Dead Space Remake Gameplay: As the 27th of January release date draws closer, we have our clearest look yet at how all those elements will come together in the game, courtesy of a new eight-minute gameplay walkthrough. EA Motive has been unusually talkative throughout the development of its Dead Space remake, holding multiple live streams to show off the likes of its improved art, audio, and gameplay changes.
Continuing the celebration of Dead Space’s 14th anniversary that began with last week’s 2-minute gameplay trailer, EA released today an extended sequence from the remake’s third chapter, in which protagonist Isaac must explore the infested USG Ishimura in order to reach the ship’s engineering deck take and repair its engines.
Watch (and dismember) 8 minutes of Extended #DeadSpace Gameplay now.
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— Dead Space (@deadspace) October 14, 2022
Dead Space Remake Gameplay
The scene opened in Ishimura’s hangar, which had expanded significantly since the first game (the change was especially striking when the two versions were compared side by side). Some of the environmental alterations made for the remake were meant to improve the mood, while others were necessary to handle the fact that the Ishimura is now one continuous, linked ship, with players no longer needing to depend on the tram.
In order to truly fill an area that didn’t exist in the original game, EA Motive created a new tool they’re calling the Intensity Director to accommodate the game’s transition to a massive, interconnected world that can be toured and re-traversed. Players may now meet a “totally distinct experience,” built dynamically from differing degrees of system events, if they opt to retreat or explore away from a goal.
These instances are constructed from adversaries, environment, and lighting that follow an intensity curve meant to keep players on edge. To maintain “unpredictability” and “bring some additional tension and challenge,” the Intensity Director may choose to design quieter, more tense moments after a dynamically generated fight, such as when the player returns to a previously visited corridor and finds it full of blinking lights and creepy sounds. The Director is able to throw a jump fright into an otherwise unanimous scene.
EA Motive then demonstrated a section of the walkthrough in which Isaac must make his way through the ship’s machine shop in order to reach the refueling station. An example of a pre-planned shock occurs when a necro morph swoops down from above. EA describes them as “memorable moments faithful to the original,” and they will be recognizable to veterans of the first game. However, encounters have been improved with new features including “tons of graphics upgrades that facilitate strategic dismemberment.”
The tutorial on EA Motive skipped forward to a point when Issac had to get into the fuel management office and get to the power functions that were managing the refueling station. Inside the fuel management office, we see an example of EA’s goal to “build on what was there and introduce a little more complexity and depth” with the remake.
Power must be sent to the refueling station, but the player must decide which systems to switch off in the process, altering the game’s progression. If the players’ life support is turned off, for example, they will have to use oxygen canisters to survive until they reach the refueling station. They may also follow the instructions in the tour and turn off the lights, leaving them to navigate the area in the dark.
Next, EA Motive will show off how it’s employed “new tech” to “ratchet up the tension” in Ishimura’s decontamination chamber. Here, dynamic fog is used to provide a depressing “thick, opaque atmosphere” that obscures the player’s view of enemies even when they are just a few centimeters away.
Finally, we arrive at the centrifuge, where EA describes the additional effects it used, such as particle effects, lighting, and floating debris, to make the area more “amazing” and “imposing” while still being “capable of telling a tale at the same time.” Gameplay is also affected by the increased size of the zero-g environment, with EA emphasizing that players would need a heightened sense of spatial awareness to avoid being overwhelmed by oncoming necro morphs.
The eight-minute tour above covers everything, but the whole 14th-anniversary webcast has a bit more banter after that. Details were few, but we learned that EA has given slashers a wider range of appearances so that they seem like they belong to Ishimura’s group, and we learned a bit more about Isaac’s improved speaking voice.
While the latter change was made to, in EA’s words, “improve Isaac as a character and give him a little more agency,” the developer emphasized once again that Isaac would not be speaking to the player during the adventure. Instead, Isaac would (with a few exceptions) only speak when he is spoken to in order to maintain tension while exploring the Ishimura, avoiding situations where it would be odd if he displayed no emotion or had no response.
Overall, it was a very encouraging look at EA’s Dead Space remake, and it won’t be long until all its secrets are exposed, since the game is scheduled for release on PC, Xbox Series X/S, and PS5 on January 27 of next year.
Final Words
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