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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title>Joystiq hands-on: The beginning of Dead Space (PS3)</title><link>http://www.joystiq.com/2008/10/08/joystiq-hands-on-the-beginning-of-dead-space-ps3/</link><guid isPermaLink="true">http://www.joystiq.com/2008/10/08/joystiq-hands-on-the-beginning-of-dead-space-ps3/</guid><comments>http://www.joystiq.com/2008/10/08/joystiq-hands-on-the-beginning-of-dead-space-ps3/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a></p><div align="center"><a href="http://www.joystiq.com/photos/dead-space/811261/full/"><img width="490" vspace="4" hspace="4" height="273" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/10/deadspacehandsonhead.jpg" alt="" /></a><br /><em><small>click to embiggen<br /><br /></small></em></div>
As one of the most anticipated titles of the year, <em><a href="http://www.joystiq.com/tag/Dead-Space/">Dead Space</a></em> is enjoying quite the moment in the sun. Releasing next week for the Xbox 360 and PlayStation 3 and later in the month on PC, we had a chance to go hands on with a near-final build of the PlayStation 3 version at the Sony Holiday event in Toronto, Canada. Having experienced the game with a plethora of weapons and abilities at <a href="http://www.joystiq.com/2008/09/01/pax-2008-hands-on-dead-space-we-die-a-lonely-death-in-zero-gee/">PAX in Seattle</a>, how does the game compare to the beginning where resources are limited? Jump in for our analysis.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/dead-space/">Dead Space</a></strong></p><a href="http://www.joystiq.com/photos/dead-space/1067634/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/10/scorpion_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space/1067408/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/10/deadspacesuits2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space/939762/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/dead-space-0722-03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space/939761/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/dead-space-0722-02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space/939759/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/dead-space-0722-04_thumbnail.jpg" alt="" title="" /></a></div><br /> Other than chattering in your ear from a survivor upon the USG Ishimura, players immediately feel alone when playing <span style="font-style: italic;">Dead Space</span>. The upcoming horror-shooter from EA Redwood Shores appears that it would like to bring the fear and isolation to space in games that <a href="http://www.imdb.com/name/nm0000631/">Ridley Scott</a> was able to bring to the cinema.<br /><br /> During the PAX 2008 demo of <span style="font-style: italic;">Dead Space</span>, players were treated to a full inventory of weapons and abilities. A standout weapon in that demo was the Ripper (essentially, a chain-saw gun) which, with the help of a little stasis energy, was able to shoot out a spinning blade in front of Isaac Clarke (the main character) and use it as a walking deathtrap for unfortunate enemies -- a polymorphic alien species called the "Necromorphs."<br /> <br />
<div style="text-align: center;"><a href="http://www.joystiq.com/photos/dead-space/811273/full"><img width="490" vspace="4" hspace="4" height="276" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/10/deadspace3en.jpg" /></a><br /><span style="font-style: italic;"><small>click to embiggen</small></span><br /> </div>
<br /> At the Sony Holiday event in Toronto, the<span style="font-style: italic;"> Dead Space </span>demo was set to the first section of the game where Isaac was tasked with reactivating a tram that runs through the nearly deserted ship, the USG Ishimura. Wielding the handheld ore cutter -- the <span style="font-style: italic;">Dead Space</span> equivalent to a pistol -- we made our way through a series of doors before encountering an area which required us to fix the lock so the tram could move out of the area.<br /> <br /> Using some of our stasis power to slow down the gravity of the tram lock we were able to fix the issue overhead while being forced to explore below the tram for another issue. As you walk through rooms in the beginning of the game very few enemies show themselves but as you progress toward completing your objectives they flow in like water. Attacking from all sides we immediately went to task on each enemies legs. Players will learn the hierarchy of enemy types fairly early in the game, certain enemies are more dangerous than others and require much more time and attention of your weapons. Low on ammo and short on health, we set Isaac running through a corridor away from a pair of crawling enemies whose legs we left kicking around the bottom of an elevator. <br /> <br />
<div style="text-align: center;"><a href="http://www.joystiq.com/photos/dead-space/811246/"><img width="490" vspace="4" hspace="4" height="276" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/10/deadspacemainearly.jpg" /></a><br /><em><small>click to embiggen</small></em><small></small><br /> </div>
<br /> Clicking the right-thumb stick Isaac points his palm to the ground which projects a line image of the next area to visit. The helpful guide may seem like cheating but, following it will only ever lead players to their objective while the entire ship is riddled with secrets to uncover. After accessing the tram terminal and activating the ride for two other survivors, a large explosion fills the room and we're told to quickly make it to the tram terminal. Upon arrival we notice the tram has been destroyed and is up in smoke. After investigating inside the tram car we realize the two survivors are gone. Suddenly the controller begins to vibrate slowly and onscreen enemies rush over top the tram as it begins to cave in. Running from the back end to the door at the terminal, Isaac leaps just in a nick-of-time -- a grand and <span style="font-style: italic;">not-at-all</span> clich&eacute; cinematic moment. But either way, it's rad.<br /> <br />
<div style="text-align: center;"><a href="http://www.joystiq.com/photos/dead-space/939758/"><img width="490" vspace="4" hspace="4" height="277" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/10/deadspaceflameon.jpg" /></a><br /><em><small>click to embiggen</small></em><small></small><br /> </div>
<br /> Of course, the noise of the falling tram car sends a flood of enemies in our direction and we begin to strategize. With our back to the end of the tram walkway, we begin by taking out the legs of the enemies rushing toward us then to the slug-like creatures that have the ability to leap across the screen. Ending each encounter, one limb at a time, the enemies are whittled down to nothing and Isaac is able to survive another moment of silence in space.<br /> <br /> Not surprisingly, <span style="font-style: italic;">Dead Space</span> was as enjoyable in the beginning (with few weapons) as it is later with a stacked inventory. The draw is the mystery and tension aboard the USG Ishimura. The infamous tag line for the film <a style="font-style: italic;" href="http://www.imdb.com/title/tt0078748/">Alien</a> was, "In space no one can hear you scream." Playing <em>Dead Space</em> is slightly different, while no one can hear Isaac's screams everyone in your house will be able to hear yours ... and they will use that to make fun of you. <span style="font-style: italic;">Dead Space</span> hits stores on October 14 for consoles and October 20 for the PC.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/10/08/joystiq-hands-on-the-beginning-of-dead-space-ps3/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1336322/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/10/08/joystiq-hands-on-the-beginning-of-dead-space-ps3/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>dead-space</category><category>ea</category><category>ea-redwood-shores</category><category>ears</category><category>hands-on</category><category>joystiqfeatures</category><dc:creator>Xav de Matos</dc:creator><dc:date>2008-10-08T17:30:00+00:00</dc:date></item><item><title>Dead Space scores 91% in first review</title><link>http://www.joystiq.com/2008/10/02/dead-space-scores-91-in-first-review/</link><guid isPermaLink="true">http://www.joystiq.com/2008/10/02/dead-space-scores-91-in-first-review/</guid><comments>http://www.joystiq.com/2008/10/02/dead-space-scores-91-in-first-review/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a></p><div align="center"><em><a href="http://www.computerandvideogames.com/article.php?id=198352"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/gam_deadspacelullaby_490.jpg" alt="" /></a></em><br /></div>
<em><a href="http://www.joystiq.com/2008/07/31/the-joystiq-e3-2008-awards/#c13453722">Buhbuhbuh</a> it's EA, Joystiq! </em>Though we'll save our most obnoxious we-told-you-sos for the more comprehensive metareview ... we did tell you so. Our <a href="http://www.joystiq.com/2008/07/31/the-joystiq-e3-2008-awards/">E3 Game of Show</a> has scooped up its first (and hopefully not last) set of review accolades, scoring 91% in the pages of <em>Xbox World 360</em>. The review reportedly suggests that EA could teach Capcom "<span class="text_article_body">a thing or three about survival horror," with <a href="http://www.joystiq.com/tag/dead-space"><em>Dead Space</em></a> boasting ferocious foes that make others in the genre seem "</span><span class="text_article_body">decidedly average." <br /><br />Oh, but there is one thing that worries us: the game's "film-worthy" script. Have they not been to the cinema recently? With rare exception, a poorly formatted paragraph describing a pair of voluptious breasts ramping a Porsche over an explosion would have to be dumbed down by a script doctor. Too arty.<br /><br />[Via <a href="http://www.xbox360fanboy.com/2008/10/02/first-review-gives-dead-space-91-gushes-about-film-worthy-sc/">X3F</a> and <a href="http://twitter.com/isaacclarke/statuses/943639258">Twitter</a>, which apparently works in outer space]<br /></span><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.computerandvideogames.com/article.php?id=198352>Read</a> | <a href="http://www.joystiq.com/2008/10/02/dead-space-scores-91-in-first-review/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1331587/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/10/02/dead-space-scores-91-in-first-review/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>Dead-Space</category><category>dining-on-crow-if-the-other-reviews-are-bad</category><category>EA</category><category>EA-Redwood-Shores</category><category>EARS</category><category>Reviews</category><dc:creator>Ludwig Kietzmann</dc:creator><dc:date>2008-10-02T20:00:00+00:00</dc:date></item><item><title>Dead Space team to get a new name, make more games</title><link>http://www.joystiq.com/2008/09/30/dead-space-team-to-get-a-new-name-make-more-games/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/30/dead-space-team-to-get-a-new-name-make-more-games/</guid><comments>http://www.joystiq.com/2008/09/30/dead-space-team-to-get-a-new-name-make-more-games/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="left">
<div align="center"><a href="http://weblogs.variety.com/the_cut_scene/2008/09/ea-redwood-shor.html"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/dead-space-e3-handson-490.jpg" /></a></div>
With all of the excitement surrounding its forthcoming horror title, the <a href="http://www.joystiq.com/tag/dead-space"><em>Dead Space</em></a> team must be quite happy to be known as ... the <em>Dead Space</em> team. That is, until it wants to make something else. That's probably one of the reasons for, as Variety <a href="http://weblogs.variety.com/the_cut_scene/2008/09/ea-redwood-shor.html">reports</a>, the EARS (EA Redwood Shores) team being "re-branded" as something niftier-sounding in the near future (EYES?).<br /><br />EARS (yep, that has <em>got</em> to go) studio head, Glenn Schofield, says that the name change is part of an over-arching plan to pitch the team to gamers and new hires as one of "creativity, originality, and high quality<em> third person action adventure titles</em>" (our emphasis). So, while it may create another all-new IP after the <strike>probable</strike> inevitable <em>Dead Space 2</em>, it certainly sounds like the studio has decided on its most favoritest genre, henceforth to be known as the "3PAA" ... at least by us.<br /><br /></div><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://weblogs.variety.com/the_cut_scene/2008/09/ea-redwood-shor.html>Read</a> | <a href="http://www.joystiq.com/2008/09/30/dead-space-team-to-get-a-new-name-make-more-games/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1329047/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/09/30/dead-space-team-to-get-a-new-name-make-more-games/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>dead-space</category><category>ea</category><category>ea-redwood-shores</category><category>ears</category><category>electronic-arts</category><dc:creator>Randy Nelson</dc:creator><dc:date>2008-09-30T18:40:00+00:00</dc:date></item><item><title>Dead Space engine being primed as middleware tool</title><link>http://www.joystiq.com/2008/09/09/dead-space-engine-being-primed-as-middleware-tool/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/09/dead-space-engine-being-primed-as-middleware-tool/</guid><comments>http://www.joystiq.com/2008/09/09/dead-space-engine-being-primed-as-middleware-tool/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.gameplayer.com.au/gp_documents/Dead-Space-Engine.aspx"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/06/dead_space_why_care_1.jpg" alt="" /></a></div>
The development team working on <a href="http://www.joystiq.com/tag/dead-space "><em>Dead Space</em></a> is hoping its engine becomes a new middleware tool in the vein of Unreal Engine and id Tech. Speaking with <a href="http://www.gameplayer.com.au/gp_documents/Dead-Space-Engine.aspx ">Gameplayer</a>, Executive Producer Glen Schofield said the company is in the process of working with lawyers to figure out the legalese for officially naming the engine, which was originally used for <em>The Godfather </em>and <em>From Russia with Love</em>. <br /><br />It's unclear if the intention is to use the engine in-house for EA or market it to other developers for licensing, although according to the article Schofield cited the success of Unreal Engine 3 and how other studios have contributed to its success by adding more technology. <em>Dead Space's</em> engine, which we'd suggest be called simply "Dead Engine," is currently being used for <a href="http://www.joystiq.com/tag/godfather-2/"><em>Godfather 2</em></a>. <em>Dead Space</em> will try to administer a dose of the heebie jeebies (to <a href="http://www.joystiq.com/2008/09/06/dead-space-banning-rumors-come-under-fire/">most places</a>) on <a href="http://www.joystiq.com/2008/09/04/dead-space-release-bumped-up-to-oct-14/">October 14</a>.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.gameplayer.com.au/gp_documents/Dead-Space-Engine.aspx>Read</a> | <a href="http://www.joystiq.com/2008/09/09/dead-space-engine-being-primed-as-middleware-tool/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1308715/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/09/09/dead-space-engine-being-primed-as-middleware-tool/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>dead-engine</category><category>dead-space</category><category>ea</category><category>ea-redwood</category><category>ea-redwood-shores</category><category>electronic-arts</category><category>engine</category><category>glen-schofield</category><category>middlware</category><dc:creator>Ross Miller</dc:creator><dc:date>2008-09-09T12:00:00+00:00</dc:date></item><item><title>Dead Space NA release bumped up to Oct. 14</title><link>http://www.joystiq.com/2008/09/04/dead-space-release-bumped-up-to-oct-14/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/04/dead-space-release-bumped-up-to-oct-14/</guid><comments>http://www.joystiq.com/2008/09/04/dead-space-release-bumped-up-to-oct-14/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a></p><div align="center"><a href="http://www.ea.com/read/20080904-deadspace090408.xml"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/08/deadspacemainearly.jpg" /></a><br /></div>
At this rate, <a href="http://www.joystiq.com/tag/dead-space"><em>Dead Space</em></a> will be coming out <em>tomorrow</em>. Clearly taking note of the immense terror and confusion imparted by its decision to release <em>Dead Space</em> <a href="http://www.joystiq.com/2008/08/29/dead-space-ups-release-date-to-week-of-oct-20-in-na-europe/">earlier than expected</a>, EA has announced that the outer space corridor creeper has been moved forward a week ... again! That's like, the <em>opposite</em> of a delay. <br /><br />You can now catch the Xbox 360 and PlayStation 3 versions in North American stores on October 14th (PC guys are still on for the 20th). That is, if you're confident enough to leave the house, knowing that the world has become a very sick and unusual place.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.ea.com/read/20080904-deadspace090408.xml>Read</a> | <a href="http://www.joystiq.com/2008/09/04/dead-space-release-bumped-up-to-oct-14/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1304659/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/09/04/dead-space-release-bumped-up-to-oct-14/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>BreakingNews</category><category>Dead-Space</category><category>EA</category><category>EA-Redwood-Shores</category><category>EARS</category><category>EEK</category><category>Survival-Horror</category><dc:creator>Ludwig Kietzmann</dc:creator><dc:date>2008-09-04T15:00:00+00:00</dc:date></item><item><title>Godfather 2 detailed -- less GTA; more RPG, RTS, board game</title><link>http://www.joystiq.com/2008/08/07/godfather-2-detailed-less-gta-more-rpg-rts-board-game/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/07/godfather-2-detailed-less-gta-more-rpg-rts-board-game/</guid><comments>http://www.joystiq.com/2008/08/07/godfather-2-detailed-less-gta-more-rpg-rts-board-game/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a></p><div align="center"><a href="http://computerandvideogames.com/article.php?id=194781"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/08/xbox-world-godfather-2.jpg" /></a><br /></div>
Xbox World 360 magazine brings forth details of EA's forthcoming <em><a href="http://www.joystiq.com/tag/Godfather-2/">Godfather 2</a></em> game - helpfully extracted by sister-publication CVG - describing the sequel as "<em>Scarface</em> meets <em>Total War</em>." To further contextualize that pairing, the game is dropping some of that <em>GTA</em>-clone vibe in favor of the far less popular "sandbox game with RPG, RTS and erm, board game elements"-vibe.<br /><br />If the game isn't content straddling just one game type, why should locales be any different? Following the plot of its cinematic namesake, Godfather 2 jet-sets from Miami to Havana to New York City. Want more numbers? The game packs six character classes - "bruiser, demolitions expert, arsonist, medic, safe cracker and engineer" - and each character can have one of twelve different "personalities." Here's some simple back-of-the-box math for y'all: six character classes <em>times</em> twelve personalities <em>equals</em> an amazing 72 playable characters (except not really). <br /><br />Other features include "Don's View" (that's where the RTS magic comes in) and a perks system (thanks, board games!). No word on multiplayer, but EA's just getting this hype machine started before the game's ought-nine release. Give 'em time.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://computerandvideogames.com/article.php?id=194781>Read</a> | <a href="http://www.joystiq.com/2008/08/07/godfather-2-detailed-less-gta-more-rpg-rts-board-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1278119/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/08/07/godfather-2-detailed-less-gta-more-rpg-rts-board-game/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>EA</category><category>EA-Redwood-Shores</category><category>EARS</category><category>Godfather-2</category><dc:creator>Christopher Grant</dc:creator><dc:date>2008-08-07T11:58:00+00:00</dc:date></item><item><title>Godfather II has RTS elements</title><link>http://www.joystiq.com/2008/06/18/godfather-ii-has-rts-elements/</link><guid isPermaLink="true">http://www.joystiq.com/2008/06/18/godfather-ii-has-rts-elements/</guid><comments>http://www.joystiq.com/2008/06/18/godfather-ii-has-rts-elements/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/strategy/" rel="tag">Strategy</a></p><div align="center"><a href="http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=10982&amp;Itemid=2"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/06/godfatherii.jpg" /></a><br /></div>
Hmm, that headline was kind of misleading, wasn't it? Let's try again. <em>Godfather II</em> has no RTS elements and an Academy Award-winning performance from Robert DeNiro. <em>Godfather II: The Game</em> will possess at least some RTS elements, in addition to the <em>Grand Theft Vito </em>gameplay you remember from the first game.<br /><br />The tidbit came from EA CEO John Riccitiello <a href="http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=10982&amp;Itemid=2">who said</a> "it's almost like you're in an RTS, controlling the strategy of the boroughs so you can see what's going on." EA Redwood Shores is apparently working on the game, presumably on their breaks from finishing up <em><a href="http://www.joystiq.com/tag/Dead-Space/">Dead Space</a></em>. Riccitiello says that <em>G II: TG</em> is a title we'll be talking a lot about in the fall, let's hope we don't have to wait until then to hear more.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=10982&amp;Itemid=2>Read</a> | <a href="http://www.joystiq.com/2008/06/18/godfather-ii-has-rts-elements/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1229456/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/06/18/godfather-ii-has-rts-elements/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>ea</category><category>ea-redwood-shores</category><category>godfather</category><category>Godfather-2</category><category>john-riccitiello</category><dc:creator>Justin McElroy</dc:creator><dc:date>2008-06-18T16:00:00+00:00</dc:date></item><item><title>Screamshots: Dead Space </title><link>http://www.joystiq.com/2008/06/17/screamshots-dead-space/</link><guid isPermaLink="true">http://www.joystiq.com/2008/06/17/screamshots-dead-space/</guid><comments>http://www.joystiq.com/2008/06/17/screamshots-dead-space/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/galleries/" rel="tag">Galleries</a></p><div align="center"><a href="http://www.joystiq.com/photos/dead-space-6-17-08/867860/full/"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/06/deadspace-leap-490w.jpg"  alt="dead space" /></a><br /><small><em>Click for bigger scares!</em></small></div>
<br />Toasterhead and his pals on the Ishimura deathtrap took time out from their busy schedules to pose for a roll of fresh <a href="http://www.joystiq.com/tag/dead-space"><em>Dead Space</em></a> screens (trust us, Isaac's smiling underneath all that glowing light). The gang did a fine job keeping the action looking candid. And by golly, all that blood sure looks real! How they do it ... we may never know.<br /> <div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/dead-space-6-17-08/">Dead Space (6-17-08)</a></strong></p><a href="http://www.joystiq.com/photos/dead-space-6-17-08/867866/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/06/deadspace-617-09_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space-6-17-08/867865/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/06/deadspace-617-08_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space-6-17-08/867864/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/06/deadspace-617-07_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space-6-17-08/867863/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/06/deadspace-617-11_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space-6-17-08/867862/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/06/deadspace-617-06_thumbnail.jpg" alt="" title="" /></a></div><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/06/17/screamshots-dead-space/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1228498/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/06/17/screamshots-dead-space/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>dead-space</category><category>ea</category><category>ea-redwood-shores</category><dc:creator>James Ransom-Wiley</dc:creator><dc:date>2008-06-17T20:54:00+00:00</dc:date></item><item><title>Dead Space Animated Comic: Issue 2</title><link>http://www.joystiq.com/2008/06/02/dead-space-animated-comic-issue-2/</link><guid isPermaLink="true">http://www.joystiq.com/2008/06/02/dead-space-animated-comic-issue-2/</guid><comments>http://www.joystiq.com/2008/06/02/dead-space-animated-comic-issue-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/video/" rel="tag">Video</a></p><div align="center"><img width="490" vspace="4" hspace="0" height="275" border="1" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/06/dead-space-comic-2.jpg" /><br /></div>
After the break, you'll find the second of six animated "issues" of the <em><a href="http://www.joystiq.com/tag/Dead-Space/">Dead Space</a></em> comic. The hefty backstory to EA's survival horror continues, with the mysterious "marker" potentially causing a colony of miners to all catch a bad case of the crazies. At the rate we're going, it looks like EA will drop one of these a month all the way through September, at which point we'll be treated to the one-two punch of <a href="http://www.joystiq.com/2008/03/21/ea-starz-media-partner-for-dead-space-animated-prequel/">the animated prequel</a> and the <a href="http://www.joystiq.com/2008/02/26/dead-space-to-haunt-players-this-halloween/">game's release this Haloween</a>. <br /><br />In case you're behind, here are the previous issues: <br /> <a href="http://www.joystiq.com/2008/04/23/dead-space-animated-comic-issue-1/" rel="bookmark">Dead Space Animated Comic: Issue 1</a><br /><br />
<div style="text-align: center;"> <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="490" height="400">	<param name="allowScriptAccess" value="sameDomain" /> 	<param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=34614"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=34614" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="490" height="400"></embed> </object> </div><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.gametrailers.com/player/34613.html?r=1&amp;type=flv>Read</a> | <a href="http://www.joystiq.com/2008/06/02/dead-space-animated-comic-issue-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1213364/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/06/02/dead-space-animated-comic-issue-2/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>comic</category><category>Dead-Space</category><category>EA</category><category>EA-Redwood-Shores</category><dc:creator>Christopher Grant</dc:creator><dc:date>2008-06-02T23:20:00+00:00</dc:date></item><item><title>Joystiq hands-on: Dead Space</title><link>http://www.joystiq.com/2008/05/17/joystiq-hands-on-dead-space/</link><guid isPermaLink="true">http://www.joystiq.com/2008/05/17/joystiq-hands-on-dead-space/</guid><comments>http://www.joystiq.com/2008/05/17/joystiq-hands-on-dead-space/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a></p><div align="center"><a href="http://www.joystiq.com/photos/dead-space-5-17-08/811246/full/"><img width="490" vspace="4" hspace="0" height="276" border="1" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/05/dead-space-captain-490px.jpg" /></a><br /><small><em>click to enlarge</em></small></div>
<br />EA is changing. I want to believe that. First, <a href="http://www.joystiq.com/2006/05/04/bond-takes-order-from-activision-eas-out/">selling off lucrative but terribly stale license</a> to the competition. Then, <a href="http://www.joystiq.com/2007/02/26/riccitello-rejoins-ea-as-new-ceo/">a new president</a> who's chanting the mantra of innovation. And then, acquiring renowned developers who (get this!) willingly and enthusiastically partner with the corporate monolith that used to be EA.<br /><br />Bioware president Ray Muzyka thinks EA's changed (he talked his new employer up in his presentation at the EA Spring Break event last Monday); EA's own (<a href="http://www.joystiq.com/2004/11/14/ea-spouse-speaks-out/">formerly unhappy</a>) employees <a href="http://www.joystiq.com/2008/04/08/ea-employee-survey-shows-positive-change/">think it's changed</a>. With a lineup of new properties ranging from innovative and well received (like <span style="font-style: italic;">Skate</span>) to ambitious but less successful (think <a href="http://www.joystiq.com/2008/03/06/metareview-army-of-two-xbox-360-ps3/"><span style="font-style: italic;">Army of Two</span></a>) - as well as the extraordinarily successful EA Partners program that sees the publisher's name on everything from Valve's <span style="font-style: italic;">Orange Box</span> to MTV Games' <span style="font-style: italic;">Rock Band</span> - <em>most</em> signs point to change. But EA has yet to match the critical success of rivals like Take-Two, whose <span style="font-style: italic;">BioShock</span> and <span style="font-style: italic;">Grand Theft Auto</span> games have reached a level of praise practically unknown to EA.<br /><br />So when <a href="http://www.joystiq.com/2007/09/14/eas-dead-space-unveiled-by-game-informer/">a new survival horror property was announced</a> on the cover of October's Game Informer - proudly proclaiming its development by "a renegade team at Electronic Arts" - our curiosity was piqued. A new IP, a new genre, an impressive (and external) graphics engine? A series of developer diaries, comic books, interviews, and press materials continued to stoke the fires of innovation, encouraging everyone to think of the game as something new for EA: a game where story and atmosphere aren't trimmings wrapped around a stale license but fundamental components of the experience. EA was essentially building a "Shock" game (<span style="font-style: italic;">System Shock</span>, <span style="font-style: italic;">BioShock</span>), only they named it <span style="font-style: italic;">Dead Space</span> and I finally got a chance to play it last week.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/dead-space-5-17-08/">Dead Space (5-17-08)</a></strong></p><a href="http://www.joystiq.com/photos/dead-space-5-17-08/811243/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/05/dedsp_gen_scr_051508_1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space-5-17-08/811247/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/05/dedsp_gen_scr_051508_2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space-5-17-08/811244/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/05/dedsp_gen_scr_051508_3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space-5-17-08/811245/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/05/dedsp_gen_scr_051508_4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space-5-17-08/811246/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/05/dedsp_gen_scr_051508_5_thumbnail.jpg" alt="" title="" /></a></div><div align="center"><a href="http://www.joystiq.com/photos/dead-space-5-17-08/811246/full/"><img width="490" vspace="4" hspace="0" height="276" border="1" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/05/dead-space-captain-490px.jpg" /></a><br /><small><em>click to enlarge</em></small></div>
<br />EA is changing. I want to believe that. First, <a href="http://www.joystiq.com/2006/05/04/bond-takes-order-from-activision-eas-out/">selling off lucrative but terribly stale license</a> to the competition. Then, <a href="http://www.joystiq.com/2007/02/26/riccitello-rejoins-ea-as-new-ceo/">a new president</a> who's chanting the mantra of innovation. And then, acquiring renowned developers who (get this!) willingly and enthusiastically partner with the corporate monolith that used to be EA.<br /><br />Bioware president Ray Muzyka thinks EA's changed (he talked his new employer up in his presentation at the EA Spring Break event last Monday); EA's own (<a href="http://www.joystiq.com/2004/11/14/ea-spouse-speaks-out/">formerly unhappy</a>) employees <a href="http://www.joystiq.com/2008/04/08/ea-employee-survey-shows-positive-change/">think it's changed</a>. With a lineup of new properties ranging from innovative and well received (like <span style="font-style: italic;">Skate</span>) to ambitious but less successful (think <a href="http://www.joystiq.com/2008/03/06/metareview-army-of-two-xbox-360-ps3/"><span style="font-style: italic;">Army of Two</span></a>) - as well as the extraordinarily successful EA Partners program that sees the publisher's name on everything from Valve's <span style="font-style: italic;">Orange Box</span> to MTV Games' <span style="font-style: italic;">Rock Band</span> - <em>most</em> signs point to change. But EA has yet to match the critical success of rivals like Take-Two, whose <span style="font-style: italic;">BioShock</span> and <span style="font-style: italic;">Grand Theft Auto</span> games have reached a level of praise practically unknown to EA.<br /><br />So when <a href="http://www.joystiq.com/2007/09/14/eas-dead-space-unveiled-by-game-informer/">a new survival horror property was announced</a> on the cover of October's Game Informer - proudly proclaiming its development by "a renegade team at Electronic Arts" - our curiosity was piqued. A new IP, a new genre, an impressive (and external) graphics engine? A series of developer diaries, comic books, interviews, and press materials continued to stoke the fires of innovation, encouraging everyone to think of the game as something new for EA: a game where story and atmosphere aren't trimmings wrapped around a stale license but fundamental components of the experience. EA was essentially building a "Shock" game (<span style="font-style: italic;">System Shock</span>, <span style="font-style: italic;">BioShock</span>), only they named it <span style="font-style: italic;">Dead Space</span> and I finally got a chance to play it last week.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/dead-space-5-17-08/">Dead Space (5-17-08)</a></strong></p><a href="http://www.joystiq.com/photos/dead-space-5-17-08/811243/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/05/dedsp_gen_scr_051508_1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space-5-17-08/811247/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/05/dedsp_gen_scr_051508_2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space-5-17-08/811244/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/05/dedsp_gen_scr_051508_3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space-5-17-08/811245/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/05/dedsp_gen_scr_051508_4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dead-space-5-17-08/811246/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/05/dedsp_gen_scr_051508_5_thumbnail.jpg" alt="" title="" /></a></div><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/05/17/joystiq-hands-on-dead-space/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1198369/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/05/17/joystiq-hands-on-dead-space/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>Dead-Space</category><category>EA</category><category>EA-Redwood-Shores</category><dc:creator>Christopher Grant</dc:creator><dc:date>2008-05-17T18:30:00+00:00</dc:date></item><item><title>Dead Space Animated Comic: Issue 1</title><link>http://www.joystiq.com/2008/04/23/dead-space-animated-comic-issue-1/</link><guid isPermaLink="true">http://www.joystiq.com/2008/04/23/dead-space-animated-comic-issue-1/</guid><comments>http://www.joystiq.com/2008/04/23/dead-space-animated-comic-issue-1/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/video/" rel="tag">Video</a></p><div style="text-align: center;"><img width="490" vspace="4" hspace="0" height="276" border="1" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/dead-space-comic-important.jpg" /><br /></div>
In case you didn't get a chance to pick up <a href="http://www.joystiq.com/2008/02/21/dead-space-comic-debuts-at-wondercon-cover-weirds-us-out/">the first issue</a> of the <a href="http://www.joystiq.com/2007/12/21/dead-space-comic-coming-in-march/"><em>Dead Space</em> comic</a> (or maybe you can't read ... in which case, what are you doing here?), they've just released an animated version and, we've got to say, it's got our attention. While it's a known fact that the entire staff of Joystiq suffers from a rare disease whose only symptom is intense concentration when presented with a combination of foul language and severed torsos - both present in the first installment tucked away safely after the break - we think we'd be interested regardless, disease be damned.<br /><br />It's got that creepy space horror aesthetic they've been promising, along with a healthy dose of creepy space zealots and creepy space obelisks. We're sure the next five issues will add appropriate amounts of creepy space paranoia and, of course, creepy space monsters. After all that, we'll get the feature-length <a href="http://www.joystiq.com/2008/03/21/ea-starz-media-partner-for-dead-space-animated-prequel/">fully animated <em>Dead Space</em> prequel</a> which picks up right where the comic lets off. After that? We presume the actual video game. EA better hope there's enough meat on these bones.<br /><br />
<div style="text-align: center;"> <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="490" height="400">	<param name="allowScriptAccess" value="sameDomain" /> 	<param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=33147"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=33147" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="490" height="400"></embed> </object> </div><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.gametrailers.com/player/33147.html>Read</a> | <a href="http://www.joystiq.com/2008/04/23/dead-space-animated-comic-issue-1/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1175701/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/04/23/dead-space-animated-comic-issue-1/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>comic</category><category>Dead-Space</category><category>EA</category><category>EA-Redwood-Shores</category><dc:creator>Christopher Grant</dc:creator><dc:date>2008-04-23T18:00:00+00:00</dc:date></item><item><title>Dead Space may provide scares without pause</title><link>http://www.joystiq.com/2008/02/11/dead-space-may-be-scares-without-pause/</link><guid isPermaLink="true">http://www.joystiq.com/2008/02/11/dead-space-may-be-scares-without-pause/</guid><comments>http://www.joystiq.com/2008/02/11/dead-space-may-be-scares-without-pause/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a></p><div align="center"><a href="http://www.computerandvideogames.com/article.php?id=181756%C2%A0"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/02/deadpause2.jpg" alt="" /></a><br /></div>
To hear the devs of EA's upcoming <em><a href="http://www.joystiq.com/tag/DeadSpace/">Dead Space</a></em> tell it, the pause option is the wimp's way out, just a way for you to grab a vine and pull yourself, breathless, out of the lightning sands of terror which they have crafted. In fact, they're so down on it, they're considering leaving the tride-and-true pause feature on the cutting room floor (or, perhaps, recycling it into uncomfortable silences or theatrical intermissions).<br /><br />But are we the only ones who don't normally use the pause button to catch our breath but rather when life gets in the way of gaming? Is EA telling us we shouldn't interrupt our play to enjoy a refreshing soda or answer a creditor's phone call? Either way, the decision to remove pause is theirs, but if their pauseless game scares the crap out of us, we're sending them the cleaning bill.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.computerandvideogames.com/article.php?id=181756%C2%A0>Read</a> | <a href="http://www.joystiq.com/2008/02/11/dead-space-may-be-scares-without-pause/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1111837/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/02/11/dead-space-may-be-scares-without-pause/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>dead-space</category><category>ea</category><category>ea-redwood-shores</category><dc:creator>Justin McElroy</dc:creator><dc:date>2008-02-11T17:55:00+00:00</dc:date></item></channel></rss>