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When the original Dead Space debuted in 2008, it ushered in a new video game niche in the form of survival horror in a silent world. However, due to the limited technology available at the time, it was not even possible to turn the massive USG Ishimura into a full hologram.
So not all shots of the ship were going to be like this, and the shooting and hacking took place in a much more limited arena. We are reworking the game in order to launch it. Also, USG Ishimura is rendered in full 3D.
The ship has a real shape and the interior is logically laid out, which completely changes the path taken by the protagonist Isaac through a wrecked ship. As survivor Isaac Clark walks down the hall at a slow pace, light penetrates his eyes, shadows fly, and a nasty necromorph creates an eerie atmosphere that seems to be regarding to appear. Oh, Isaac is speaking now.
“When Isaac spoke to us, we wanted him to answer,” Duchamp said. “We wanted him to be an engineer. If there is a problem and the barrier needs to be blown up, he has to come up with a solution. I had to be careful not to break it.”
In short, Isaac is more human than ever. These are just some of the upgrades Motive made to the popular classic for new consoles and PC, which was released on January 27, 2023. First trip to the sprawling campus since the pandemic began.
Like USG Ishimura, EA’s headquarters was empty and intimidating. People haven’t returned to work yet, but the staff showed us the match in a suitably dark room. It was in this wrecked building that I started getting excited regarding the wreckage of the spaceship and the new version I was playing.
The developers have reimagined the game to evoke a new level of immersion. Besides these Necromorphs, the ship seems to be your enemy. a plus.
Most of the people on the mining ships are infected and turned into monsters. But Isaac is an engineer, capable of solving problems, avoiding obstacles, and shooting limbs off Necromorphs with his Mining Cutter in a very satisfying way. Strategic amputation, cutting off limbs to prevent them from being easily attacked, is still the way to play the game.
One of the pillars of the design is constant immersion. Loading screens and camera cuts don’t break the immersion, but there are plenty of doors where you have to wait for the mechanism to unlock before you can move on.
Part of the goal was to remember what creates fear. It’s all regarding intense action scenes where necromancer characters pop up. It’s also when you’re in a slow, tense moment.
“You talk to yourself and your voice is reassuring,” Duchamp said.
When we return from moments of dramatic intensity to moments of quiet, these quiet moments are essential to fear.
At the same time, Motive will create a “density manager” that dynamically adjusts what appears in Isaac’s path, from how body shapes and attack spawn, to environmental effects such as light, smoke, particles, and sounds. This gradually increased my fear. You can hear Isaac’s heartbeat and breathing.
But don’t worry if the game has enough blood. Monsters possess a peeling system that produces layers of flesh, tendons, and bones that break and shatter in horrific new ways. There is so much blood in the ship’s lanes that the survivors use it to write letters to each other.
by USG Ishimura
The team had to locate the entire ship as if it were real.
“We took everything in terms of ship engineering,” Duchamp said. I was thinking”. “So we rebuilt the game from the ground up.
The originals weren’t accurate enough, so we’ve redesigned everything. The team reconstructed these assets and looked at how they passed into Generation 5, or the era of PlayStation 5 and Xbox Series X/S. They added a lot of corridors, paths, secret rooms, etc. You can get lost on the plane.
Fortunately, there is a way to highlight the ship’s trajectory and return it to orbit. The tram will take you to and from the actual location on the plane. The bridge was located to the front, and the engine room and engine room were to the rear. It’s like putting together a puzzle, Duchamp said.
“It’s all regarding immersion,” he said. For me, one of the big things when I started working in games was seeing how special you were in getting immersed in the game.” “That’s why the jump scares worked so well. you are in.
The main objective of the new version was to use new technology to create more immersion for the player. There was no interruption in the shot, probably because he didn’t want to give him the chance to never come back.
“One of the pillars during production was to honor our legacy,” Robbillard says. “The original team did a great job. But the game has changed since 2008.
If I was going to change anything, I had to explain why. Adding Isaac’s voice means adding a lot of storytelling and mobility. And the team didn’t just want Isaac to be told what to do next. He has agency, which means players have more creativity.
The peeling system was something that had been disassembled and dismantled in such a way that it was falling apart. And when you shoot an enemy, it doesn’t just turn into mush. You can see guts and other parts leaking out.
Remasters don’t make things easier for players. Not enough bullets for a cutter pistol. The place is dark inside, so it is important to bring a flashlight. Little ambient light may enter. You have to choose the resources that you will use, such as storing oxygen and other things.
“This creates a lot of tense moments,” Duchamp said.
Senior Producer Duchamp was hired back at EA four years ago to work on the game when the pitch was being assembled. Duchamp didn’t work on the original game, but he was a player and loved the second game. So he approached his work as a fan turned producer.
The team has received a lot of feedback from a panel of players who are part of the dedicated Dead Space community. Duchamp said they gave us a lot of valuable advice.
“On the Internet, you obviously can’t please everyone,” he said. “I think we can offer something fans will go crazy for.”
One of the cool things the team did was match the moves to the pictures so you wouldn’t get seasick while playing the game. I remember that it happened in the original Dead Space, and it wasn’t funny.
But this remake, which is not a modified version, is not a bloody mess. Their gameplay advice is to remember to trample and kill your enemies. If you are lucky, there will be a squishy blast and you will be able to pick up the loot.
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