Thread: Dead Space Remake |OT| Entering Xaero Gravity
Hype Thread
Official Thread
Looks like the PC version isn't fucked like Callisto was. I'm waiting patiently for my key from CDkeys
 
I mean that would arguably be an improvement.
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Take with a grain of salt.
Apparently hearing this remake incorporates lore from the entire series, from 2 and 3, the animated movies along with the spinoffs like Extraction and Severed. Ton of implications if true.

Would really not mind the events and love triangle of Dead Space 3 being retconned out of existence, though the ship graveyard and Tau Volantis themselves are awesome concepts. Very likely a big buildup to a remake of 2 and possibly 4. I really want to pay a visit to those Unitology "grave fleets" and also have Issac use a planet cracker ship for its intended purpose on a brother moon.
 
And it's more than simply a visual upgrade. They added an "AI Intensity Director":

Motive created an "Intensity Director" that matches players to a "curve of tension" that ensures the game stays scary, even for areas that have already been explored.

"That generates […] whether it's lighting effects like flickering or shutting off completely, to video effects to sound effects, to encounters and fake encounters – just to have dead bodies lying around and nothing spawning – or a mix of all of that. There's basically hundreds of possible scenarios from all of these different combination of items that are possible when the player traverses and re-traverses the ship. So that was one feature we added based on un-broken immersion."


They also made the Ishimura one big space, instead of the fixed levels from the first game, added weapon and upgrade mechanics from Dead Space 2, added some side quests, expanded the story and certain characters etc.
This is a good reason to replay this game. This type of mechanic, as pioneered in the Left 4 Dead IP, is something that should have its own team for any developer looking to make a game worthwhile. It's something that can change up each users experience based on their skill level and method of play. I suspected they were going to do something like this and I'm glad they worked on this system.

Now, if other devs can see the value of fleshing out a team to build this in their games or at least make a case for it to be as important as the sound engineers, animators or level design...then we might see an evolution in gaming without relying upon just iterating on AI to wow the player.
 
And it's more than simply a visual upgrade. They added an "AI Intensity Director":

Motive created an "Intensity Director" that matches players to a "curve of tension" that ensures the game stays scary, even for areas that have already been explored.

"That generates […] whether it's lighting effects like flickering or shutting off completely, to video effects to sound effects, to encounters and fake encounters – just to have dead bodies lying around and nothing spawning – or a mix of all of that. There's basically hundreds of possible scenarios from all of these different combination of items that are possible when the player traverses and re-traverses the ship. So that was one feature we added based on un-broken immersion."


They also made the Ishimura one big space, instead of the fixed levels from the first game, added weapon and upgrade mechanics from Dead Space 2, added some side quests, expanded the story and certain characters etc.

That all sounds great except for the story changes
 
This is a good reason to replay this game. This type of mechanic, as pioneered in the Left 4 Dead IP, is something that should have its own team for any developer looking to make a game worthwhile. It's something that can change up each users experience based on their skill level and method of play. I suspected they were going to do something like this and I'm glad they worked on this system.

Now, if other devs can see the value of fleshing out a team to build this in their games or at least make a case for it to be as important as the sound engineers, animators or level design...then we might see an evolution in gaming without relying upon just iterating on AI to wow the player.
MGS5 had a similar, less refined mechanic like this.

You get too many headsots, and the enemy starts to wear armored helmets. Invade camps at night too much, and the enemy gets infrared goggles.
 
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Yeah, those bonus suits look like shit. The Venture is the only one that isn't god awful design wise, but it doesn't fit the game at all.

I think the Sanctified texture is the only good one.

I hope the mod community will come up with some good suits tbh.
 
Quick comment, nice selection of games there. And yeah, making more people wait like this is dumb. Ideally games should be released on Fridays right before a weekend.
I liked the good old days when the majority of games were released on Tuesdays.

Digital distribution is much more convenient than having to go to a store and pick up your games but I really dislike that companies can basically release anytime they want now.
 
I'm about an hour in and I'm a little bit apprehensive so far. A few things just seem off. Isaac moves way too fast when aiming, like he's sliding on ice. The default aim settings were way too sensitive, so I turned both the x- and y-axis sensitivity down from 50 to 30. The combat doesn't feel as meaty as I remember, though maybe that's tainted by having recently played Callisto Protocol.
 
Just started it on PC, it apparently does the shader compilation first, takes some time. "Building shaders".

Will play it in like 1.5h when the kids are asleep.
 
  • This tbh
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MGS5 had a similar, less refined mechanic like this.

You get too many headsots, and the enemy starts to wear armored helmets. Invade camps at night too much, and the enemy gets infrared goggles.
Alien Swarm (2010) by Valve also had a version of L4D's type of Director in their game as well. I'm glad that not every upgrade in hardware is dedicated to graphics and level sizes. Adding systems that work in the background, modifying an changing up the play space is just plain neat. It is why I still play State of Decay 2, limited as that game is the systems make the game better than it should be.