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Dead Space (Xbox 360)

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Dead Space: Aftermath is the 2011 animated film sequel to Downfall and the first game. EarthGov exposes an unsuspecting crew of individuals to the remaining shards of the destroyed Marker and is depicted as attempting to produce a viable "Marker blueprint" carrier, by any means necessary. a b c d e f g h "Dead Space Review". IGN. October 10, 2008. Archived from the original on October 12, 2008 . Retrieved June 6, 2013. A 2011 tie-in to Dead Space 2 developed by IronMonkey Studios, Dead Space was a mobile title about a newly converted Unitologist on a mission in the mines of Titan Station. The game features an appearance from Titan Station's director Hans Tiedemann, a major antagonist of Dead Space 2, and provides context behind the Necromorph infestation of the Sprawl. It has since been removed from all mobile app storefronts. [10] Setting [ edit ] Primarily set in a 26th century science fiction universe featuring environments, weapons, and characters typical of the genre, the Dead Space franchise centers on a series of video games beginning with the release of the first Dead Space, which centers on starship engineer Isaac Clarke and mutated undead horrors that surround him. A central theme in the games is the fictional cult religion "Unitology" and its fanatical adherents, who believe that information about an alien artifact called the "Marker" is being suppressed by "EarthGov", the central political administration of Earth. Their primary goal is to use the Marker as a means to bring about the "Convergence", or complete destruction of humanity, with the Marker and its malevolent influence being the source of the undead monsters encountered by the series' protagonists.

a b c d e f g Peppiatt, Dom (2015). "The Making Of... Dead Space". Play. Imagine Publishing (256): 76–79.Ben Swanson: The Ultra Limited Edition is Here!". September 26, 2008. Archived from the original on October 1, 2008 . Retrieved October 21, 2008. Behind the Voice Actors - Dead Space". Behind the Voice Actors. Archived from the original on February 13, 2021 . Retrieved March 23, 2020. Remove enemies' legs and use Stasis on them once they drop to the ground. Stomp them repeatedly with to kill them. However, if you are in a sloped area or on a ramp, don't use Stomp as it doesn't work properly there. a b c d Leone, Matt (October 13, 2008). "Dead Space Review". 1Up.com. Archived from the original on June 29, 2011 . Retrieved October 17, 2008.

Gilbert, Henry (January 26, 2011). "Dead Space 2 Review". GamesRadar. p.2. Archived from the original on June 24, 2021 . Retrieved June 21, 2021.Go to an Upgrade Bench to improve your weapons, RIG, Stasis or Kinesis module. To do so, you weld Power Nodes into circuits. White ones don't offer any improvements, therefore it's wise to avoid wasting Power Nodes on white circuits unless you're bridging a gap to another useful circuit. Dead Space for PlayStation 3: Release Summary". GameSpot. Archived from the original on December 2, 2009 . Retrieved June 13, 2010.

The 100 Best Games of All-Time". GamesRadar. February 25, 2015. Archived from the original on March 19, 2015 . Retrieved November 19, 2013. Development [ edit ] Glen Schofield and Michael Condrey were the respective executive producer and co-director of Dead Space. a b "Dead Space for PC: Release Summary". GameSpot. Archived from the original on January 10, 2013 . Retrieved June 13, 2010. a b c Electronic Arts (June 19, 2008). Dead Space Dev Diary #3 -- Audio (Web video). YouTube (Video). Archived from the original on November 18, 2021 . Retrieved March 23, 2020. This article is about the video game series. For other uses, see Dead Space (disambiguation). Dead Space

Overview

a b c d e f Hillard, Kyle (November 22, 2018). "Dead Space – Reliving Isaac Clarke's Horrifying Inaugural Journey 10 years Later". Game Informer. Archived from the original on November 22, 2018 . Retrieved May 13, 2020. The music recording sessions took place at the studio of Skywalker Sound, with different sections recording for Graves to create multiple layers of sound. [57] [58] The final in-game score for Dead Space was three hours long and recorded over five months, several times more than Graves had composed for previous video game titles. [55] Graves described it as the most challenging and enjoyable composing job he had undertaken for a game, praising the amount of freedom he was given by the sound team. [54] Release [ edit ] Dead Space is a 2008 survival horror game developed by EA Redwood Shores and published by Electronic Arts. It was released for PlayStation 3, Xbox 360, and Microsoft Windows as the debut entry in the Dead Space series. Set on a mining spaceship overrun by deadly monsters called Necromorphs following the discovery of an artifact called the Marker, the player controls engineer Isaac Clarke as he navigates the spaceship and fights the Necromorphs while struggling with growing psychosis. Gameplay has Isaac exploring different areas through its narrative, solving environmental puzzles and finding ammunition and equipment to survive. When upgrading weapons, prioritise DAM (damage). Even if you don't use the Plasma Cutter much, throw in the occasional Power Node. Try to hold off upgrading CAP (clipsize of weapon) unless your ammunition count is close to zero. Putting a Power Node into CAP refills it for free. Welsh, Ollie (April 1, 2009). "EA allows SecuROM de-authorisation". GamesIndustry.bi. Archived from the original on April 3, 2009 . Retrieved July 27, 2020.

Each type of Necromorph has a unique way of slaying the player character, customized to whatever claws, blades, fangs, or probosces they happen to possess. Electronic Arts (September 9, 2008). Dead Space Dev Diary #6: Zero G (Web video). YouTube (Video). Archived from the original on November 18, 2021 . Retrieved March 23, 2020.a b "Dead Space Composer Interview". IGN. October 18, 2008. Archived from the original on May 23, 2020 . Retrieved March 23, 2020. Dead Space - Apps on Android Market". Archived from the original on January 19, 2012 . Retrieved Jan 12, 2012. The dialogue and voice implementation was handled by Andrea Plastas and Jason Heffel. [48] The voice audio was recorded during motion capture sessions with the actors. [48] The cast included Tonantzin Carmelo as Kendra, Peter Mensah as Hammond, and Keith Szarabajka as Kyne. [51] [52] Isaac is a masked silent protagonist, so the team worked to incorporate personality into his appearance and movements, with a large number of animations for his various conditions and actions. This approach was based on the portrayal of Gordon Freeman in Half-Life 2. [22] [27] A vetoed suggestion from Electronic Arts in early production was that a famous actor should portray Isaac. [27]

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