Glen Schofield: Hey everybody. My name is Glen Schofield and I’m the General Manager of Visceral Games. In this year, we’re really excited to be coming out with a game made exclusively for the Wii, its called Dead Space Extraction. Features an all new story, all new characters, it’s a brand new mechanic.
[Demonstration]
Steve Papoutsis: Working on a Nintendo Wii was a pretty exciting thing for us. We were excited about the unique controls and what they brought to the gamer. So when we sat down to build the game, we make sure we always had a Wii remote and then shocking our hands as we figure out what controls felt natural and most fun for the game.
John Calhoun: When a new feature out a branded Dead Space Extraction is actually exclusive to the Wii and we call the glow warm so there’s going to be places in the game where it goes pitch black really terrifying. Of course you know how to shake that Wii report and for about 10 to 12 seconds, it has this really eerie green light coming around your surroundings. Great to see Emy got out of the darkness trying to find power-ups and find her way around the 1:16 planet surface.
[Demonstration]
Wright Bagwell: Another cool thing that you can do with the Wii remote I think is the way Wii are using alt fire is by rotating the Wii remote 90 degrees. So it’s a really nice way that we can get basically two functions out of every weapon in the game without having design it to another weapon.
[Demonstration]
Steve Papoutsis: One of our big goals with the game is to make sure that we had unique control methods for people that wanted to play with the Wii remote and the non-shock or those that really wanted to use their zapper. So we really focus on making sure that the zapper controls felt such as good as the normal Wii remote non-shocking controls field.
There you can see a male attack being executed and that’s performed by just simply slashing your non-shock left to right or up and down that will actually performed a malaise form.
[Demonstration]
What you can see here is one of the many puzzles found in Dead Space Extraction. We really wanted to make sure the puzzles felt interactive for both players. So what we’ve done is we actually make the players coordinate together from each section of the puzzle it alternates from player one to player two. What these does is focus one player to fend off the enemies while the other player is working on the puzzle. And then they have to switch back and forth.
[Demonstration]
In this scene, you’re actually using your rivet gun to rivet these panels into place. The idea is you’re blocking the necromorphs from entering the scene through the vet and the way that is done is simply rotating your Wii remote and shooting rivets into each of those corners of the panels, so little areas that are lighting up.
It’s an interesting way to use your weapon as a tool and also a good way to stop the necromorphs from attacking you.
[Demonstration]
Making a game through the Nintendo Wii presented all kinds of unique challenges. We didn’t want to get into situation where we’re making the player wave their hands all over the place all the time for not sensible reasons. We want to make sure when you're actually doing a gesture, it resonates with what you’re doing in the game. And we feel free happy about what we’ve done on the system.
[Demonstration]
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