PD: For sure, it's, it's a hope that we have. Do you have ideas for what you could do with it next? EA itself basically left the series to do nothing for 10 years. It’s funny you touch on it disappearing off the map. ![]() RC-O: We were like, 'What's the worst thing that can happen to the player in Dead Space? Put you in the dark.' The fact that you do this to yourself, you're like 'Fuck, I know what's coming and I don't want to do it.' One of the chapters if you've gotten there, there's oxygen or lights. One thing we love is how you’ve added moments of self-inflicted scares – they're deeply unpleasant. And if it's too easy to move away from it, well it's a different game. The recipe of Dead Space is that there's something coming at you and you need to stop him before it's too close. We did that and immediately had to remove it. We’ll improve a bit on the camera and the reactivity on the controller.' And at some point we're like, ‘Well, we should put a quick turn in, because more modern survival horror games are doing that.’ So when we first started recreating Isaac and stuff, we're like, ‘OK. It's really a precise gameplay alchemy to nail. You're in that big armour with these huge guns, but still you feel really vulnerable. Dead Space has a specific feel, in terms of the weight of the character. Me too.Were there moments when you realised you had gone too far and had to pull back? but also of how much damage am I doing to the opponent? Is my weapon actually useful against this one? How close is it to dying? That's something that to me is really interesting." Me too. ![]() "The body destruction technology that we're developing, that is allowing us to really remove the flesh off of the bones of the enemy, and to give you a good sense not only of gore. You'll be able to carve those pesky aliens up in "super-precise" ways, according to Campos-Oriola. It does look pretty cool though, at least, as far as gruesome dismemberment can be classified that way. At the time of that airing, senior producer Philippe Ducharme said: "We wanted to this because we wanted to be open with the communication, and open with how we're tackling this game. As you'll see, it isn't gameplay footage per se, it's just Isaac Clarke in an untextured environment slaying some baddies. More on the Dead Space limb-cutting system, please. Revisited areas won't be free of enemies like they were in the original, and an "intensity AI" will improvise additions to scripted scares by adding surprise necromorph attacks and meddling with the ship's lights. ![]() Some new fusebox-based puzzles mean, for example, that you have to make your progress scarier by shutting off the lights to activate an elevator. Now, he can float around with suit-mounted thrusters like in the sequels. That said, there are some interesting new additions, too: in the 2008 original's zero-G sections, Isaac could only clomp along the Ishimura's plating with his boot magnets. As our own Tyler Wilde wrote in his Dead Space remake preview, it's a pretty faithful update of the original game, down to the video calls with Isaac's girlfriend and the crewmates of the Ishimura, the magnetic physics puzzles of plugging big batteries into battery-shaped holes, and the hallmark audio logs and corpse dioramas of late-'00s environmental storytelling.
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