"Not to sound snarky, but with Dead Space, honestly, the way we're playing it is with a gamepad,"
This attitude really burns me. How much work could it be just to make sure that your game includes the kind of settings options THAT EVERY PC GAME HAS HAD SINCE QUAKE?!
I get that you're developing for consoles. I get that you have to make sure the game works on analog sticks. I get it. PLEASE, for the love of gaming as a medium, make sure your PC version is not shortsighted and hamstrung by idiotic decisions like 'no option to remove mouse smoothing.' The argument cuts both ways, if you release for console please make sure your game works on controllers.
I _seriously_ dislike how much focus the console market is getting because it's introducing a very real problem with control schema. Because of this 'it's made for gamepad' attitude gaining prevalence we are in serious danger of losing focus on genres which require high precision like Quake-style shooters or RTSes
The reason I say this is that the skill ceiling on something like Quake compared to the skill ceiling on Halo is not even _close_. A higher skill ceiling in a game equates to deeper play, meaning more ability to refine and hone play, meaning longevity. eSports owes its creation to games which required high degrees of control precision, Quake, StarCraft, Counter-Strike.
And do not get me started on poorly implemented contextual controls. Oh my god poorly implemented contextual controls.