The bottom line
EA pushed Dead Space from survival horror into a full action shooter to chase mass appeal, and Dead Space 3 flopped. Chasing a broader audience by stripping what made a game special can lose the old fans without winning new ones.
Key takeaways
- EA demanded a bigger audience than the series was reaching. 0:16
- Dead Space 2 sold roughly two million copies, more than the first game.
- Frank Gibeau said EA needed "audience sizes of around five million" to keep investing.
- The push for mass appeal was a publisher decision, not a creative one. 10:11
- Ben Wanat said horror and mass appeal are "two diametrically opposed things".
- Each instalment was deliberately made faster for a broader audience, which also brought co-op, microtransactions and competitive multiplayer.
- Dead Space 3 made the player too powerful to be scared. 1:55
- Universal ammo, crafting and plentiful supplies removed resource management, and Mark Brown carried over 1000 bullets at times.
- He built one gun that made every other weapon pointless, so the game relied on jump scares.
- The result was a weak action game weighed down by its horror design. 9:26
- It kept the slow inventory, level pacing and monster designs of a horror game.
- A snowy opening section showed a survival horror version that the game dropped once Isaac got a warm suit.
- The strategy failed commercially, and the series ended. 11:04
- Dead Space 3 got the series' worst reviews and sold under a million copies at launch, far from five million.
- No new Dead Space has appeared since, and most of its key creatives have left EA.
Instead of making a game that you hope many people will like, it's sometimes better to create a game that you know a few people will love.
Mark Brown
Chapter summaries
0:00 Dead Space 3 opens as an action shooter
The third game plays like a cover-based action shooter from its first minutes.
- The opening is all set pieces and gunfights 1:00
- After a short prologue, Isaac fights humans in office buildings.
- Things settle once the game moves to space.
- The first scenes have a ship shooting down mines, smashing through debris and crash landing in rocks.
- Weapons are now automatic.
- Isaac moves and aims more easily than ever 1:34
- He gets a cover system and a combat roll.
- A centred reticule is now the default.
- The old wonky camera angle made perfect shots tricky.
- Head shots, and later limb shots, are now easy to land.
1:55 A powerful Isaac faces tame monsters
Crafting and weak enemies drain the fear out of the game.
- Crafting moves the decisions into a menu 2:26
- The system is meant to show off Isaac's engineering skill.
- Choices shift from the tense battlefield to a safe menu screen.
- The build was an assault rifle and rocket launcher with acid-laced bullets.
- It also had boosted damage, reload and clip sizes.
- Even the monsters stop being scary 3:32
- Feeders react to light and noise, but they just get shot.
- The regenerating enemy is now a minor nuisance.
- There are two versions of the regenerator now, and neither is scary.
- The pregnant and the guardian are just more things to mow down.
- One alien belly maze, with beady-eyed monsters sprinting through dark corridors, was tense.
4:35 Co-op barely registers and the pacing sags
Co-op changes little, and the structure echoes the first game, flaws included.
- Co-op adds a second gun but little else 4:40
- John Carver joins Isaac, and one player defends the other during puzzles.
- The promised asymmetric dementia is barely there.
- Some puzzles were reworked to need two people.
- Single player gets oddities like doubled items and Carver popping into cutscenes.
- The back half returns to the first game's structure, and its pacing problem 5:45
- Exploring a cohesive research station feels like a real place.
- The second half repeats the same few rooms for hours.
- Objectives can be done out of order, with optional missions that carry interesting story.
- The game spends about five hours in three research rooms, then four in three temple rooms.
- Horror could justify this, since endless corridors add oppression and backtracking sets up scares.
6:46 Dead Space 3 trades horror for variety and spectacle
Dead Space 3 adds variety and absurd spectacle, yet its best idea shows the horror game it gave up.
- Puzzles and story keep the pacing varied, but the story turns absurd. 6:57
- Alien language locks, Tetris-style cargo and shifting alien body parts break up the shooting.
- The plot piles on a love triangle and evil moons.
- Isaac kisses Ellie about 20 minutes after executing her boyfriend.
- Original writer Antony Johnston, who skipped part three, said otherwise you'd just have the same game on a different ship each time.
- A 20-minute icy-planet section shows a survival horror Dead Space 3. 8:01
- There is no objective marker and no contact with other characters.
- Falling body temperature forces the player between heat sources.
- A giant monster stalks you, and in the blizzard you can only hear enemies.
- The cold works like the series' oxygen management.
- It riffs on John Carpenter's The Thing.
- As a plain co-op action game, it still falls short. 9:45
- Games built purely around shooting crowds with overpowered guns do it better.
- Survival horror games are rare, but third-person action games are everywhere.
- The series went from balanced horror and action, to action-leaning horror, to an action game with a horror theme.
11:10 The mass-appeal bet fails
The push for mainstream fans cost the series its identity and brought no commercial reward.
- The developers admit they pushed the change too far. 11:04
- Wanat said In Dead Space 3 we kinda destroyed what we had because we pushed too far on it.
- The competitive multiplayer of Dead Space 2 and the goofy microtransactions all aimed at the five million mark.
- The co-op campaign came from the same decision.
11:23 A pattern across franchises, and Visceral's fate
Simplifying a bold original for mass appeal guarantees angry core fans, not bigger sales.
- Franchises that lose what made them special risk their most devoted fans. 11:23
- A bold, innovative game gets simpler and more action-heavy for mass appeal.
- Higher sales are never guaranteed.
- A reboot returning to the roots would be the lucky outcome, but it looks unlikely for Dead Space.
- EA went back to safe bets, and Visceral followed. 11:58
- EA returned to sports games, movie tie-ins and sequels.
- Visceral made the Battlefield spin-off Hardline.
- It was then working on the Star Wars license.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Shows how Dead Space 3 lost its horror by giving the player too much power, ammo and speed, and why chasing mass appeal in a sequel can wreck what made the original special. The worth-watching example is the icy planet section that hints at the survival horror game the team could have made.
Lessons that draw on this:
More from Game Maker's Toolkit · The whole library, and ask it anything