On October 14th EA will launch what may be the most anticipated original horror gaming IP since Chris Redfield and Jill Valentine first laced up their boots in 1996. It's called "Dead Space," and it will center on a rescue mission, set in a future of space travel, where an engineer named Isaac Clarke must venture to a once lost mining ship to find out what went wrong. Call it "Biohazard" meets "Event Horizon."
As with many prominent game releases, EA has put a great deal of energy into promotion, a large part of which has been a community outreach effort (of which this very interview could be considered a part) as well as some high quality free content offerings that flesh out the story of the game. At the game's website you can watch interviews with developers, check out trailers and gameplay footage, and watch original (and graphic) animated videos. EA also tasked a team with creating a free interactive horror gaming experience, called "No Known Survivors", that allows players to explore the world and the back story of "Dead Space."
Andrew Green played an integral role in the formation of EA's marketing strategy for "Dead Space," as well as the design and implementation of "No Know Survivors." He took some time last week to talk with Bloody Good Horror about the process of creating and marketing an original horror game.