Dead Space 2
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Dead Space 2
''Dead Space 2'' is a 2011 survival horror game developed by Visceral Games and published by Electronic Arts. It was released for PlayStation 3, Windows, and Xbox 360 in January. The second mainline entry in the ''Dead Space'' series, set on the Titan (moon), Titan-based Sprawl space station, follows series protagonist Isaac Clarke as he fights against both an outbreak of the monstrous Necromorphs and debilitating mental illness induced by the alien Markers. Gameplay features Isaac exploring a series of levels, solving puzzles to progress, and finding resources while fighting off Necromorphs. The game included a Player versus player, competitive multiplayer, with the Sprawl's security forces fighting teams of Necromorphs. Pre-production began in 2008, immediately following the release of the original ''Dead Space (2008 video game), Dead Space''. The storyline, alongside building upon and expanding the series lore, focused on Isaac's deteriorating mental state, with classic nursery ...
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Visceral Games
Visceral Games (formerly EA Redwood Shores) was an American video game developer studio owned by Electronic Arts. The studio is best known for creating and principally developing the Dead Space (franchise), ''Dead Space'' series, and was also involved in making ''PGA Tour (video game series), Tiger Woods PGA Tour'' games between 1999 and 2006. History EA Redwood Shores (1998–2009) In 1998, Electronic Arts (EA) moved from San Mateo, California to a new corporate headquarters building that they had constructed in Redwood Shores, California. In this move, they founded a studio at this location, named EA Redwood Shores, which operated under the general "EA Games" division. EA Redwood Shores's initial title was ''Future Cop: LAPD'', released in 1998. Subsequent games through 2008 were generally licensed tie-ins with movies and other properties. According to designers Ben Wanat and Wright Bagwell, EA had not been keen on producing original intellectual property (IP) during this time ...
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Nursery Rhyme
A nursery rhyme is a traditional poem or song for children in Britain and other European countries, but usage of the term dates only from the late 18th/early 19th century. The term Mother Goose rhymes is interchangeable with nursery rhymes. From the mid-16th century nursery rhymes began to be recorded in English plays, and most popular rhymes date from the 17th and 18th centuries. The first English collections, '' Tommy Thumb's Song Book'' and a sequel, '' Tommy Thumb's Pretty Song Book'', were published by Mary Cooper in 1744. Publisher John Newbery's stepson, Thomas Carnan, was the first to use the term Mother Goose for nursery rhymes when he published a compilation of English rhymes, ''Mother Goose's Melody, or Sonnets for the Cradle'' (London, 1780). History Lullabies The oldest children's songs for which records exist are lullabies, intended to help a child fall asleep. Lullabies can be found in every human culture. The English term lullaby is thought to come from "lu, ...
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Saved Game
A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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Necromorph
Necromorphs are a collective of undead creatures in the science fiction horror multimedia franchise ''Dead Space'' by Electronic Arts, introduced in the Dead Space (comics), 2008 comic book series of the same name. Within the series, the Necromorphs are constructed from reanimated corpses and come in multiple forms of various shapes and sizes. They are violent creatures driven to murder and infect all life within their vicinity by a signal emitted from mysterious alien artifacts known as Markers. The Necromorphs' creation and design were led by Ben Wanat, who served as production designer on the first ''Dead Space'' and creative director of ''Dead Space 3''; though the team did not initially settle on the Necromorphs as the main antagonistic threat. Wanat's wife came up with the term "Necromorph" at a whim later in the development of the original ''Dead Space''. The team found it useful as an internal reference but decided to limit its usage to a minimum as it does not match the ...
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Level (video Games)
In Video game, video games, a level (also referred to as a map, mission, stage, course, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high to play for a long time. In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast action games; the first ''Half-Life ...
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Survival Horror
Survival horror is a Video game genre, subgenre of horror games. Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition or weapons, health, speed, and vision, or through various obstructions of the player's interaction with the game mechanics. The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game. Games make use of strong horror themes, such as dark mazelike environments and Jump scare, unexpected attacks from enemies. The term "survival horror" was first used for the original Japanese release of ''Resident Evil (1996 video game), Resident Evil'' in 1996, which was influenced by earlier games with a horror theme such as 1989's ''Sweet Home (video game), Sweet Home'' and 1992's ''Alone in the Dark (1992 video game), Alone in the Dark''. The name has been used since then for games with similar gameplay and has been retroactively a ...
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