We're talking to the creative director of the late Dead Space

In the Dead Space that dies, there is still no silence, but Dead Space 3 was published in February 2013 and since then EA has said nothing about the return of the saga of horror games and science fiction. But how would an ultimate Dead Space 4 have been? Visceral seems to have had ideas – some very exciting – for a fourth installment. Unfortunately, the studio never had the opportunity to make them true. After the commercial failure of Dead Space 3, EA commissioned them a spin-off from Battlefield, Hardline, to make them work later in a Star Wars game that was eventually canceled. EA decided at the end of last year to close the study.

Visceral games no longer exist, but the ideas for an ultimate Dead Space 4 still live in the minds of Ben Wanat, then creative director of Dead Space and now creative director of Crystal Dynamics. We talked to him to learn more about the plans.

At the end of the Dead Space 3 humanity is standing. This is in this desperate situation that will set the stage for Dead Space 4. The idea came from the part of the dead space 3 flotilla, with the player collecting resources to survive. "The idea was to try every day to survive in infected ships, looking for a flash of life, to pick up supplies to move your small ship, looking for other survivors," explains wanat.

Apart from a basic plan for the story, there were also solid ideas on how to improve the playable part in Dead Space 4. "We've refined many of the existing mechanics," says Wanat. "The flotilla feature in Dead Space 3 gave an idea of ​​how non-linear game might be, and I'd love to explore it better." The focus on finding resources in abandoned vessels will also have allowed for an experience you become more involved in determining things, rather than just opening up panels and touching wires.

Visceral meant that Dead Space was a hybrid between a chapters-style and non-linear style that the team was looking for. "I thought you could start in one part of the space, perhaps tracing several destroyed ships to orbit where you think you can get the pieces and fuel you need to shock your ship. . " Dead Space Universe The ShockDrive engine is an interstellar travel system invented by an astrophysicist called Hideki Ishimura.

Ben Wanat suggested Ellie Langford and not Isaac Clarke as the lead role of a final Dead Space 4.

"You will begin to get an idea of ​​what happened in the region by hordes of Necromorphs from one ship to another, and you will discover a little more of the plot , as well as the possibility of traveling to some nearby sectors, "continues Wanat. The more the player progresses, the more scouting options available to him.

The ships you crossed were also a matter of interest to the team. Visceral did a fantastic job of making the USG Ishimura a character, and the developers wanted to repeat it with the ships you experienced during your adventure. "The ships you will visit are where the game will really be varied. The Ishimura has been part of the diversity with the various thematic decades, but represents a full range of types of ships, with different objectives, designs and Dead Space 3's flotilla had some wild configurations I could use. "

As far as weapons are concerned, the game would have reconsidered the system of craftsmanship implemented in Dead Space 3, which, according to Wanat, has eliminated the synergy created by special weapons. "I think the exuberance was in the background of Isaac as a mechanic, but we reduced that synergy with the Dead Space 3 creation system," he explains. "I loved the fact that it allowed players to be creative when they set up their weapons, but it was very difficult to calibrate by allowing users to break the cups between primary and secondary fire. time we gave the players lots of options to play. "

It's not the new Necromorphs that players can use to use the weapons. With the Dead Space, the linear terror left behind to become a game that would make further exploration possible. Necromorphs would have been much more dangerous in zero gravity environments. "The problem with the enemies that were on the ground is that they couldn't drive you into zero gravity and were much less dangerous," Wanat said. "But if we make an enemy in zero gravity that can twist through a corridor, you drift into the open space or grab yourself to tear off your mask and eat your face? will have a good time. "

Although the fact that they cut your face is fun, who else is not fully determined. The story was open at the end of Dead Space 3, so if you go back to Dead Space, franchise in Isaac's shoes, Carver, Ellie or a completely new character can be. "With the apocalypse, we had the option of starting from scratch," Wanat explains. "It wasn't necessary to include any of them in history afterwards." However, the creative director acknowledges that he would like to love a game with Ellie and that "I always represent her as the lead role of Dead Space 4".

The last Dead Space was published in 2013.

These concepts were not known outside of the small Visceral team dedicated to history. It thought of all these ideas while working on Dead Space 3. "After the third match, there were people who stayed to finish the DLC, but the rest of it to help with other projects," Wanat explains. "At that time, it was quite clear that Dead Space 3 would be the last installment."

Despite the success of criticism and passionate supporters, Dead Space simply didn't generate enough money to be viable, Wanat said. "As much as everybody wanted to continue to make new Dead Space, development costs were far too high compared to what they were selling, no one officially said there would be no Dead Space, but for the first time in & # 39 a long time, no longer appeared in the company's internal plans. "

Visceral, like the EA itself, was adapted at that time to use the Frostbite engine, which made more sense from a business point of view than the studio helped in the Battlefield saga, which historically & # 39; achieved a much better commercial result. Although Dead Space did not generate enough money, Wanat believes it could be profitable with a smaller budget. "It would have meant that development costs had to be reduced much," he explains, "and I think we should focus much more on the core of a fantastic experience: fear, terror and a system of struggles. with great disengagement, sequences of action that were ridiculously expensive. "

Visceral also plans to complete Dead Space 4, but Wanat does not want to announce it if some EA decides to revoke the franchise. "I don't want to spoil the surprise, but say that we have spent time on the origin of Necromorphs and the purpose that people in the dark universe have … Will players get a way to get the Necromorph apocalypse Sometimes it is better to know the devil if you don't know. "

Wanat, like many Dead Space fans, remains hopeful that he will ever return. He believes that if the green light is given to a new delivery, the developers will have a lot to do. "I think the Dead Space universe is a very solid intellectual property, it's big enough to have successors, new stories and new ideas."

"You never know, maybe someone will look at the old EA catalog and say & # 39; What about Dead Space? Maybe we should relive it. & # 39; & # 39;

Translation by Josep Maria Sempere.

window.fbAsyncInit = function () {
FB.init({
appId: ‘373195542752803’,
version: ‘v2.7’,
channelUrl: ‘/channel.html’,
status: true,
cookie: true,
xfbml: true,
oauth: true
});
};

// Load the SDK Asynchronously
(function (d) {
var js, id = ‘facebook-jssdk’, ref = d.getElementsByTagName(‘script’)[0];
if (d.getElementById(id)) {
return;
}
js = d.createElement(‘script’);
js.id = id;
js.async = true;

js.src = “http://connect.facebook.net/es_ES/all.js”;
ref.parentNode.insertBefore(js, ref);
}(document));

window.fbAsyncInit = function () {
FB.init({
appId: ‘373195542752803’,
version: ‘v2.7’,
channelUrl: ‘/channel.html’,
status: true,
cookie: true,
xfbml: true,
oauth: true
});
};

// Load the SDK Asynchronously
(function (d) {
var js, id = ‘facebook-jssdk’, ref = d.getElementsByTagName(‘script’)[0];
if (d.getElementById(id)) {
return;
}
js = d.createElement(‘script’);
js.id = id;
js.async = true;

js.src = “http://connect.facebook.net/es_ES/all.js”;
ref.parentNode.insertBefore(js, ref);
}(document));

!function (f, b, e, v, n, t, s) {
if (f.fbq)return;
n = f.fbq = function () {
n.callMethod ?
n.callMethod.apply(n, arguments) : n.queue.push(arguments)
};
if (!f._fbq)f._fbq = n;
n.push = n;
n.loaded = !0;
n.version = ‘2.0’;
n.queue = [];
t = b.createElement(e);
t.async = !0;
t.src = v;
s = b.getElementsByTagName(e)[0];
s.parentNode.insertBefore(t, s)
}(window,
document, ‘script’, ‘//connect.facebook.net/en_US/fbevents.js’);

fbq(‘init’, ‘897415313645265’);
fbq(‘track’, ‘PageView’);


This publication was thanks to EUROGAMER studied from the technology section

EUROGAMER is the largest independent video game site in Europe, with news, analysis, progress and much more

It is a good site at national and international level, visit it for more information.
WE CONTINUE THANKING ALL OF OUR FOLLOWERS AND NEW VISITORS FOR THE SUPPORT THEY GIVE US AND CONTINUE GIVING US.

WITH SINCERITY THANK YOU

DO NOT FORGET TO SUBSCRIBE TO OUR NEWSLESTER TO OBTAIN THE LAST NEWS.

ORIGINAL SOURCE LINK EUROGAMER

Leave a Reply