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Dead Space hands-on details – Upgraded and expanded horror gameplay

Draugoth

Gold Member
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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.
 
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skit_data

Member
Damn, watching this I realized how much I’ve missed Dead Space. It’s crazy that EA dropped such a good series. This seems to be a good remake without changing too much stuff and yet adding some fresh components.
 

Umbasaborne

Banned
So when they said there will be no loading screens, what they actually meant was the loading screens have been replaced with a loading screen disguised as a tram ride...
Yeah, no loading screens doesnt mean much these days when over the past decade devs have found other ways to hide them. Such ad Elavators, trams, crawl spaces, forced walking, tight squeeze, ect…


That being said: this remake looks fucking incredible, i haven't played the first dead space since I beat it once in 08, so this will be a very fresh experience for me
 
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SlimySnake

Flashless at the Golden Globes
Damn, watching this I realized how much I’ve missed Dead Space. It’s crazy that EA dropped such a good series. This seems to be a good remake without changing too much stuff and yet adding some fresh components.
Technically Mass Effect didnt have loading screens either .... just elevator rides.
 
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Boneless

Member
The FPS looks very concerning.

I have never played Dead Space and am looking forward to this but will await the reviews.
 
It’s a clear step up from the original and the side by side comparisons in the video is a nice touch. For the price they are asking and platforms it’s on however, I’m not seeing how it looks incredible in all honesty.

If this had been stated to be running on a 1X or a Pro I wouldn’t of questioned it.
 

amigastar

Member
Game looks great, too bad i'm such a wuss when it comes to horror games, i can't fully enjoy them when they are disturbing.
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
Jeez when they do the side by side you can see just how much of an upgrade this is.
So close to Callisto Protocol, I dunno the earliest Ill be jumping in.
I really loved Dead Space when it came out, Ill support this in part to tell EA yes we want a true Dead Space 4, but also cuz another run through the Ichimura with everything they have added sounds like a good time to me


But GAF as usual:
VBwyeyB.jpg
 
Jeez when they do the side by side you can see just how much of an upgrade this is.
So close to Callisto Protocol, I dunno the earliest Ill be jumping in.
I really loved Dead Space when it came out, Ill support this in part to tell EA yes we want a true Dead Space 4, but also cuz another run through the Ichimura with everything they have added sounds like a good time to me


But GAF as usual:
VBwyeyB.jpg

For fuck sake
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
So when they said there will be no loading screens, what they actually meant was the loading screens have been replaced with a loading screen disguised as a tram ride...
What they mean is you can now walk/travel from one end of the Ichimura to the other without needing to use the Tram/Masked loading screen at all.
But if you do use the Tram then yes there will be masked loading.
In the OG pretty much all the chapters ended with the map or some other "information" screen which was a masked loading screen, now assuming you are doing a single run through, you wont ever see any loading screens.
 
Maybe it’s because I haven’t seen much from Callisto, but it seems too melee focused. You’re character is just beating the shit out of these nightmare creatures.

Doesn’t feel very Dead Space to me. No real sense of dread.

Of course I may simply have no idea what I’m taking about because I haven’t seen much footage 🤷🏻‍♂️

Edit: This was supposed to be a quoted replay. I forgot how to Neogaf.
 
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SSfox

Member
For now my focus in on GOWR and Calisto. Definitely getting this when it goes to deal sales. I really miss playing Dead Space so incredible game that still hold today.
 
The details in the environment and lighting are incredible ! This seems to beat Calisto in that area , but Calisto got me excited for it's detailed gore ! Anyways day 1 , now too choose PC or Ps5 !
 

Yahzi

Neo Member
Callisto actually looks like Dead Space 4, which is better than a remake of an outdated game (it's lacking many things introduced in Dead Space 2 and 3)
I'm excited for Callisto because it's a new IP ... and I love horror BUT, the trump card for the Dead Space remake is the intensity director. I'm not sure CP has anything like that but I could be wrong.

If implemented well in DS it opens up so many possibilities for replays. Random enemy spawns, lighting, smoke effect alternations to add extra tension, sound effect changes etc, etc - this has the potential to change the game completely IMO.

Imagine walking down a corridor you already cleared out, but then something happens unexpectedly, the lights go out, or there are hissing sounds that weren't present before, just building up this feeling of dread. It all sounds great on paper, and after having read some articles it almost sounds too good to be true, but I'm crossing fingers that it works.

Callisto might end up being brilliant and I really hope it is, but just in terms of replayability the new DS with intensity director sounds more exciting to me. far seems to have the upper hand. I'm hoping Callisto also might have some tricks up its sleeve but right now we don't know, .
 

AlphaDump

Gold Member
Last area really popped graphically but elsewhere was a bit hit or miss for me. Performance is also choppy but this is still in development so not going to worry about that.

I feel like the lighting and camera may create some frustrating situations for the player too...

Looks solid overall though, and will pick it up day 1.
 
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ungalo

Member
The trailer was great but in the gameplay videos something feels off about the gunplay and dismemberment. Like the plasma cutter has no impact compared to the original game, it's concerning.

As for Callisto i get it's a new ip so it should get more attention but it didn't do a lot to grab it until now.
 
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Golgo 13

The Man With The Golden Dong
Funny thing about this remake is that - it looks like I *remember* it looking back in 2008, but then I see the side-by-side comparisons with the actual original Dead Space and you see how much better this one looks. Definitely on my radar, that was great.
 

fart town usa

Gold Member
Hmmm, my interest has piqued again.

It's nice to know there are new additions, everything we saw prior looked identical to the original release.
 

SCB3

Member
I cannot wait for this, Dead Space is legit one of my favorite Horror, no scratch that, games of all time, between this and The Calisto Protocol, its a good couple of Months for Horror games
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not


My mans Hugare Hugare still think it doesnt look that much better than the original and that they only just touched up the environments?
Still think Isaacs suit is the same just shinier?
You said no nostalgia eyes, but these screenshot above clearly you had nostalgia goggles on if you think this remake doesnt look like they did much work on the environments.

The lighting and volumetrics alone are probably worth the price of admission.
The amount of work they have done transforming the environments, the shader work, extended gameplay sections/options.
I gotta give it to them....this is quite impressive.
 
My mans Hugare Hugare still think it doesnt look that much better than the original and that they only just touched up the environments?
Still think Isaacs suit is the same just shinier?
You said no nostalgia eyes, but these screenshot above clearly you had nostalgia goggles on if you think this remake doesnt look like they did much work on the environments.

The lighting and volumetrics alone are probably worth the price of admission.
The amount of work they have done transforming the environments, the shader work, extended gameplay sections/options.
I gotta give it to them....this is quite impressive.

And it's not just the graphics. The amount of stuff they changed or added is equally impressive.
 

Generic

Member
I'm excited for Callisto because it's a new IP ... and I love horror BUT, the trump card for the Dead Space remake is the intensity director. I'm not sure CP has anything like that but I could be wrong.

If implemented well in DS it opens up so many possibilities for replays. Random enemy spawns, lighting, smoke effect alternations to add extra tension, sound effect changes etc, etc - this has the potential to change the game completely IMO.

Imagine walking down a corridor you already cleared out, but then something happens unexpectedly, the lights go out, or there are hissing sounds that weren't present before, just building up this feeling of dread. It all sounds great on paper, and after having read some articles it almost sounds too good to be true, but I'm crossing fingers that it works.

Callisto might end up being brilliant and I really hope it is, but just in terms of replayability the new DS with intensity director sounds more exciting to me. far seems to have the upper hand. I'm hoping Callisto also might have some tricks up its sleeve but right now we don't know, .
This intensity director sounds like a good idea but Dead Space 1 is mechanically the worst in the series, with very low enemy diversity. "Creating dread" doesn't work if you are fighting the same enemy for the 500th time.
 
Still think Isaacs suit is the same just shinier?
I'm sorry but the whole remake just looks like a shiny dick to me. Using the original as a foundation and then adding things to make the environment more "fuller". Maybe I shouldn't take this stance as I haven't followed it much, but if they don't add more content or mechanics then it's nothing more than a shiny dick pretending to be more worthwhile.
 

PSYGN

Member
I can hear the game and all that mask grunting as I look at the screenshots.
 
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