On this subject, Roman Campos-Oriola underlined the fact that the new activities designed for Isaac Clarke would be part of the lore of the series, which will make it possible to learn more about the other characters. The assets have been completely redone, the sound design completely reworked, and new narrative sequences have been added. » Electronic Arts obliges, it is around the Frosbite that this « improved vision from Dead Space was conceived, knowing that the game will only be released on Xbox Series X, Xbox Series S, PC and PS5. This is not a remaster but a real remake. ” You are Isaac Clarke and are trapped in USG Ishimuraexplained the creative director. The first – and it seems obvious – was to remain faithful to the original work. After fully understanding the strengths and weaknesses of Dead Space, EA Motive defined four priorities that guided it throughout the development of the game. ” This adds an extra degree of precision and depth to the fights, and therefore allows for new gameplay opportunities and better synergy with weapons. More concretely, each dismemberment will be an opportunity to see the skin and the flesh being shredded, and to reveal the tendons and the bones ready to be broken in two. Indeed, the Peeling System was introduced to accentuate the gory character of the game. It is obviously one of the iconic aspects of the saga which has been retained in the remake, and even sublimated. Thus, with one leg or arm missing, the creatures were no longer able to execute some of their attacks. Instead of relying on the traditional headshot, Dead Space encouraged players to target members of Necromorphs to better weaken them. Finally, the third pillar is none other than the mythical dismemberment which added a tactical dimension to the fighting. Its architecture makes it an imposing, labyrinthine and stressful vessel, the slightest narrow corridor making you fear the worst. If the Spencer Manor has marked the history of survival horror, the USG Ishimura does not have to be ashamed of the comparison. Yes, it will be possible to go from one end of the ship to the other in one go. We understand better why the developers wanted to make the remake a sequence shot that is to say that apart from the inevitable deaths, no cut or loading time will occur on the screen. It will be interesting to see if the increased interaction with other characters will not detract from the unique atmosphere of Dead Space. On the other hand, where Dead Space Remake contrasts with its illustrious predecessor is that Isaac Clarke will be more talkative where EA Redwoord Shores – which later became Visceral Games – had decided that he would not even let go. We can already imagine what this could give in a horrific universe. The last studio to set themselves this challenge was Santa Monica Studio with GOD OF WAR, and the result was sublime. Roman Campos-Oriola insisted on the fact that Dead Space did not have a lot of cut scenes, the goal being that the player almost never let go of the controller. To reconnect with the DNA of the license, the teams focused on three pillars which, according to them, defined the original game, starting with immersion. Roman Campos-Oriola (the creative director) began the presentation of Dead Space Remake with a confession: with Dead Space 3 (2013), the series had finally moved away from this anxiety that one could feel when exploring the ‘USG Ishimura, the theater of horrors faced by Isaac Clarke.
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