New game developed from Dead Space takes an 8-minute tour of Ishimura

EA Motive has been unusually talkative during development of the new version of Dead Space, hosting several live streams at the studio showcasing the likes of improved art, sound, and gameplay changes — but now, the game launches on January 27. With that happening, it’s closer to an eight-minute play round, giving us a clear yet clear look at how it’s all put together.

Hot in the heels of last week’s 2-minute gameplay trailer, today, EA marked the 14th anniversary of Dead Space with an expanded sequel to the remake’s third chapter, which features protagonist Isaac gaining access to an engineering deck and trying to build his engines. The USG Ishimura must be detected in order to be repaired.

The sequence began in the Ishimura Hangar – an area that is now much larger than it originally was (a side-by-side comparison made the differences clearer) – with players now able to zip their way through the area. Some environmental changes were made in the remake to improve the atmosphere, while others were required to accommodate the fact that the Ishimura is now an interconnected ship, as players no longer needed to rely on a tram to get around. Not there.


Dead Space – An extended walkthrough of the gameplay.

This transition to a vast, interconnected space that can be traversed and traversed presents an exciting challenge for EA Motive – that is, how to fill an authentic space that didn’t exist in the original game. The solution was to implement Density Manager. Now, if players withdraw or choose to explore further away from the target, they may face an “entirely different experience” that is dynamically generated by varying degrees of systemic events.

These moments are created from elements – including enemies, environments and lighting – based on an intensity curve designed to keep tension and keep players on edge. So, for example, after a dynamically generated battle, the director of Intensity may choose to create moments of calm and tense, where players suddenly find that a previously seen street is now filled with flashing lights and scary sounds. Is – all meant to make sure things survive. “It’s unpredictable and leads to more stress and challenge.” The manager can mix things up and make a panic jump in a safe zone.

In addition, EA Motive featured a sequence where Isaac needs to navigate the ship’s machine shop to reach the refueling station. Here, we get an example of a written scare, where a necromorph falls from above. Many of these aspects will be familiar to those who have played the original game – EA calls it “unforgettable moments authentic to the original game” – although changes have been made to enhance encounters, including “many graphical features supporting strategic segmentation”. Improvements are included. ,

At this point, EA Motive’s instructions have moved forward again, this time in a sequence in which Isaac must find a way to get into the fuel management office and gain access to the energy functions that control the refueling station. Here, the EA states that one of its goals with the new version is to add more context to the goals and “expand on what was there to give more detail and depth”, and we get an example of this once inside the FMO .

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To progress, players must direct power to the refueling station, but in order to do so they are required to choose which systems they will disable to do so, thus the way the sequence runs. will change. Life support equipment, for example, is disconnected, and players will need to rely on oxygen canisters until they reach the gas station. Alternatively, they can disable the lights – as shown in the walkthrough – to force them to move in the dark.

EA Motive’s next stop is Ishimura’s refinement room, where the studio demonstrates how it used “new technology” to “stamp up.” Notably, the moving smoke is positioned here to create a buoyant, “thick, opaque” atmosphere, making it difficult for passersby to see even when inches away from the trigger.

Then finally, we’re in Centrifuge, where EA talks about the new effects it’s using — including particle effects, lighting, and floating debris — to create a more “impressive” space that ” to put” [and able to] It tells a story at the same time. Additionally, the expanded zero-gravity space has an impact on gameplay, with EA noting that the upcoming shape disguise is now more difficult to track, requiring greater spatial awareness.

The eight-minute tour above covered everything but the full 14th anniversary live stream followed by more chatter. Overall, it was light on details, but it showed that EA had created more varied forms for the pieces – to make them feel like members of the Ishimura crew – and discussed Isaac’s new voice in more detail. Of.

While the latest addition, EA said, was to improve Isaac’s character and give him a little more agency, the studio reiterated that it would not chat throughout the experience. Alternatively, to maintain tension while searching for Ishimura, Isaac will only speak (except in one or two instances) when he is talking to her – basically, times when he might feel awkward if he Shows no emotion or reacts.

Overall, it’s another very promising look at EA’s Dead Space mod, and it won’t take long for all of its secrets to be revealed — thanks to the game releasing in January for PC, Xbox Series X/S and PS5. with what. next year.

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