Dead Space 2's Bagwell On 'Disempowerment,' Engineering Fear

When creating the brand new sci-fi horror game Dead Space for 2008, Electronic Arts' Redwood Shores Studio knew if its game were to be held in high regard among horror fans, it'd have to be frightening.

But engineering fright is a challenge in video games. One common method for instilling fear in players is limiting a player's mobility in the face of gruesome enemies, exemplified in Capcom's seminal survival horror franchise Resident Evil.

That player "disempowerment" could involve limiting the effectiveness of ammunition, or more drastically, creating an overarching control scheme that puts a cap on a player's abilities -- such as not allowing a player walk or run while shooting a gun.

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