

It isn’t just zero-g that’s making a return from the original game either, by the looks of it. In the initial presentation for the game the promise of zero-gravity locations was bought up and grand images were conjured of how fun it would be to traverse blown-open sections of the USG Ishimura, but we never managed to get a peek at these areas ourselves. Unfortunately, we didn’t actually get a chance to look at some of the most interesting sounding areas of the game though. Oh, one other thing we learned from Virtua Cop 2 the Sega Saturn was nowhere near as good as we thought it was at the time. Unless it’s heavily built into the game at almost every turning then we don’t think it’s really going to warrant the re-naming, but if Virtua Cop 2 taught us anything then it’s that extra routes are a great way to add replayability. The main one of these that we heard discussed was the branching paths offered in the game – something which inspired the development team to refer to Dead Space: Extraction as a ‘guided shooter’ rather than an ‘on-rails shooter’. Final ImpressionsOn top of the puzzles and the usual point-and-click to shoot (and swing to melee) gameplay, Dead Space: Extraction has a number of features which should help put it ahead of the other games in the genre on the Wii.
