![]() ![]() Explore the frozen terrain, and search abandoned encampments. Experience a hostile, new environment - Head planet-side to discover underworld cities and accept side missions.Team up and take down the terror together - Play the full campaign in online co-op or single-player.Overcome avalanches, treacherous ice climbs, violent wilderness, and an army of deadlier, more evolved enemies on your mission to save mankind from the impending apocalypse. ![]() And Necromorphs are just one of many enemies they’ll face this time around. Comb the harsh environment for raw materials and scavenge parts to create the ultimate customized weapons and survival tools - you’ll need them if Isaac and Carver hope to make it off the planet alive. John Carver to discover and destroy the source of the Necromorph outbreak. You can visit the Official Website to learn more.Journey across space to the icy planet of Tau Volantis with Isaac Clarke and Sgt. And in EA's case, they're using their own in-house engine, so there's no royalty/licensing fees from third-party engine developers.Īnyways, Dead Space 3 is set for release next year for the Xbox 360, PS3 and PC. So what is it that AAA publishers are doing where somehow already using pre-established engines, assets and tool-sets make sequels more expensive than their predecessors? Last I checked, you don't need to do expansive R&D for a threequal when you haven't changed to a new engine and it's still running on the same hardware. Middleware tools have become cheaper and games are getting easier and cheaper to make in the indie circles and they're coming out at a higher and higher quality thanks to things like Mixamo, iPi Soft, Unity, UDK and xaitment. While the proverbial "games are getting more expensive to make" line is always tossed out there, how about they say just how expensive? I also find it interesting that EA has yet to say what the budget is of Dead Space 3. ![]()
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