But now when he stands up, you’re going to see all the flesh, all the skin, all the muscle is gone and it's just bare bones dripping with blood. Now in the remake, you shoot at a slasher, and like in the original, he’ll fall on his ass. In the original, it was pretty good to shoot at weapons that could cut limbs, but with weapons like the Pulse Rifle or Force Gun, it could be hard to know what kind of damage you were really doing. “That’s why we improved the dismemberment with the peeling system. We didn’t want to nerf the Plasma Cutter to make other weapons more interesting. It’s still satisfying, and it still feels like the original. If you want to just play with the Plasma Cutter, you can still do it. The peeling system, combined with weapon rebalancing and upgrade overalls, aimed to level the playing field across the arsenal.Ĭampos-Oriola jumped in and explained why a hands-on approach was taken here: “For me, it's playstyle. While the original Dead Space nailed certain weapons like the iconic Plasma Cutter and the Ripper, certain guns didn’t quite reach that bar. The stomp wasn’t the only aspect of Issac’s kit that got a major touch-up either. You'll need that stomp, for when Necromorphs get a little too close. It’s a layered approach: initially, it’s just the mechanics, but then comes the blood and the animation of it, how much the ragdoll reacts when stomped, stuff like that.” All those layers paired with haptic feedback on the PS5 resulted in a stomp that the pair feel is crunchier – and a blast to use. Then there was the gruesomeness of it, the sound, the squishiness. “We worked on the capsules in a dead body so it was a little bit more generous on hitting limbs and dismembering the creatures to lessen the number of times you’d miss. You’d be advancing a bit but unable to course correct. So if you stomped in a direction, you would keep going in that direction until you stopped altogether. “In one of the first iterations we had, when you were chain stomping you weren’t able to aim in between stomps. “We knew it was important, we wanted it to feel right,” follows Ducharme. “I think in Phil’s point of view, we spent too much time,” states Campos-Oriola as the pair laugh. In the Dead Space remake, a lot of work went into getting the stomp just right. First established in the original Dead Space and later juiced up in sequels, the stomp is to Dead Space what the bass guitar is to a band you’d lose the soul without it. If there’s one paramount Dead Space feature that fans hold near and dear to their hearts, it’s the stomp. Is the talk of 'honouring the original' all lip service? Or has a genuine effort been made to freshen up Issac’s trip on the Ishimura? Watch the Dead Space trailer here! Speaking to Phil Ducharme (Senior Producer) and Roman Campos-Oriola (Creative Director), ahead of the launch of the game, I wanted to dig into some of the biggest changes the team has made, and why it's made them. With the Dead Space Remake, Motive Studio is forced to strike a balance between keeping the game authentic to the original, and improving on the source material technically, narratively, and strategically to enhance the nostalgia.
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