Joining the discussion is Bret Robbins, creative director of the original Dead Space. To learn more about how the remake came together, we had a conversation with Motive Studios’ Roman Campos-Oriola, the creative director of the Dead Space remake, to reflect on the game’s development and success. Dead Space is a great case study, as Motive Studios smartly updated Visceral Games’ successful template while preserving its most beloved elements (here’s our review). Only bummers in DS2 is that the enemy encounters are occasionally frustrating bullshit where enemies frequently spawn in your blind spots without proper cues, and there only being one or two genuine boss fights.Remakes can offer new creative minds the chance to inject old ideas with fresh reinventions. The stalkers are also a killer new enemy. I don't think either game is really close to scary as a whole, but the "scares" and audio design is at least far less obnoxious and annoying than DS1, and the section with the watchman taking care of the birds while being tormented by the AI (which then starts stalking you) is legitimately chilling and WAY more memorable and scary than anything else in the series. The more action-focused, set-piecey bits work extremely well and bolster the game a lot instead of watering down the atmosphere. Ellie is such a standout character, and the ending is amazing (mostly because of how it capitalizes on the ending of DS1). Both are great, but the increased polished and production in DS2 really counts for a lot, and the writing in DS2 is SO much better.
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