![]() In a game, most of those decisions are made by the development team according to resources and game design. In a comic, everything starts with me I choose who's in a scene, who does what, where the action is, and so on. Mostly late at night, with matchsticks to prop up my eyelids.ĭo you approach writing the game in a similar manner to a comic, where you're providing the artists with direction in the same way you'd describe a panel for a comic artist?ĪJ: Not really, they're two very different disciplines. That's not to say the developers didn't give me as much support as I needed, because they did, and I had many conversations with them during the process. When you're guiding the player through the levels, you have to know pretty far in advance what they're going to face and when. But for the most part it was already in place it had to be, because of the nature of this game. ![]() It allowed me to amp up the relationship dynamics quite a bit.ĪJ: The story was pretty locked down when I started writing, although I did stay informed throughout the process, and as usual made a few interjections of my own. So that was very different, writing everything for a group rather than an isolated character. In "Extraction", though, we have team companions for the player pretty much from the start and then right the way through. The only real 'team' we saw was Bram and Marla, at the end. But there's also a group dynamic here that we didn't have although the comic was an ensemble piece, each character was more or less individual. Were there things you couldn't do in the original "Dead Space" comic that you've been able to explore in "Dead Space: Extraction?"ĪJ: Well, the comic didn't deal with anything that happened on the Ishimura, of course. This is a whole new story, not an attempt to turn the comic into a game. Will we get to see any of the characters from the original comic appear in "Dead Space: Extraction?"ĪJ: One or two, sure, but blink and you'll miss them. It's literally happening at the same time as the story we already saw, but in different parts of the Aegis VII facility. Plus, while the main characters are all new, they all have a very different perspective to the characters we've already seen.ĪJ: The first part of the game, on the colony, takes place alongside the comics. It was fun, especially revisiting the colony and making it all fit in with the comic storylines. CBR recently talked to Antony about his work on the second installment of the franchise, and also got some thoughts from Ben about his work on the comic.ĬBR: Antony, how did you end up getting involved with "Dead Space: Extraction," and what was it like getting to revisit the franchise again?Īntony Johnston: We started talking about it before the original "Dead Space" was even finished EA had decided they were going to do a new game for the Wii, rather than a port, and asked if I was interested in writing the new script, as everyone was very happy with how "Dead Space" itself turned out. Antony re-teamed with artist Ben Templesmith for the comic, who provided the visuals for last year's series. Antony Johnston, who wrote the original comic series and also worked on the game, is penning the story for both the video game and the comic this time around. Fans of the original "Dead Space" will recognize some familiar names attached to the latest projects.
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