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Dead space designing the weapons
Dead space designing the weapons













dead space designing the weapons

The grandest change is that chapters are no longer broken up by tram rides and long loading screens. The tech boost isn’t just a matter of bumping visual fidelity - in fact, that’s the part of the demo I was least intrigued by. A layer of haze billows above the floor, some lights eerily flicker, and sparks rain out from a frayed wire on a wall. The new version is significantly more atmospheric. In the 2008 version, it’s a big square room filled with blood-stained beds in a well-lit room with a few extra highlights created by some lamps. I especially noticed a difference when watching my footage back and comparing specific rooms on the Ishimura to the original. After a too-close encounter with a necromorph, I noticed that Clarke’s suit was drenched in blood with detailed splatters and dribbles glistening on metal and darkly caked into mesh fabric. This version of Dead Space looks undoubtedly better with more dynamic lighting, impressive particle effects, and detailed textures - 2008 Clarke looks like a rubbery Stretch Armstrong action figure next to the new model. “It’s not like changing or remaking it for the sake of doing that, but it feels like there are elements that we can take from the original and actually push them even further while keeping the essence and philosophy of the original.”įrom an immediate technical standpoint, the difference is clear. “It’s been like 15 years since that game has been done, and there’s been a lot of things that have changed in terms of engines, rendering, technology,” Roman tells Digital Trends. With that respect, the team wanted to make sure it was using technology to enhance the original, not redo it.

dead space designing the weapons

Even the moments that aren’t one-to-one recreations still feel the same.Ĭreative Director Roman Campos-Oriola notes that the EA Motive has a lot of reverence for the original, which is why it jumped at the chance to tackle the project. During my demo, I watched a scientist get maimed by a lurker, got dragged down a hall by a giant tentacle, and found myself locked in that damn decontamination chamber (you know the one).

dead space designing the weapons

From the moment Isaac Clarke made his fateful walk down the Ishimura’s ship dock, I could tell EA Motive was sticking to the script rather than going after a radical reboot. If you’ve played Dead Space before, the remake will feel instantly familiar.















Dead space designing the weapons