters to us. My buddy and I took turns playing together, passing the controller and had fun being tense and horrified together.ĭS3 I felt like a hillbilly version of Master Chief and his best friend Cletus. DS2 was all that plus being mentally unstable and having the church of scientology unitology gunning for me. It would also need to lose the co-op.ĭS1 I felt like an engineer surviving a nightmare, improvising weapons out of desperation and ammo scarcity. It needs a story rework, enemy and ammo balance rework (in the enemies favor) and level redesign to put them back in dark, closed in spaces instead of well lit, wide open spaces. They all had dismal sales.ģ would almost need a complete tear down and redesign to work. The rail shooter received almost no marketing. The mobile game and puzzle game were heavily marketed. It's worth noting there were also three spin off games that did extremely poorly, a mobile game, a puzzle game and a rail shooter. EA blamed Visceral and shuttered the studio, despite being the driving force behind all the most criticized elements of the game that caused sales to tank. It released to middling reviews 7.5/10 average and was criticized heavily for becoming a co-op 3rd person shooter. In the UK it sold less than 200,000 copies. Sales numbers for Dead Space 3 were never aggregated and released. If all that wasn't bad enough, DS3 needed to sell 5 million copies to break even. None of that shit was what made Dead Space 1 or 2 such great games. The third one was during the phase where EA demanded a multiplayer mode be prominent in all their games, required dlc, and cancelled anything that wasn't a "megahit" out of the gate. EA wanted Call of Duty like successes from all their games. The studio (Visceral) wanted to make resident evil in space. DS1 was developed on a budget game investment amount and it sold 2 million copies, DS2 had 60 million invested in it and sold 4 million copies, which despite doubling the sales of the first game, was not high enough to meet EA's projections. The first two were runaway hits that had low expectations of sales numbers from EA. The reason 3 was like that was because DS was a victim of its own success. The graphics were good and the co-op was fun, but it doesn't feel like the first two games, there's a definite shift towards being "the hero" rather than "a survivor." I could see it being remade, but the story would need a rewrite and the plentiful co-op resources would need to be toned way down. The story was adapted to accommodate that. Isaac is more than a match for any enemy type. Even in the hardest difficulties there is enough ammo for 2 players to never worry about it. It was a co-op action game that felt more like Lost Planet or Halo. Ammo is scarce, the story is terrifying, the ambience and atmosphere are amazing.ģ was the game that killed the series. So DS1 and 2 are true survival horror games on hard and hardest.
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