The demo, which begins with Isaac Clarke in the hangar of the USG Ishimura as he looks for a way to the engineering control room to try to restart the ship’s engine, not only allows us to see the graphic bill of the remake, but on more than one occasion it also offers us a comparison with the original Dead Space. This allows us to appreciate the changes that go beyond the graphic aspect. In this case we verify that now the ship’s hangar is much larger and the area can be explored and flown over.
“If you have to go back, or if you decide to continue exploring the ship, it might be a completely different experience,” says Ducharme. “Different enemies… the atmosphere and lighting can change. We call this: ‘intensity director’. He makes the Ishimura unpredictable and adds extra tension and challenges.” The producer also reminds us that the remake of Dead Space offers a zero load experience that has been designed as if it were a sequence shot from start to finish.
During the footage numerous combats are shown where the dismemberment system comes into action, whose level of detail and importance has increased thanks to what the team calls “the peeling system”. “Bottom line: Creatures are now built with layers of flesh, muscle, and bone that are exposed as they take damage,” explains Motive Studios. In order to introduce these improvements, the studio has modeled all the necromorphs from scratch, starting with the skeleton.
The last stage that the trailer shows us is the centrifuge, where we can again see a comparison with the original game. “Here we have added a lot of details,” explains Ducharme. “Particle effects, lighting, debris floating… We wanted this space to be both awesome and tell a story.” In arenas as large as this one, detecting necromorphs can be difficult, so sound will be very important to know where threats are coming from.