![]() There's interest on my side and I think on Roman's side – you can see his smile – in exploring Dead Space more. PD: For sure, it's, it's a hope that we have. Do you have ideas for what you could do with it next? EA itself basically left the series to do nothing for 10 years. It’s funny you touch on it disappearing off the map. RC-O: We were like, 'What's the worst thing that can happen to the player in Dead Space? Put you in the dark.' The fact that you do this to yourself, you're like 'Fuck, I know what's coming and I don't want to do it.' One of the chapters if you've gotten there, there's oxygen or lights. One thing we love is how you’ve added moments of self-inflicted scares – they're deeply unpleasant. And if it's too easy to move away from it, well it's a different game. The recipe of Dead Space is that there's something coming at you and you need to stop him before it's too close. We did that and immediately had to remove it. We’ll improve a bit on the camera and the reactivity on the controller.' And at some point we're like, ‘Well, we should put a quick turn in, because more modern survival horror games are doing that.’ So when we first started recreating Isaac and stuff, we're like, ‘OK. ![]() It's really a precise gameplay alchemy to nail. ![]() You're in that big armour with these huge guns, but still you feel really vulnerable. Dead Space has a specific feel, in terms of the weight of the character. Were there moments when you realised you had gone too far and had to pull back?
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |