Ideal scenario, you don't actually want to get up to go to the bathroom because you're so immersed within the universe and you want to play it through in one sit-down.”Ī key facet of Dead Space’s immersion was how in-universe it kept almost every facet of Isaac’s adventure, from his health bar to the inventory and more. “As an objective that we gave early on to everyone, what we're trying to achieve is an immersion where you never want to put your controller down,” Ducharme said. You can play it from the start screen to the end credits seamlessly.” There's not going to be any moment where we're going to cut your experience, where we're going to cut your camera. We don't want anything to pull you out of the experience and we don't want any cuts,” Campos Oriola said. “We want to make that immersion even deeper with a fully interactive experience, from the start screen to the end credits. While development is still early, Motive is already thinking about the many ways it can take advantage of the latest tech to improve the Dead Space experience that was already so immersive during the Xbox 360/PS3 era. It's really rebuilding all these elements, shooting all the animations, et cetera.”Īnd while the team is rebuilding the adventure, it’s getting to do so with specifically an eye toward PC and the latest consoles, PS5 and Xbox Series X|S. We are not porting them, it's not uprezzing the texture or adding more polygons to the model. “Then in terms of visuals, sound, gameplay, everything, we are rebuilding all of these assets. In the first chapter, you can see some corridors that they wanted to do first in a certain way, and then you can understand why they changed it for technical constraints or. What's funny is that you can see some of the iterations that were made prior to ship by the team. “We started with the original level design of the original Dead Space. But Campos-Oriola explained how the team is able to reference all the original assets of Dead Space, and not just what shipped on disc.
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