Story-wise, it is still the same overall plot. Isaac’s voice actor Gunner Wright for Dead Space 2 and 3 reprised his role for a reimagined storyline dialogues in the remake. Our formerly mute protagonist Isaac Clarke is now fully voiced and actually interacts with other characters instead of being Hammond and Daniels’ silent errand boy. Cue screeching violin music for a cheap but effective stress inducer that keeps my butt clenching in fights. Not that the Necromorphs are scary, but the anticipation that these abominations can burst out at any time while navigating through the tight corridors of the Ishimura keeps the adrenaline rush going all throughout the early stages of the game. Creaks, scuttles and whispers always keep me on edge with how stressful it feels. It really sells the notion of USG Ishimura as a falling-apart mega spaceship with monsters running within its walls and ducts. Personally, I am still floored by the sound design of the remake just like the original was. And with only your weapon flashlight in total darkness, contrasting too brightly against the pitch-black surroundings makes aiming for enemies especially the small ones very challenging. My only gripe with the lighting is that it gets too dark sometimes. With fully dynamic lighting and highly contrasting shadows, alongside the ray-traced lighting option for those with hardware capable of doing so makes the dark and grim USG Ishimura on the verge of total failure looks even more unsettling. The lighting system is the most noticeable upgrade of the remake, completely upping the ante on atmospheric feel. ![]() It is simultaneously intuitive and adds the wow factor in gore details. Dealing damage to limbs will progressively reveal layers of flesh, tendon and bones to indicate damage taken and how many more shots will take to dismember it. New visual feature for the game is the “Peeling System” damage of the Necromorphs. The textures and models are highly detailed, and done well enough that even on lower graphical settings are still pretty to look at with great details. ![]() Gone are the 2008 level of graphics, we 2023 now baby. Everything feels fresh and new, from textures, models, lighting and even sound. It is on the caliber of the recent Resident Evil remakes and dare I say Bluepoint’s Demon Souls. This is not merely a low-effort remaster exercise with upgraded texture and models while keeping the overall game same and slapping the “remake” moniker on top. No cap, when they said “Remake”, they meant it. Now that the remake is fully fleshed out and released, how does my return to the Ishimura ( Stone Village in Japanese, just a fun trivia) fare to my admittedly excessive Dead Space fanboy expectation? Ah shit, here we go again PRESENTATION ![]() My skepticism pretty much vanished with how transparent Motive was with the development progress and the creative direction they planned to take. But I was very skeptical of how EA and Motive will handle this “remake” in good faith or just a visual upgrade only worthy of a “remaster” tag instead. With Motive Studio at the helm for the remake, they set out to re-imagine Dead Space in all its glory and more in a modern package through the power of Frostbite Engine. Dead Space series ended on a flatline with Dead Space 3 and its Awakened DLC, no thanks to waning interest reflected through its less-than-stellar sales which may have prompted EA to de facto axed the franchise and eventually Visceral Games because they were not making a giant mountain of money after Triple-A-ing the bejeezus out of it. That was how I and most likely everyone else felt about the announcement of the remake of Dead Space, a beloved first entry to the space horror shooter franchise with innovative strategic dismemberment game mechanic. What’s that? BY GOD! IT’S EA WITH A DEAD SPACE REMAKE STEEL CHAIR!” “We are all gathered here, for the funeral of the Dead Space series.
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