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I think the thing about Dead Space that has me most intrigued, from a technical standpoint, has to be the zero gravity. In this developer's diary, Senior Development Director Michael Condrey and Executive Producer Glen Schofield talk about what went into creating the zero-g areas of the game and provide a glimpse into what players can expect with the game releases next month.
According to the video, zero-g makes up roughly twenty percent of the game. These areas will offer a few varying scenarios, such as players having to maintain perspectivein combat situations or crossing lengthy distances while being mindful of a limited supply of oxygen in a vacuum.
I'm really envious of the other members of the staff who have had the opportunity to play this game. It's okay, though. Only a few more weeks to go before Dead Space hits store shelves on October 14th.
Conrad Zimmerman is Destructoid's News Editor and home to the busiest mustache in the gaming press. An amateur historian and pop culture fanatic, Conrad possesses a nearly limitless wealth of videogame factoids and a passion for the power of games to teach, inspire and entertain. He enjoys reading, writing and turning things which should be fun into work.
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I'm guessing its like a waterless water level, just with maybe Magnet Boots.
/sarcasm
I can't wait for this game.
Also, there seems to be slight confusion as to what a vacuum is.