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Dead Space remake is bloodier and more unpredictable than the original |
Whether it’s by coincidence or some kind of telepathic developer wavelength, the Dead Space renaissance is here. Several sci-fi horror games are in development, some of which are directly inspired by EA’s 2008 classic. Leading that charge is … well, Dead Space itself.
Developer EA Motive is rebooting the series with a ground-up remake of its first installment set to launch in January. While the studio has been transparent about the development process, we had yet to get a significant look at the project. EA finally lifted that lid in September with a press event that allowed journalists to play through the first three chapters of the game (spanning roughly four hours).
Having just played Dead Space for the first time in December, I went into my remake demo with the original very fresh in my mind. The chapters I played are incredibly faithful, preserving the more claustrophobic horror of the original while doubling down on its hyper-violence. Its main differences come from sizable tech boosts — some of which are invisible to players entirely — that make it a more immersive and less predictable return to the USG Ishimura.
Bloodbath
If you’ve played Dead Space before, the remake will feel instantly familiar. From the moment Isaac Clarke made his fateful walk down the Ishimura’s ship dock, I could tell EA Motive was sticking to the script rather than going after a radical reboot. During my demo, I watched a scientist get maimed by a lurker, got dragged down a hall by a giant tentacle, and found myself locked in that damn decontamination chamber (you know the one). Even the moments that aren’t one-to-one recreations still feel the same.
Creative Director Roman Campos-Oriola notes that the EA Motive has a lot of reverence for the original, which is why it jumped at the chance to tackle the project. With that respect, the team wanted to make sure it was using technology to enhance the original, not redo it.
“It’s been like 15 years since that game has been done, and there’s been a lot of things that have changed in terms of engines, rendering, technology,” Roman tells Digital Trends. “It’s not like changing or remaking it for the sake of doing that, but it feels like there are elements that we can take from the original and actually push them even further while keeping the essence and philosophy of the original.”
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From an immediate technical standpoint, the difference is clear. This version of Dead Space looks undoubtedly better with more dynamic lighting, impressive particle effects, and detailed textures — 2008 Clarke looks like a rubbery Stretch Armstrong action figure next to the new model. After a too-close encounter with a necromorph, I noticed that Clarke’s suit was drenched in blood with detailed splatters and dribbles glistening on metal and darkly caked into mesh fabric.
I especially noticed a difference when watching my footage back and comparing specific rooms on the Ishimura to the original. Take the medical bay, for instance. In the 2008 version, it’s a big square room filled with blood-stained beds in a well-lit room with a few extra highlights created by some lamps. The new version is significantly more atmospheric. A layer of haze billows above the floor, some lights eerily flicker, and sparks rain out from a frayed wire on a wall.
Intensity director
The tech boost isn’t just a matter of bumping visual fidelity — in fact, that’s the part of the demo I was least intrigued by. The grandest change is that chapters are no longer broken up by tram rides and long loading screens. There’s no loading period according to EA. The Ishimura is now walkable end to end, as the game unfolds in one continuous camera shot like God of War (2018).