![]() You play as Isaac Clarke, a Systems Engineer for the USG Kellion, who has been sent on a mission to investigate communications issues on the planet cracker, the USG Ishimura. So what’s a better way to bring it back than a full-on remake of the original title? However, despite those games proving to be a phenomenal action horror franchise, it faded away after the third game was released to mixed reactions, and the franchise has been dormant for the past ten years. Back then, I stated that whilst it’s a fantastic game, it is starting to show its age. I loved it so much that I covered its 10 year anniversary just a few years ago. (Those same eagle-eyed viewers might notice that we snuck in a few little hidden easter eggs into the main video because we couldn't resist.When it was released in 2008, the original Dead Space was thrilling. Other footage includes test dismemberment footage that shows off physics and early necromorph models. ![]() Eagle-eyed viewers will note the preproduction iteration of Isaac’s suit and some early game UI. We were also lucky enough to get our hands on some extraordinarily rare footage of a Dead Space early prototype build thanks to Glen. Glen spent a fair amount of additional time talking about Dead Space's influences beyond just Event Horizon the 2008 French horror film Martyrs had a particularly outsized effect on Schofield, and some of that movie's outlines are indeed vaguely visible in Dead Space's structure. (Or both!) They’re coming out of the wallsĪs usually happens with games like this, we ended up with considerably more footage than we were able to use. Pulling the sequence off required sacrificing some other potential content for the game, but it resulted in something truly great-or truly nasty. ![]() Animators, programmers, and asset artists had to take stock of each other's work and become especially cognizant of what the other disciplines were doing at the same time, the sequence itself had to be separated down into extremely granular details and tackled one tiny bit at a time. Tackling these problems turned into a multi-month slog and required the team to take a development approach that was at once both holistic and also layer-focused. The sequence required its own specific animations for Isaac's falling, struggling, and shooting the animators also had to account for the fact that the tentacle could be destroyed by Isaac at any point along its route. In spite of how smoothly it appears to happen, the sequence is not a fully scripted single animation-the tentacle actually locates and latches onto Isaac programmatically, and where and how it drags Isaac through the hallways is dependent on Isaac's positioning. It's a memorable sequence, but creating it took an almost unbelievable amount of work. Suggested strategy: snuggle.īut it wouldn't be a War Stories video without a singular challenge to overcome, and for Dead Space, that singular challenge turned out to be the infamous "drag tentacle." First encountered in Dead Space's third chapter, the drag tentacle interrupts the player's progress with an unskippable (and surprisingly difficult) arcade-esque sequence where you must shoot the tentacle's glow-y yellow bits before it hauls you away into its hidey hole and murders you into tiny pieces.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |