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There's a harsh texture to this ship, which seems to groan and breathe with mechanical menace.Īrt director Ian Milham fills me in on the associations and inspirations for the Ishimura. But playing it on PC today, those uninviting ridges of the ship's exterior look like they could skewer a meteor, and your eyes are drawn to the eerie shadows lingering in distant corners of larger spaces. It feels like Dead Space.At a time when 1080p wasn't yet the norm on most displays, the fine architecture of the Ishimura got a little lost amidst the jagged antialiasing and murky resolutions. And very early on in development we were able to nail that moment-to-moment experience of walking through the ship, all tense, not knowing what’s going to be there. "We want this to be the bar that remakes have to hit or surpass. “One of the first things we said to our team is that we wanted people to use our game as a reference for how to do a remake," he said.
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Precisely what senior producer Philippe Ducharme aimed to achieve. If Resident Evil 2 set the benchmark, Dead Space has surely taken it to the next level. And if there was just one goal for the project, that would be it-that we pay homage to the original material, and that we capture that memory.”Īrt director Mike Yazijian added that while it was important for Motive Studio to honour the original game and fans of the series, they also had to respect the core pillars of the series. "One thing that’s very funny is that often, when people see footage of the game, they’re like, ‘Oh yeah, it looks great! Exactly like I remember it!’ And then you show them an image of how it was and they’re like, ‘Oh, f-!’ For us, that means we succeeded. “It doesn’t recreate it like it was, but rather like you think you remember it," said creative director Roman Campos-Oriola in a developer blog. RELATED: I Like That Dead Space Lets You Get Lost
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