*** Welcome to piglix ***

Isaac Clarke (Dead Space)

Dead Space
Dead Space logo.jpg
Dead Space logo
Genres Survival horror
Developer(s) Visceral Games
Publisher(s) Electronic Arts
Creator(s) Glen Schofield
Platforms Android, iOS, PlayStation 3, Xbox 360, Microsoft Windows, Wii
First release Dead Space
October 13, 2008
Latest release Dead Space 3
February 5, 2013

Dead Space is a horror media franchise created by Glen Schofield, developed by Visceral Games and published by Electronic Arts. The franchise centers on a series of video games, and includes two films and a comic book series. The series began in 2008 as an eponymous video game aimed at creating, in Schofield's words, "the most terrifying game we could acquire"; the game was a success and spawned a prequel and later a sequel released in 2011.

Each installment in the Dead Space series is a continuation or addition to a continuing storyline which began with the release of the original game. The game is set in a 26th-century science fiction universe featuring environments, weapons and characters typical of the genre. The series' chronology is not presented in a linear format, with sections of the story line presented in the form of either prequels or sequels, and in different media aside from video games. Generally speaking, the series focuses on an engineer named Isaac Clarke and the horrors that surround him.

The series has been commercially and critically successful, selling over 8 million copies; the first game and its sequel received widely positive reviews from the majority of critics and the first game has received a number of industry awards for many different elements of its gameplay and development.

The Dead Space games are survival horrors, with the player character visible at all times. All menu interfaces are diegetic, produced by the character's "Resource Integration Gear" spacesuit for ease of communication with other characters. For instance, the character's hit point meter, built into the spine of his suit, is intended to allow co-workers to monitor his health, and when the character moves into depressurized areas, a readout on his back displays his remaining seconds of oxygen. All sound is removed from gameplay during these segments save those which would be transferred to the character's ears by the vibrations of his RIG, such as rounds fired from his weapon. Since the menus are diegetic, opening them does not pause gameplay.


...
Wikipedia

...