![]() ![]() ![]() I couldn't be happier with it, to be honest. So yeah, it's certainly a thrill to see how it all came together. The areas they chose to improve the game were the right areas, and the areas that they chose to leave and to maintain from the original were also the right areas. They made a lot of really smart decisions, I thought. And it feels great to know that Roman and his team really did care about it. And it's some combination of nostalgia and pride. So seeing it realized again, it looks great, it plays like the old game. I remember all the arguments, all the debates, all the decisions that we had to make during the first one. Robbins: It's kind of crazy because when I'm playing it – and I'm still playing it, I'm on my third playthrough – it's a walk down memory lane. How does it feel to watch another studio remake a title you had such a big part in creating? And, thankfully, they did I'm very, very happy with the remake. I was hoping that they would honor it and maintain the things that made it great in the first place. But then I was also a little trepidatious about it being a good version of the game. And so, I was happy that there was still interest and life in that franchise. You know, Dead Space was just a very important project for me and for my career, and I just had a lot of good memories of working on it. And that's when, just after the green light of the project, that's when I joined Motive.īret, as the creative director of the original game, how did you initially react to the announcement of the remake?īret Robbins: I was excited to hear that it was going to be made. And that's how the project got greenlight. So they built the pitch behind reviving Dead Space. Also, a lot of people in the studio were like, “Dead Space? Dead Space?” And that's where the idea came from. And one of those was the art director of the Dead Space remake, Mike Yazijian, the art director at the time at Visceral Montreal. And so there was discussion in the studio, and a lot of people in the studio used to work at Visceral Montreal on the collaboration of Dead Space 2 and Dead Space 3. The boss of Motive, Patrick Klaus, was trying to figure what's next for the studio. How long has the remake been the works, and when was it decided that Motive would tackle it?Ĭampos-Oriola: The remake was decided just after when Squadron was finishing. Personally, that's why I love that game so much. And I think that's part of Dead Space's legacy. Like, after that survival horror starts to be much more immersive. And I think that also made the survival horror genre evolve. And at that moment, that level of immersion only in FPS games, and they really managed to push that level of immersion inside not only a third-person game, but also inside of survival. And the level of immersion that were able to achieve through a third-person shooter. Some of how the core gameplay was working, but also more especially around the level of immersion. ![]() And when Dead Space came out, it was like, a blast. Like, when the original came out, I was working in a different company at the time and working on some first-person shooter. Roman Campos-Oriola: I’m a big fan of Dead Space. Game Informer: Roman, what’s your personal history with Dead Space prior to this project? We also ask Campos-Oriola about the possibility of a Dead Space 2 remake. Additionally, he reveals the limitations Visceral faced while developing the original that the remake overcame and whether or not he was contacted to help with the project. The ex-Visceral designer has beaten the remake multiple times and shares the standout elements of Motive’s version. ![]() 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). Remakes can offer new creative minds the chance to inject old ideas with fresh reinventions. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |