On PC it'll be available on Steam, and natively too. The Dead Space remake will be out on January 27. Features Horror Dead Space Dead Space remake: everything we know about the revamped sci-fi horror classic By Shaun Prescott last updated 12 January 2023 The EA Motive-developed remake. EAs Dead Space remake recently raised eyebrows for its £70/70 price point on PlayStation 5 and Xbox Series X/S, compared to its £50/60 cost on Steam. It remains to be seen whether any of them make us feel as tense as the originals did. We've got Resident Evil 4's remake coming on March 24, and remakes of Silent Hill 2 and System Shock on the way as well. Electronic Arts Announces the Return of Dead Space, a Remake of the Sci-Fi Classic Survival Horror Game. It seems like every genre in videogames is remake central right now, and after the success of Resident Evil 2's remake it's no surprise that horror is following suit. "For us, anything that we could do to try to enhance that immersion was an automatic yes." As one of the major changes to Dead Space Remake is the ability to explore the Ishimura freely, there needed to be variety when returning to locations you. "Even when we started this project, I did several walkthroughs of the original game to make sure that I had it really mapped out in my mind-and immersion was one of the strongest selling points," said Ducharme. How Does the Intensity Director Work in Dead Space Remake In the original 2008 Dead Space, the game was entirely linear with no ability to return to locations you previously explored. When choosing where to make these tweaks, the deciding factor was whether it affected immersion. ‘Dead Space’ remake has an AI director with hundreds of random scares Players who return to previous areas of the ship will find plenty of new, dynamic scares By Andy Brown 14th October. During its EA Play livestream on Thursday, EA revealed a remake of the 2008 sci-fi horror shooter in. Somebody wants your lunch money, and they're not friendly." EA Motive is bringing back the sci-fi horror series. Robillard brought it back to the subject of scares, saying, "We needed to find a way to fill those gaps, so that the player doesn't feel like 'Oh, I've been here, it's fine, I'm safe'.
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