Skocz do zawartości

Dead Space (Remake)


Bigby

Rekomendowane odpowiedzi

Opublikowano
9 godzin temu, Paolo de Vesir napisał:

Znajomi polecali TTS dla początkującego, wiec w sumie koniec tematu. 

Czy Ci znajomi są teraz z nami w pokoju? Bo za każdym razem gdy wyskakujesz z Dwoma Wonszami ja jednak widzę gro osób, które Ci odradzają taki ruch.

Opublikowano (edytowane)

THE PEELING SYSTEM

Necromorphs, monstrosities unlike anything seen before, have been reconstructed around the new Peeling System, which introduces layered flesh, tendons and bones that break, tear and shatter in shocking new ways.

Right, when you start shooting, you see the skin and the flesh getting ripped from the enemy’s body,” says Roman, “and then you start to see the bones underneath, and then you can cut the bones and it cuts the limb, and so on. It looks amazing—but it also gives direct feedback to the player about the amount of damage they’re doing.”

And while strategy is key, players will also experience increased opportunities for creativity in how they utilize their variety of unique weapons and abilities to combat these horrifying enemies.

0SFzW5n.gif


INTENSITY DIRECTOR
Dead Space's beautifully crafted, equally haunting world has long been easy for players to get lost in, but now players will truly feel the weight of every mysterious step Isaac takes.

The new Intensity Director dynamically adjusts what shows up in Isaac's path, from Necromorph spawns and how they choose to attack them, to environmental effects such as light, smoke, particles and sound.

Isaac's heartbeat, breathing, and exertions also adjust based on his stress level to provide players direct feedback into his mental, emotional and physical state.




A FULLY INTERCONNECTED ISHIMURA

From the start screen to the end credits, players will confront the frighteningly tight corridors and shadowed hallways of the USG Ishimura without a single load screen or camera cut ever breaking the immersion.

This enormous mining ship has been restored for the remake with new rooms, routes and obstacles while permitting seamless exploration with new UI map controls and an improved locator.

Now fully interconnected, you can walk from Point A to Point Z, visit the entire ship, and revisit locations you’ve already completed to pick up things you might have missed. A completely unbroken experience.



ZERO-G

"How you move around in zero-G is also something we felt we could improve in terms of experience and immersion," Roman says. "So there's much more 360-degree freedom; now when you play Dead Space you feel like you're in space. This also allows us to revisit some of the old content and create new ways to navigate, new paths, and new environments with new challenges."



EXPANDING AND ENHANCING THE STORY
"The story, for example, hits all the main beats and main events of the original,” Philippe says, “but we looked at the lore of the whole franchise, which is a lot wider than the original game. There was Dead Space™ 2, Dead Space™ 3, the comic books—these all added additional lore that we re-injected into the game.”

Right, we wanted to make it fit better in the overall story and lore of the Dead Space universe that evolved after the first one,” says Roman. “As an example, Isaac has a voice here, just like in Dead Space 2 and Dead Space 3. And some characters who were a bit more secondary, who only appeared in audio logs, like Dr. Cross—we gave them some actual screen time. And we wanted to give a bit more background and agency to some of the characters from the cast, like Nicole. So we’re creating a whole layer of narrative side-quests that will allow you to see, for example, what happened to Nicole during the outbreak.”

Edytowane przez Bigby
  • Lubię! 1
Opublikowano

Obieranie nekromorfów :banderas:
W sumie oprócz ogrów, co oczywiste, to już zombiaki w starszych residentach miały "warstwy". Sporo było gierek, które chwaliły się tym, że z przeciwników można zdjąć skórę, odsłaniając mięśnie, a później np kości.
A tak w ogóle to było jakieś info, czy to wychodzi crossgenowo, czy EA ma jaja i odcięło się od (nomen omen) trupów?

Opublikowano
5 godzin temu, Wredny napisał:

Obieranie nekromorfów :banderas:
W sumie oprócz ogrów, co oczywiste, to już zombiaki w starszych residentach miały "warstwy". Sporo było gierek, które chwaliły się tym, że z przeciwników można zdjąć skórę, odsłaniając mięśnie, a później np kości.
A tak w ogóle to było jakieś info, czy to wychodzi crossgenowo, czy EA ma jaja i odcięło się od (nomen omen) trupów?

https://www.vg247.com/dead-space-remake-everything-we-know-so-far

Cytat

Dead Space is being remade from the ground-up with EA's Frostbite engine and is being exclusively developed for the new-gen consoles and PC, so you'll be seeing a massive difference compared to the 2008 original.

 

Opublikowano
10 godzin temu, Wredny napisał:

A tak w ogóle to było jakieś info, czy to wychodzi crossgenowo, czy EA ma jaja i odcięło się od (nomen omen) trupów?

 

Podobnie jak w przypadku NFSa odcinają się od staruchów. ;)

 

 

 

Dobra wiadomość jeśli chodzi o wersje PC - na Steamie nie wymaga klienta Origin/EA Play.

 

 

A jak ktoś jest zainteresowany edycją Deluxe, tak wyglądają dodatkowe kostiumy:

 

original.jpg

 

Opublikowano (edytowane)

Często przewija się temat porzucenia poprzedniej generacji. Zastanawiam się jednak co stoi na przeszkodzie przemilcześ teraz wersję na starszą generację i wydać takową za np. rok. I najważniejsze pytanie: czy widzicie teraz na filmikach rzeczy które uniemożliwiają takie wydanie gry i czego oczekujecie jakich mechanizmów czy elementów świadczących że gra musiała by ich nie mieć gdyby to robili dwie wersje. W jakich elementach gry na podstawie tych kawałków widać to że jest nowa jakość? Być może pokaże to dopiero cała gra więc czekam na jakieś łopatologiczne opisanie tych elementów. Osobiście gram na nowej generacji i nie zależy mi aby gry wychodziły jeszcze na starą jeżeli da to wymierny progres.

Edytowane przez rah
Opublikowano

Na pewno masa wolumetrycznych efektów (mgły, oświetlenie) musiało by być wycięte albo mocno ograniczone na starej generacji. PS4 Pro i XOne X by sobie z tym poradziły przy niższej rozdzielczości/fps-ach ale podstawowy XOne miał by ciężkie zadanie. No i najważniejsze, o wiele szybciej i łatwiej jest zrobić 4 wersje gry (PC, PS5, XSX, XSS) niż 8 (dodatkowo PS4, Pro, XOne, OneX).

  • Plusik 2
Opublikowano (edytowane)
W dniu 8.10.2022 o 11:30, Wredny napisał:

Plus ograniczenie, lub całkowite wyeliminowanie loadingów np.

Plus cała gra w jednym ujęciu bez cięć i przemodelowane niektóre lokacje tak by pewnie nie trzeba było się przejmować loadingami na konsolach z wolnymi dyskami HDD. Oczywiście God of War na PS4 także mial jedno ujęcie, a Rockstar pokazało z RDR2, że na starej generacji można zrobić cuda, ale nie każdy deweloper to Rockstar albo Santa Monica. Jest pewien budżet, ramy czasowe i ilość ludzi do pracy. W taki sposób eliminują sobie potencjalne bariery i mogą dostarczyć lepszy produkt.
 

Jest jeszcze fizyka, która z wiadomych względów na obecnej generacji moze byc bardziej zaawansowana.

Edytowane przez Lukas_AT
Opublikowano (edytowane)

 

https://blog.playstation.com/2022/10/14/dead-space-hands-on-details--upgraded-and-expanded-horror-gameplay/

 

 

https://www.videogameschronicle.com/features/interviews/interview-what-does-iron-man-mean-for-the-future-of-dead-space/

 

 

 

 

 

 

 

 

Isaac Clarke tapped into a deep well of courage and engineering skill to survive the waiting horrors aboard the Ishimura. Similarly, the talented team at Motive are showcasing a bold and technically impressive approach with its remake of Clarke’s fraught mission aboard the doomed spaceship in sci-fi horror masterpiece Dead Space. In addition to visual and performance enhancements, Motive is incorporating subtly expanded gameplay elements to draw players deeper into the nightmare.
Even with thoroughly exploring the corridors of the Ishimura on original release, my recent hands-on with the remake – incorporating Chapters 1 through 3 as Isaac attempts to reactivate the tram system and repair the ship’s engines – was full of unexpected discoveries. Reconfigured gameplay shocks, difficult choices, new locations. Let’s dig in.

New gameplay features


Isaac is fully voiced: Isaac speaks up this time around, like yelling his teammates’ names when they’re in trouble or explaining his plans to fix the Ishimura’s Centrifuge and fuel lines. Hearing him take an active role in the team’s mission makes the entire experience feel more filmlike and authentic.
 

Interconnected immersion: There are no loading sequences when Isaac hops aboard the Ishimura’s tram to quickly travel between destinations like Cargo and the Medical areas. This is all part of Motive’s goal for an immersive, connected setting.

Zero G freedom: In the original Dead Space, zero-gravity sections let Isaac leap across platforms using special boots. In the remake, you have the freedom to float in 360 degrees, lending to the spacewalk fantasy. Isaac also now has a propulsion boost, which is handy for dodging necromorphs lunging through space.


Intense new moments: During chapter 2 Isaac must obtain higher security clearance off the dead Captain’s Rig. The Captain’s corpse is attacked by an Infector, causing him to turn into a necromorph. In the 2008 sequence, players watch the change safely behind glass. In the remake, Isaac experiences this horrifying transformation up close and personal, harkening back to the dramatic real-time necromorph transformation at the beginning of Dead Space 2.
 

Circuit breakers: New junction boxes require Isaac to reroute power between different Ishimura functions. In one scenario, I needed to reroute power to a refueling station, and I could choose between cutting the lights or oxygen supply to make this happen. Situations like this allow players to pick their poison when need be – I chose to play in the dark rather than risk suffocation.
 

Big moments feel bigger: The vivid lighting and visual effects make dramatic moments feel even more impressive. Later in chapter 3 Isaac restarts the Ishimura’s centrifuge. A combination of effects explode into action as the giant machinery kicks online – giant pieces of the machine rumble violently, sparks fly as metal grinds, the huge swinging arm casts large shadows against the orange auxiliary power lights. It’s a feast for the senses and draws you in deeper to the experience.
 

Incentivized exploration: Locked doors and loot containers have been added to the Ishimura, which Isaac can access after acquiring upgraded security clearance. This incentivizes players to return to previously cleared areas to uncover resources and upgrade materials. One locked door even involves a new side quest revealing a bit more about Isaac’s missing partner, Nicole.
Intensity director: But don’t let your guard down just because you’re returning to known territory. Motive keeps players on their toes with the Intensity Director, which will ratchet up suspense with creepy noises like creaking vents, surprised like bursting pipes, and unexpected necromorph attacks.
Expanded weapon upgrade paths: What good is hunting for bonus resources without a place to invest them? New weapon upgrade items can be attached to the Plasma Cutter, Pulse Rifle, and more to add extra upgrade paths to spend nodes. It’s to be determined if this incorporates new weapon mechanics, or simply additional enhancements to damage, reload speed, ammo capacity, etc.

Familiar, yet enhanced

Enhanced visuals: A rich layer of visual polish has been applied to the entire experience. Small details set the mood, including floating dust particles, ominous fog hanging above the floor, dripping blood stains, and dingy lighting.
Small details enhance narrative: Isaac builds his Plasma Cutter out of composite parts at a workbench instead of simply picking it up, signaling his engineering background. Similarly, when Isaac collects his Statis Module, he first picks up the severed limb it’s attached to, its previous owner likely having been dismembered by a nearby malfunctioning door. These micro storytelling moments drew me in.
 

Tested gameplay: Combat packs the same satisfying familiarity, but with added smoothness. Flicking the Plasma Cutter to vertical and horizontal aim modes while blasting off necromorph limbs is fluid and fast.


Stasis strategy: Isaac’s handy slo-mo field is still a charm with crowd control. In one encounter, I used stasis to freeze an enemy near an explosive cannister, then waited until another enemy approached before shooting it and blowing both monsters to bits.
Upgrade your way: The Bench remains a fun way to customize Isaac to fit your playstyle using precious nodes hidden around the Ishimura. This time, I invested in suit upgrades that boosted my Statis Module’s area of effect to help coral more enemies at once. You can also upgrade your weapon’s damage, ammo capacity, and reload speed.
 

 

In-universe UI: Back in 2008 Dead Space’s projected user interface was ahead of its time, and today it still feels futuristic. Bringing up Isaac’s projected menu in real-time preserves the immersion and immediacy. Plus, the menu text and icons look even more crisp and clean in 4K.
 

Resources matter: I know the 2008 Dead Space well and admit I was feeling a bit cocky during my playthrough. I sold a few ammo stacks early on for credits and to make inventory space. I paid the price later in chapter 2 when I ran dry on ammo during an intense sequence in the morgue, with an Infector running rampant generating fresh necromorphs. The sequence forced me to make careful use of stasis and melee to survive. I eventually succeeded using stasis to slow the Infector’s spread and stomp out the threat before it got out of hand. My reverence for preserving ammo was renewed throughout the rest of my playthrough.
 

Gory details: Every blast of Isaac’s weapons tears away flesh, muscle, and eventually shatters bone. More than a gnarly visual effect, the detailed damage offers feedback about how close players are to snapping off a limb and downing a necro.

Your survival mission aboard the Ishimura begins when Dead Space launches January 27, 2023 on PS5.

Edytowane przez Bigby
Opublikowano

Wygląda zajebiście, no nie ma co się czarować, to będzie day one jak w mordę strzelił.

 

Jeśli czepiać się czegoś na siłę to fizyka troszkę zbyt baloniasta jest, przydałoby się ciut więcej masy niektórym obiektom. Poza tym ogień.

Dołącz do dyskusji

Możesz dodać zawartość już teraz a zarejestrować się później. Jeśli posiadasz już konto, zaloguj się aby dodać zawartość za jego pomocą.
Uwaga: Twój wpis zanim będzie widoczny, będzie wymagał zatwierdzenia moderatora.

Gość
Dodaj odpowiedź do tematu...

×   Wklejono zawartość z formatowaniem.   Usuń formatowanie

  Dozwolonych jest tylko 75 emoji.

×   Odnośnik został automatycznie osadzony.   Przywróć wyświetlanie jako odnośnik

×   Przywrócono poprzednią zawartość.   Wyczyść edytor

×   Nie możesz bezpośrednio wkleić grafiki. Dodaj lub załącz grafiki z adresu URL.

  • Ostatnio przeglądający   1 użytkownik

×
×
  • Dodaj nową pozycję...