Dead Space: Extraction was co-developed by EA Redwood Shores (later
Visceral Games), creators of the
survival horror video game
Dead Space; and
Eurocom, a European development studio. Producer Steve Papoutsis created the concept for
Extraction, wanting to create an original title for the Wii and give players of the original game further story content. The Wii was chosen as the platform due to its innovative features, including motion controls. Its genre was chosen based on the design and limitations of the Wii hardware. The Redwood Shores development team spent much of the production at Eurocom's studios in Derby, England. Eurocom were eager to create a high-quality title using the
Dead Space licence. Production began in 2008 and took roughly fourteen months, the process being simplified by having a pre-established world design and assets.
Extraction was built using EngineX, a
game engine created by Eurocom for its gaming titles including
Sphinx and the Cursed Mummy. The main focus during production was replicating the atmosphere and design of
Dead Space within
Extraction despite platform limitations, with new and classic enemies being incorporated. Despite the graphical limitations of the Wii, the team incorporated the original game's enemy designs and created new enemy types. To create a cinematic experience, the team made extensive use of motion capture for its cast. This proved simple as Eurocom had access to an advanced motion capture studio close to their offices. The camera was carried around by one of the actors while the scenes were recorded. The script was written by
Antony Johnston, who had previously worked on the original game and its prequel comic. The storyline was set when Johnston was brought in, though he remained in contact with the team about changes and additions. In contrast to the isolated character views of the comic, the game used an ensemble dynamic. New character Lexine was in place from the outset, designed to be a likeable protagonist. The sequence where McNeill must cut off his own arm came from Eurocom being asked to create a scenario where players would have to make a terrible decision. The heavily-scripted style allowed for better pacing of the story and optional logs, the goal being that players would not run into a battle and be fighting over dialogue and video logs. The team chose to open with the extraction of the Marker's extraction, which acted as a point where the colony's final deterioration begins. The first-person perspective, Wii hardware and switch between different characters allowed more of the Marker's mental impacts to be displayed. The scenario team deviated as little as possible from pre-established events in the original game and expanded media, with late game dialogue tying into
the next Dead Space. While the genre and platform were different, the development team wanted to both replicate and expanded upon the original game's mechanics. Unique elements tied into the motion controls hardware were added, such as the glow worm light and adjusting the aiming reticle using the Wii Remote. So they could properly utilize the controls, team members handled the Wii Remote and Nunchuck as often as possible, and took care to make the game compatible and comfortable with the Wii Zapper. The shift in genre allowed the team to rebalance the difficulty so players would make more use of different weapons compared to
Dead Space, with some being redesigned for the Wii. The new Arc Welder weapon, which featured unlimited ammunition, was designed both to as a puzzle element and to give players a fallback weapon. According to designer John Calhoun, the co-op multiplayer was chosen to shift the title into an action-based design, creating situations where one player would fight off the Necromorphs while the second completed an environmental puzzle. A major part of the co-op mode's design was allowing a second player to drop in at any time without interrupting the gameplay.
Zero-G sections with dedicated controls were tested, but dropped due to slow pacing and Papoutsis finding the intended controls cumbersome. Other dropped concepts were a health-draining cloaking device, and a blind boss Necromorph.
Audio Sound and voice acting Don Veca returned as audio director from the original game. The goal of Veca and the sound team was to make
Extraction sound better than
Dead Space despite hardware limitations. As with the original, the sound design played a key role in creating the horror atmosphere, though due to the genre shift it was more "deterministic" in design and there was greater control over timing. Using both imported sound effects created for the first game, and new sounds created for
Extraction, Veca's job was to direct the Eurocom sound team in how to adjust the sound design to fit the
Dead Space setting. Eurocom had to expand their engine's sound system to incorporate the
Dead Space sound library. Veca was originally skeptical of the project due to the change in genre, but ended up impressed by the final product and Eurocom's efforts regarding it. When casting, the team wanted the actors to fit both vocally and physically with the game's tone and world design. The cast included both people who enjoyed games and those who had never played a game before. Johnston was present for much of the voice recording, able to give the actors directions on their performances. The game's cast included
Laura Pyper as Lexine, who described her character as "a bit of a tough cookie" despite the trauma she suffers; and Jon Cartwright as Eckhardt, who referred to his character as someone in a foreign situation due to his corporate background. Speaking in retrospect, Papoutsis felt that the voice acting was one of the aspects that went well with production. Calhoun estimated that there was five times more spoken dialogue than in
Dead Space.
Music Jason Graves returned as composer from the original game. As with that game, the soundtrack used layered music which adjusted dynamically based on the in-game situation; Graves heard that it was one of the earliest Wii titles to use multi-track interactive music. Electronic Arts was unwilling to change the musical tone of the series, so little was changed. As the gameplay design was linear, Graves composed the music to be more structured than the original's "open" design with "a sharper focus to its intent". Alongside new tracks, several pieces from the original
Dead Space score, together with the ambient mixes used for environmental background, were ported directly into
Extraction to ensure an authentic sound. In keeping with its status as a prequel, Graves composed the music to be more calm and melodic at the outset, then close with the style of music used in
Dead Space. No soundtrack album was created for the music. ==Release==