Dead Space: Extraction (Wii) - Let's Play 1001 Games - Episode 825
💥 Fan of the channel? Help support the series ► https://www.patreon.com/GamingJay1001\n💥 Follow me on Twitter ► https://twitter.com/GamingJay1001\n💥 Check out the website ► http://letsplay1001.com/\n💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908\n\nI'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Dead Space: Extraction
from https://en.wikipedia.org/wiki/Dead_Space:_Extraction
Dead Space: Extraction is a 2009 rail shooter co-developed by EA Redwood Shores and Eurocom and published by Electronic Arts for the Wii. A port for PlayStation 3 was released in 2011 alongside Dead Space 2. A spin-off within the Dead Space series and a prequel to the original game, the story follows survivors from the Aegis VII mining colony as the planet and newly-arrived ship USG Ishimura is overrun by deadly monsters called Necromorphs. Gameplay involves going through scripted sequences with different characters, using assigned weapons to kill Necromorphs by severing their limbs. Each version respectively supported the Wii Zapper and PlayStation Move peripherals.
Conceived during the development of the original game, production began in 2008 using Eurocom's EngineX game engine. The aim was to create an experience similar to the original game within the genre and hardware limitations. The script was written by Antony Johnston, who worked on the original game and its expanded media, while Jason Graves returned as the game's composer. Announced in 2009, it was used by Electronic Arts as a test for mature games in the Wii gaming market. During its original release, sales of the game were poor. All versions of the game have seen positive reviews, with praise going to its gameplay and use of the Dead Space setting and mechanics.
Dead Space: Extraction was co-developed by EA Redwood Shores (later Visceral Games), creators of the Dead Space universe; and Eurocom, a European development studio.[16] Producer Steve Papoutsis created the initial concept midway through the production of Dead Space. The aim was to create an original title for the Wii and give players of the original game further story content.[17] The Wii was chosen as the platform due to its innovative features, including motion controls.[18] Its genre was chosen based on the design and limitations of the Wii hardware.[17] The Redwood Shores development team spent much of the production at Eurocom's studios in Derby, England.[19] Eurocom were eager to create a high-quality title using the Dead Space licence.[16] Production began in 2008 and took roughly fourteen months, the process being simplified by having a pre-established world design and assets already accessible.[20]
The script was written by Antony Johnston, who had previously worked as a scenario writer for the original game and writer for the prequel comic.[21][22] The storyline was set when Johnston was brought in to write the script, though he remained in contact with the team about potential changes and made smaller additions of his own. In contrast to the isolated character views of the comic, the game featured a group cast dynamic.[23] Senior designer John Calhoun estimated that there was five times more spoken dialogue than in the original game.[24] The heavily-scripted style of the game allowed the team to deliver the narrative and additional story material within environments at a better pace, ensuring players would not run into a battle and be fighting over dialogue and video logs.[25] The team chose to open with the extraction of the Marker, which acted as a point where the colony's deterioration begins in earnest. The first-person perspective, Wii hardware and switch between different characters allowed the developers to show more of the Marker's mental impacts, including visual and auditory hallucinations.[15] The scenario team deviated as little as possible from pre-established events in the expanded media the game took place around. The ending included dialogue hinting towards the next title in the series.