Only in Chapter 7? Hope there was plenty more! □ Which jump scare got you the most in the mining? – Phil On weapons, we wanted to make sure that all weapons had a purpose and especially revisit the Alt Weapons to make them more interesting. We had to see how the creatures in ZeroG would behave, improve certain creatures like the Twitchers… Why did you have to scare me like that in chapter 7?Ī: Since we had to rebuild everything, our focus was really on the roster set of the original game and adapt them to the Remake. Similarly did you ever consider using weapons like the javelin gun? Q: Did you consider bringing in enemy types from the sequels like the pukers or stalkers And one of our goal was to try make DS1 “”acknowledge”” more the rest of the dead space universe. We are all fans of Dead Space, and not just the first game. If you can turn around and flee to fast it changes a lot the experience of the fight. The core combat loop is about a scary and almost unstoppable threat coming at you. But we decided to not do that cause it was breaking the combat loop of Dead Space. And thanks to nods for Extraction, Comics and other games, as fan invested In spin offs i love when they’re referenced.Ī: At the begining we wanted to add quick 180 turn to Isaac. Q: Any changes you wanted to make, but decided against It, either from lack of resources or after deciding It would be too much? I personally enjoyed every change whole team made, made not sure how It will go, but It was In spirit of original. Now on to the actual questions! Grab a drink, as this is one long read. Work with the audio team and collaborated with a cross-disciplinary team. Oli – Audio Director, responsible for project level audio vision and realization. ![]() He also worked on defining our tech strategy for some key pillars of the game, for example: interconnected ship, Intensity Director, Peeling/Dismemberment system, and more. Jo – Senior Game Writer, wrote the game script and the characters!ĭ-Rob – Technical Director, worked with the rest of the team to ensure that our technical endeavors would serve the creative vision of the project. (i.e., AI, weapons, ingredients, progression, etc.) He also worked on Dead Space 2 as the Art Director years ago!Įric – Game Director, managed the game design team in order to define all of the gameplay systems and ensure their quality. Mike – Art Director, in charge of the overall artistic vision for the remake. ![]() Philippe – Senior Producer, worked with an amazing team to bring DS back, aligning production and creative! Here are the Motive devs who participated in the AMA: Dead Space 180 Quick Turn Explanation, and Full AMA: Motive also confirmed that for now, no mod support is planned for the game as well. This question and a lot of other ones were answered by the Dead Space remake devs over at Motive Studio in a recent Reddit AMA (Ask Me Anything). So, this is worth picking up if you never played Half-Life.While Motive Studio’s Dead Space remake introduces a host of new story and gameplay-related features, there is one thing that players might be missing - and that’s a 180-degree quick turn button! Wondering why a feature that’s usually found in other survival-horror games wasn’t implemented? Read on for Motive’s explanation alongside a host of other new info. Black Mesa also deviated from the original game by making subtle level design choices, giving a unique spin to it while not losing the Half-Life identity.įurthermore, the developers created one of the most hated sections of the original game, Zen, into something marvelous. And well, that resulted in Black Mesa.Īs mentioned above, Black Mesa is a source engine remake for the first Half-Life, adding every feature that the engine brings with itself. Crowbar Collective, a group of modders turned developers banded together to remake the first Half-Life. Unfortunately, the original Half-Life never got a Source engine treatment by Valve. While the second Half-Life and its episodes paved the way for features like realistic game physics, the first Half-Life gave us the gift called the GoldSRC engine. Half-Life by Valve changed gaming in a turbulent way.
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