But since the ship is in a state of disrepair, the lighting is rarely ever in a fully functional state. So, the player feels like they’re moving from one limited lit-up area to the next, and that the shadowed areas in between are dangerous. “For example,” says Lead Lighting Artist Michael Yeomans, “we have a strong element of light and shadow in the game. By having more depth here, we’re able to have more control over the player’s feelings of stress and excitement.” So how do you improve on a game that was already legendary for its pitch-perfect atmosphere? “There are a lot of enhancements,” says Senior Game Director Eric Baptizat, “in terms of visuals, audio, lighting-everything is more dynamic. “The environment, the tension, keeping the player on the edge of their seat-all these things combine to create the atmosphere needed for a successful horror game.” “Arguably, atmosphere is the most important ingredient for a horror game,” says Associate Lead Level Designer Steven Ciciola. When the original game came out, its atmosphere earned nearly universal praise-so when Motive™ set out to remake this iconic survival horror game, the designers knew they needed to nail this key element. For Dead Space™, it’s all of those things and more, linked together by one crucial element: atmosphere. What makes something scary? It can be the unknown, or a known threat pure uncertainty, or the certainty of inevitable disaster. Inside Dead Space™ #4: The Intensity Director The team behind Motive’s Dead Space remake introduces new systems designed to keep players teetering on the edges of their seats. Game Overview Story Characters The Ishimura Unitology Weapons EA Play Membership Accessibility Comms Relay Crew Trailer & Screenshots Concept Art Soundtrack News Game Overview Story Characters The Ishimura Unitology Weapons EA Play Membership Accessibility Comms Relay Crew Trailer & Screenshots Concept Art Soundtrack News Inside Dead Space™ #4: The Intensity Director
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