IGN's Jonathon Dornbush spoke with EA Motive’s Phil Ducharme (the game’s Senior Producer) and Roman Campos-Oriola (the game’s Creative Director) regarding the
Dead Space remake. They talk about working on the remake and offer a lot of details for how they’re thinking about it, what they’re wanting to introduce to it versus what they want to keep the same, and learning from what the original game’s sequels did right and wrong. The article’s long and worth a read (and the video that released alongside it is worth a watch/listen, though there’s no new footage in it), but here are the bulletpoints:
- As mentioned in the reveal trailer, the game is being built using EA's Frostbite engine
- The team is "starting with" the original level design from the original game. The rest of the game is being rebuilt from the ground up for Frostbite rather than being ported, upres'd, etc. (textures, animations, sound effects, etc.)
- The game is still early in development, though no timeframe is given for how long it's been worked on so far
- Campos-Oriola: "We don't want anything to pull you out of the experience and we don't want any cuts." (...) "[The faster SSDs of new consoles mean] there's not going to be any loading. There's not going to be any moment where we're going to cut your experience, where we're going to cut your camera. You can play it from the start screen to the end credits seamlessly.”
- Ducharme: "[We wanted to] make sure that the improvements we were making were inside the DNA of what Dead Space is, and not just, ‘Oh, we can add more texture res and more polygons, let's just throw them at it.’ We really wanted to convey that feeling of Dead Space. The addition of volumetric effects and the dynamic lighting inside these scenes add a huge element to the atmosphere that we're trying to convey.”
- Ducharme: "We wanted to use the sounds you're used to as well and improve those sounds, and improve this immersion so the sounds of the door that you're hearing, the sound of the health bar, the sound of the creatures... we're building on top of the original and recreating it, but [we] make sure it is true to the original and that we are honoring the legacy of the original game."
- 3D audio is being utilized for maximum immersion
- Campos-Oriola, regarding the story: “For us, the foundation is the Dead Space 1 story. So, by default, that's what is canon. But then there are some improvements that we want to make to that story." (...) “And not necessarily improvements because those things were not really working in the original, more improvements because of what came after, and we're like, ‘Aw man, that's interesting if we could reference that, or if we could make a link to that.”
- Dornbush states that the team is not only looking at the events from Dead Space 2 to reference, but also the expanded Dead Spaceuniverse
- EA Motive doesn't plan for the game to have any microtransactions, unlike previous games in the series (in the video, Ducharme flat-out calls their inclusion in previous games a mistake)
- The team is looking to refine the gameplay, such as "looking to Dead Space 2’s advancements to zero gravity segments," and Campos-Oriola also teased that they're looking to "evolve" the game's dismemberment system in some way
- EA Motive is working with members of the community every 2-3 weeks to test ideas with, to make sure that nothing in the remake will break the experience or feel out of place
Again, I highly recommend reading the article and/or watching the video. There's some overlap between the two, but they're both great. After reading and watching, I'm really excited for this remake. It seems like they get what made the original games great (or not great, in some cases), and I'm intrigued to see what changes they make here.