The creative director of the new Dead Space remake reveals how EA Motive went about making a good remake. Remakes are quite common in this new generation of consoles, as now developers have the tools to create the game the way they wanted to without the limitations that affected them in generations past. However, for games that are already considered to be an exemplary title of the genre, such as the original Dead Space, it can be a daunting task before development even starts, a weight upon the shoulders of newer developers.
The original Dead Space, released in 2008, received critical acclaim by journalists when it came out, adding another fantastic survival horror game to the list dominated by giants such as Silent Hill and Resident Evil, the latter of which inspired Dead Space with Resident Evil 4. Dead Space was praised for its gameplay, atmosphere, and sound design, winning many awards. So when the remake of Dead Space was first announced, there was some doubt as to whether it would be able to live up to the qualities of the original. Thankfully, when it did release, it was also received with nearly the same critical acclaim as the original.
Rumor: Dead Space 2 and 3 Remake Interest Being Gauged by Electronic Arts
On a bonus episode of the game industry podcast Rise Above, the original Dead Space's creative director Bret Robbins, and the Dead Space Remake's creative director Roman Campos, had a wonderful conversation about the Remake and how it managed to recreate the same experience that people loved. One of the more prominent subjects talked about was Dead Space Remake's zero gravity gameplay, which Campos says, «In the pillar of being true to the original. The way we were defining it inside the team: it's not to
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