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Dead Space Remake: Isaac is back, in Pog form!


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1 hour ago, Vemsie said:


People who say it's not a massive leap must be close to blindness. It's a staggering difference, the lighting alone is miles better and more atmospheric.

 

Come on. It looks a bit more posh. Some fancy effects. But staggering? The original was so good that I think they've struggled to update the visuals in a meaningful way. It doesn't look like a generational leap to me, let alone the jump from PS3>PS5.

 

 

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Nah, the difference is massive, especially when watching the new Dead Space footage on a 4K OLED. Much more detail in everything from Isaac's suit to the environments, way more effects and props and especially far superior lighting and HDR, which makes a huge difference in everything, but especially in horror games. And all in a higher resolution and framerate too. The original looked great for its time and has aged fairly well, but it looks flat and far less atmospheric in comparison.

Anyway, here are the new features explained in more detail:
 

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THE PEELING SYSTEM

 

Necromorphs, monstrosities unlike anything seen before, have been reconstructed around the new Peeling System, which introduces layered flesh, tendons and bones that break, tear and shatter in shocking new ways.

“Right, when you start shooting, you see the skin and the flesh getting ripped from the enemy’s body,” says Roman, “and then you start to see the bones underneath, and then you can cut the bones and it cuts the limb, and so on. It looks amazing—but it also gives direct feedback to the player about the amount of damage they’re doing.”

And while strategy is key, players will also experience increased opportunities for creativity in how they utilize their variety of unique weapons and abilities to combat these horrifying enemies.

 


 

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INTENSITY DIRECTOR

Dead Space's beautifully crafted, equally haunting world has long been easy for players to get lost in, but now players will truly feel the weight of every mysterious step Isaac takes.

The new Intensity Director dynamically adjusts what shows up in Isaac's path, from Necromorph spawns and how they choose to attack them, to environmental effects such as light, smoke, particles and sound.

Isaac's heartbeat, breathing, and exertions also adjust based on his stress level to provide players direct feedback into his mental, emotional and physical state.


This sounds really cool if it works well, makes the whole thing a bit more unpredictable.

 

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A FULLY INTERCONNECTED ISHIMURA

 

From the start screen to the end credits, players will confront the frighteningly tight corridors and shadowed hallways of the USG Ishimura without a single load screen or camera cut ever breaking the immersion.

This enormous mining ship has been restored for the remake with new rooms, routes and obstacles while permitting seamless exploration with new UI map controls and an improved locator.

Now fully interconnected, you can walk from Point A to Point Z, visit the entire ship, and revisit locations you’ve already completed to pick up things you might have missed. A completely unbroken experience.


 

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ZERO-G


"How you move around in zero-G is also something we felt we could improve in terms of experience and immersion," Roman says. "So there's much more 360-degree freedom; now when you play Dead Space you feel like you're in space. This also allows us to revisit some of the old content and create new ways to navigate, new paths, and new environments with new challenges."


 

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EXPANDING AND ENHANCING THE STORY

"The story, for example, hits all the main beats and main events of the original,” Philippe says, “but we looked at the lore of the whole franchise, which is a lot wider than the original game. There was Dead Space™ 2, Dead Space™ 3, the comic books—these all added additional lore that we re-injected into the game.”

“Right, we wanted to make it fit better in the overall story and lore of the Dead Space universe that evolved after the first one,” says Roman. “As an example, Isaac has a voice here, just like in Dead Space 2 and Dead Space 3. And some characters who were a bit more secondary, who only appeared in audio logs, like Dr. Cross—we gave them some actual screen time. And we wanted to give a bit more background and agency to some of the characters from the cast, like Nicole. So we’re creating a whole layer of narrative side-quests that will allow you to see, for example, what happened to Nicole during the outbreak.”

 

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On 04/10/2022 at 23:01, Kryptonian said:


How many times did you play the original? I played it at release and can only remember a few minor bits so I’m gonna be fine hopefully!

 

https://www.trueachievements.com/game/Dead-Space-Xbox-360/achievements?gamerid=2833

 

According to this I 1000 pointed it all the way back in 2009, so I'd say at least twice

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Man, this all sounds so good. RE2 Remake calibre.
https://blog.playstation.com/2022/10/14/dead-space-hands-on-details--upgraded-and-expanded-horror-gameplay/
 

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Interconnected immersion: There are no loading sequences when Isaac hops aboard the Ishimura's tram to quickly travel between destinations like Cargo and the Medical areas. This is all part of Motive's goal for an immersive, connected setting.

Zero G freedom: In the original Dead Space, zero-gravity sections let Isaac leap across platforms using special boots. In the remake, you have the freedom to float in 360 degrees, lending to the spacewalk fantasy. Isaac also now has a propulsion boost, which is handy for dodging necromorphs lunging through space.

Intense new moments: During chapter 2 Isaac must obtain higher security clearance off the dead Captain's Rig. The Captain's corpse is attacked by an Infector, causing him to turn into a necromorph. In the 2008 sequence, players watch the change safely behind glass. In the remake, Isaac experiences this horrifying transformation up close and personal, harkening back to the dramatic real-time necromorph transformation at the beginning of Dead Space 2.

Circuit breakers: New junction boxes require Isaac to reroute power between different Ishimura functions. In one scenario, I needed to reroute power to a refueling station, and I could choose between cutting the lights or oxygen supply to make this happen. Situations like this allow players to pick their poison when need be – I chose to play in the dark rather than risk suffocation.

Big moments feel bigger: The vivid lighting and visual effects make dramatic moments feel even more impressive. Later in chapter 3 Isaac restarts the Ishimura's centrifuge. A combination of effects explode into action as the giant machinery kicks online – giant pieces of the machine rumble violently, sparks fly as metal grinds, the huge swinging arm casts large shadows against the orange auxiliary power lights. It's a feast for the senses and draws you in deeper to the experience.

Incentivized exploration: Locked doors and loot containers have been added to the Ishimura, which Isaac can access after acquiring upgraded security clearance. This incentivizes players to return to previously cleared areas to uncover resources and upgrade materials. One locked door even involves a new side quest revealing a bit more about Isaac's missing partner, Nicole.

Intensity director: But don't let your guard down just because you're returning to known territory. Motive keeps players on their toes with the Intensity Director, which will ratchet up suspense with creepy noises like creaking vents, surprised like bursting pipes, and unexpected necromorph attacks.

Expanded weapon upgrade paths: What good is hunting for bonus resources without a place to invest them? New weapon upgrade items can be attached to the Plasma Cutter, Pulse Rifle, and more to add extra upgrade paths to spend nodes. It's to be determined if this incorporates new weapon mechanics, or simply additional enhancements to damage, reload speed, ammo capacity, etc.
 

Small details enhance narrative: Isaac builds his Plasma Cutter out of composite parts at a workbench instead of simply picking it up, signaling his engineering background. Similarly, when Isaac collects his Statis Module, he first picks up the severed limb it’s attached to, its previous owner likely having been dismembered by a nearby malfunctioning door. These micro storytelling moments drew me in.

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  • 1 month later...
6 hours ago, Uzi said:

Now that calisto lollacall ended up being what it was, looking forward to this

 

It looks great. The graphics might not be as realistic as Calisto, but the design and style is much nicer if you ask me - although this might be an air of familiarity making it feel so!

 

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On 15/10/2022 at 16:56, moosegrinder said:

Sounds and looks  great. Doesn't sound like I want to spend 70* quid on it though, especially as it'll be on EA Play by August next year. 

 

 

*50 or whatever. I doubt it'll be cheap on Eneba.


It’s a nice finite once and done game that will probably be about 20 hours so I’ll be subbing to EA Play/Origin access plus for a month for £15, clocking it and then cancelling which if you are on PC is definitely the most cost effective way to play these games on PC.

 

I also will no doubt be repeating this when the new Jedi Order games comes out in March. Now I could wait 6 months to get them free on Gamepass but as I’m quite keen to play both of them but highly unlikely to need to play them again before they go free on Gamepass it makes sense to me.

 

PC only of course mind.

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The only thing I'm not sure about is during all the shock scares I've seen, there's a distinct lack of movement from your character. I'm assuming it's because you're in full control still, but the initial scene where you're separated from your crew when the first monsters attack looks a little odd as you watch them get fucked over without moving an inch!

 

But, I'll chalk it down to terror causing you to freeze...possibly doing a little poo in your sci-fi pants.

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Yeah, the lack of physical reactions sticks out more now that Isaac talks.

 

I suppose the issue is that in the moments he should probably take a step back – such as when his co-worker gets splatted on the window and the necromorph almost gets in the lift – technically the player could make Isaac face the wall instead, unless they locked you into animations instead, an approach with its own complications. Naturally you could code around such context, given the budget, but I suspect it's less jarring when you're actually controlling the character rather than watching a video.

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I thought exactly the same. Also, things like where he assembles his first plasma cutter 2 minutes after being attacked and while there is screaming in the next room, looks a bit too calm.

 

Otherwise looks amazing (although I've just seen the rec specs on steam, fairly steep). Though, I do wonder how much better the orig might compare if someone at least fixed the dark levelling so that black = black.

 

Also, from what little we see, Isaac looks like more of a nerd than I recall. No complaints with nicole now resembling kirsten dunst mind you.

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  • 2 weeks later...
  • 3 weeks later...

Thought this was a March release so it's kinda snuck up on me. 

 

Love Dead Space, want to play this, but... just not sure how different it is this time out for buying it again. Some scenes in that trailer are new, but more familiar than not - like the line gun popping up for a second. So just not sure I want to spring on it immediately.

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I have to say, watching that trailer, yes it has been improved obviously, but when you compare it to something like the recent Last of Us, or just look at the quality difference in the character models vs the Callisto Protocol it shows its age.

 

Obviously I will be getting it when its on CD keys for cheap though.

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