If you finish Chapter 11 and you're not going on the surface right now, you want to go back and revisit the chapters…you're gonna have a decent experience that’s gonna surprise you. It won't just be Necromorphs all the time, we’ll keep you on your toes, we'll make sure that you have that experience of the haunted house. And that's what prompted us to go towards the interconnected ship, the traversal, which then led to having the Intensity Director content system and keeping the player immersed in that haunted house that is the Ishimura, making sure that their highs and lows are controlled, they’re not, you know ‘Well, I finished Chapter 2, so I can just go on over to medical, nothing's gonna happen.’ No no, you will get content thrown at you. I do think that for fans that are returning, there's also going to be content there that is going to add more to their experience. But it's also playing it, the gameplay mechanics, how are they, how are they feeling now, that's also evolved in the last 14 years. So it's not just about rebuilding the graphics and Frostbite. It's an amazing game, Dead Space 1, but it's also 14 years old. So building on that, would you say that people - if this isn't their first time with the Dead Space franchise, obviously it should be accessible to them - who have experienced all the games, they've gone through the comics and all that, are they going to get more out of this?ĭucharme: I hope players will perceive it as the definitive experience for Dead Space 1. So there was a lot more juice that we could go in and look at and say, ‘Okay, well, they weren't covering this in Dead Space 1 because it wasn't existing, we can bring it back now inside the narrative, we can bring it back, it adds elements that players can explore now. #We were here together xbox one release full#No, we're going to enhance the first one.’ When we think back, well, it was a tremendous experience.ĭavid Robillard, technical director, Motive Studio: I think we had the opportunity with the fact that there was Dead Space 2 and Dead Space 3, and the series had evolved from a gameplay mechanic, with zero-G navigation, to narrative, there was a full lore at this point because of the comics, the novels, Dead Space 2, Dead Space 3. What works? What is maybe a little dated now? Where do we want to enhance the experience, not change it for changing’s sake, not saying we're going to work on this and we're going to make it better than the first one. Let's do a full walkthrough and then start analyzing beat per beat per beat. The first thing we did was, ‘Let’s go revisit the first one, let's go play. We know it's a beloved franchise, it's got very solid foundations. What were some of the early discussions like? When talking about ‘Okay, if we're remaking Dead Space, what do we change, what do we not change here?’ĭucharme: It was definitely that kind of reflection of like, ‘Don't fuck it up.’ But one of our first pillars, when we started talking about Dead Space was ‘Respectfully,’ we're all fans of the game, we actually have Mike, who’s our art director, who was on the second one as well. Critically successful, people go to it as one of the iconic images of horror in games. So talking about the early production of a remake, Dead Space is a beloved game. They came up with Dead Space and making a remake of Dead Space, and that was presented to Sam Ryan, VP our business unit, and she was like ‘If the team wants to do that, I'm all in.’ There’s passion among fans, that's something that the community keeps bringing back, ‘When is there going to be more Dead Space? So, I think that the stars aligned, and we've been making this for just a little bit over two years. There were discussions internally that were happening prior to this to say - that was prior to me joining - ‘What's the next project with Motive after the team ships Star Wars: Squadrons?’ And so Patrick Klaus, our GM at Motive, talked with the team and people that were there about ‘What's the interest? What do people want it to be? Like, where is there a subject of passion?’ Philippe Ducharme, senior producer, Motive Studio: We started in August of 2020.
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