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Dead Space remake from Motive Studios

Discussion in 'General Gaming' started by vortex, Jun 22, 2021.

  1. Dodo1610 Magister

    Dodo1610
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    Still would have prefered a full reboot ... but whatever more Dead Space should be good.
     
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  2. JDR13 Arcane

    JDR13
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    I agree that the visuals still hold up, but the controls could use a makeover. I just recently reinstalled it and was reminded of how sluggish it feels.
     
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  3. ultimanecat Arcane

    ultimanecat
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    Probably goes without saying, but Dead Space on PC is not the greatest port and does not react well to running at framerates above 60 fps (and modern hardware can easily run it above 300 fps). The worst and most obvious is the mouse polling, which just gets sluggish and unusable but can be fixed with the small patch on the PCGaming Wiki. Even with that, Isaac actually physically moves slower at high FPS and I don’t think there’s any fix for that.

    Of course, if you already knew all that then, yeah, the first Dead Space was always the most deliberate of the trilogy, but honestly most of the enemies aren’t nearly as aggressive as they get later on either, so it kind of balances out.
     
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  4. JDR13 Arcane

    JDR13
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    It doesn't have anything to do with that. My monitor's refresh rate is 60hz, and I always play with vsync on. The controls are just kind of sluggish.

    It never stopped me from enjoying it greatly, but it's still something I'd like to see improved.
     
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  5. Infinitron I post news Patron

    Infinitron
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    RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker


    https://www.ign.com/articles/dead-space-remake-gameplay-story-ps5-xbox-tech-details

     
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  6. rusty_shackleford Arcane

    rusty_shackleford
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    next-gen neovaginas will revolutionize dead space
    bigots won't even be able to buy the old game anymore
     
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  7. Nifft Batuff Liturgist

    Nifft Batuff
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    Another remake?
     
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  8. Razor Arcane

    Razor
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    They did but since they were short on time and money they did not want to make the animations, models etc for Ellie. Carver was inserted because they could use the Isaac assets and reskin them. Originally they were also playing around with the idea of a "shadow Isaac" or something like that as the second player. Its kind of vague but it was supposed to be a manifestation of Isaacs psychosis while also both players experiencing things differently from their perspective (aka one sees something the other does not). They implemented it a little bit with the coop mission but nowhere near its full potential.
     
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  9. gerey Arcane Zionist Agent

    gerey
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    What really killed DS3 for me was how nonsensical the beginning was, and some other bits and pieces of the writing - the whole romance angle was completely unnecessary and very cringe.

    All of the government just up and died without Isaac noticing? It just came across as such a stupid contrivance when they could have just as easily have government agents come to extract Isaac while civil war was breaking on the planet, instead of literally the last squad of loyalist forces around coming for the chosen one.

    I also liked the Brother Moons, I thought it was a very Lovecraftian way to tie everything together - though maybe I'm just biased because the best part of the whole game was the alien planet and their attempt to stop a Brother Moon from forming. But at least the game didn't pull any punches - it makes it unequivocally clear that humanity cannot stop them, just like the aquatic aliens couldn't stop them either.

    It's a pity EA are so short-sighted they didn't see the potential of the Dead Space franchise or the team behind it. They had the equivalent of a Western Resident Evil on their hands and squandered it just like they squandered all the other IPs and studios they bought up over the years.

    What's really curious to me is the difference between EA and Capcom in how they handled their respective IPs. Both RE and DS followed a very similar path of development in nearly the same timeframe - one releasing Resident Evil 4, while the other published Dead Space 1 in response - and then you have a steady deterioration of both the franchise and the formula with RE5 and 6 - and DS2 and 3 respectively.

    Difference is, instead of killing both the IP and the studio, Capcom took stock after the disaster that was RE6 and decided to shake things up. People might criticize RE7 for not being like the three original games, but in terms of structure and pacing it's far more similar to RE1, 2 and 3 than it is to RE4 or 6 - and more importantly, it was a good game and revitalized the franchise. They then went on to release the remake of RE2, and then RE8 - which were both very positively received and made them a shitload of money.

    And now I feel like we're back to square one. EA saw what Capcom was doing, saw the potential, and they're attempting to resurrect Dead Space. I don't really have much faith though, even if the remake is successful I don't think EA has the attention span necessary to allow the IP to grow again - they're bound to repeat the same pattern of mistakes that led to the downfall of Dead Space the first time around.
     
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  10. Child of Malkav Arbiter

    Child of Malkav
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    I agree that the love triangle had no place in the story, period. But the rest was good. I really liked the Moons reveal. It's also nice how they revealed stuff slowly from DS1 with the convergence being mentioned but not knowing yet what it is, to DS2 the convergence starting and you have to stop it, still not knowing it's purpose or conclusion and to DS3 where we finally find out what convergence leads to. Very cool, but I'm sure it this series of revelations was not intentional. It's also nice that we find out what the title of the franchise means: dead space, literally because every alien species is dead, killed by the Moons. The DLC was cool too, with humanity being eliminated, you don't see many of these endings around. And this article sheds light on how the story of DS4 would have gone and on the origins of the necromorphs: "Visceral had a plan for how Dead Space 4 would end, although Wanat didn't want to spoil it just in case EA decides to continue with the franchise. "I don't want to give away the lore, but I will say that we spent a bit of time working out the origin of the Necromorphs and what purpose humans held in this dark universe. Would players find a way out of the Necromorph apocalypse? I'd say yes, but they might be sorry they did. Sometimes you're better off with the devil you know..." (https://www.eurogamer.net/articles/2018-07-13-visceral-had-some-cool-ideas-for-dead-space-4)
     
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  11. Razor Arcane

    Razor
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    I actually just finished a spree of playing through DS1 all the way to DS3 on a first time blind playthroughs.

    When it comes to DS necro storyline I liked the core concept- the way the necromorph cycle is revealed more in each iteration. In the first it actually remains kind of unclear if the marker is bad or not, since bringing the Marker back to the planet pacified the Hive Mind, which was thought to be the instigator of the outbreak. Although small hints like some log files or the sinister chanting originating from the marker if you get close to it hint to otherwise.

    In the second one it is revealed that yes, it was the markers and that its purpose is to achieve critical necromorph mass to begin a convergence event. What it exactly meant was left unexplained in the second entry.

    In the third its is revealed the Convergence means the birth of a Brother Moon, a sentient planet that proceeds to harvest and absorb all organic material it can detect via the active Marker network and that the Markers themselves were conduits for the Brethren Moon to be used as bait to lure in advanced species starving for energy. I also helps the moon wipe out the entire species since the victims will have transported and built the markers all across their colonies, leading to necro outbreaks and revealing how far and where the targets have spread.

    Hence the title "Dead Space". The known space is eerily dead and void (remarked several times by characters in game dialogues) because its a dead graveyard, continually harvested by a Apex predator entities for god knows how many eons.

    The major story arc is actually remarkably cohesive throughout three games which leads me to believe the general arc was thought out before they started production on the first title. There are even small hints to it like the line "Make us whole" which appeared in the very first game.

    If DS4 ever happened I think it was supposed to have a final good ending as burger stories typically have. Why else incorporate the concept of planet cracking? It is a remarkably stupid idea even if technically feasible since removing and destroying entire planets does god knows what to the stability of a star system. It also is really questionable when there are also shock drives that can in short times jump across entire lightyears as mining asteroids is far, far easier and way more rich in basic industrial input minerals.

    But planet cracking does make sense if you take into consideration the Brethren Moons, i.e. crack the moons to kill them.
     
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  12. gerey Arcane Zionist Agent

    gerey
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    I'd argue they are cracking planets because the needs of humanity exceed what can be harvested via asteroids.

    Also, I'm not sure if the planet cracker would be feasible or effective. Side content shows that cracking planets is a fairly laborious process.

    Also, there's the fact a much more advanced alien race tried to stop Convergence and fight against the Brother Moons and all they managed was a Phyrric victory of sorts, which still ended in their extinction.

    Also, it's not like Dead Space is afraid to go for a bleak ending. DS2 and 3 certainly didn't feel like victories to Isaac.
     
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  13. Van-d-all Liturgist

    Van-d-all
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    Scraping the barrel of creative bankruptcy with yet another remake...
     
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  14. Razor Arcane

    Razor
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    A central piece in the planet harvesting tech is the invention and utilization of anti-gravity engines. Its displayed prominently from everything like Isaacs kinesis modules to of course, the giant lump of shit in the sky that the Ishimura pulled from the planet.

    While its true that the cracking procedure as shown in DS1 saga highlighted the need for surface side installations to act as conduits for the anti-gravity tethers, keep in mind that this was a civilian commercial project and a very old method at that. I think it was explained in a article that the Ishimura was one of the very first of its kind. Nothing is really stopping from having some plausible wiggle room by explaining that the top high end planet crackers have developed more efficient methods of cutting down on the preparing stages by doing geological research and building planet side conduits. For example orbital missile tethers launched that burrow themselves into the target body and are ready to use on the spot.

    I.e. launch the harpoons into the moon, activate the gravity tethers, rip the moon shell right wide open to expose its core- supposedly containing the original marker from which created it- and wipe it out with a strike. Preferably thermonuclear.

    As for the deus-ex-machina on the Tau Volantis it was made clear that freezing was not even its main function- its purpose was to kill the moon by pulling it into the planet. It was foreshadowed in the squidheads city that they also had access to the same kind of anti-gravity tech that humans use but a much more powerful version of it. Thing is they built it too late and were probably getting swarmed by necros so they did not have enough time to properly finish configuring it, so they went with door number two aka freeze frame.

    Now to add to the criticism of DS 3, while the machine is particularly a Mcguffin device, it still is kind of believable in the context of the world. What now is completely stupid is the aftermath of crashing the moon- a body of that size crashing into the surface with terminal velocity, even if it has low density, would have turned the entire planet into a giant molten ball. Its a shame they did not do that as it would have been perfectly symbolic- a normal water world turned into a frozen wasteland in the blink of the eye is now turned into a lava world in another instant. A chain of events that illustrate the apocalyptic nature of the entire conflict.

    Finally as for the bad ending continuation I would say that DS2 ended with a high note. Aside from that I dont remember if it was here or somewhere else that I read about the old developers gaming with ideas for DS4 continuation. They did not reveal what they came up with (since maybe EA wanted to use them- lol), but they did hint rather ominously that maybe a victory over the necros would have not been such a great thing, since while they are extremely dangerous at the end of the day they are the devil you know. Maybe there is a force even beyond the necros? Perhaps some incomprehensible cosmic entities that actually created them because if you think about it the necro cycle does suspiciously look like a weapon designed by purpose. After all, you can even destroy ever single last marker you know of but all it takes is for enough victims get too close to a single one to turn the more dumber ones into scizos, creating more bodies to consume, and the smarter ones into replicators, compelled to recreate the markers.
     
    Last edited: Jul 26, 2021
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  15. gerey Arcane Zionist Agent

    gerey
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    While this is a pretty good argument, I feel that it would undermine the whole premise of the setting and the Lovecraftian nature of the Brother Moons. After all, you can't really nuke Cthulhu or Shub-Niggurath, so why would the eldritch horror of Dead Space be any more susceptible to mortal weapons?

    Also, I feel that if all it took to get rid of the Brother Moons was a really big gun, wouldn't some other civilization already have done it? Or, alternatively, maybe some other species out there managed to kill one Brother Moon, but they're not stupid, they would have learned from such a mistake. There's also the possibility that they are simply willing to sacrifice one of their to achieve victory. By the point of DS3 humanity is all but eradicated, it's not like they have a fleet of fully manned planet crackers around ready to stand and fight.

    That's the most likely possibility, but I always liked this idea that to defeat the Brother Moons humanity would need to change irrevocably into something monstrous.

    Also, I was recently reading about what they had in store with DS4 and I really liked the sound of it - the part in DS3 where you're flying around the space debris and exploring chunks of ships for resources was really fun.
     
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  16. rusty_shackleford Arcane

    rusty_shackleford
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  17. lightbane Arcane

    lightbane
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    DS2 ends with him getting the girl, killing all bad guys and leaving to somewhere safe. DS3 vanilla game ends with Isaac seemingly dying in a forgotten and destroyed planet after having defeated the fleshy moon, but he still won at least.
    Then the expansion asspulls more Moons and a totally-not Pyramid Head rip off.

    Cthulhu was easily weakened enough to be forced into sleep again in his first apparition by driving a ship into it. As much hype as the standard lovecraftian horrors tend to have, they were never supposed to be invincible. They can be defeated... Even if they come back at some point in the future. The Elder Gods and reality-destroying abominations though? That one is something else. The Moons were still fleshy beings that bleed, so they can be killed.

    There was a change of writers after the first game and it shows.
     
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  18. JDR13 Arcane

    JDR13
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    The plot/story in DS3 and Awakened is laughably bad. I can't believe I'm actually seeing people talk about it like it's not.

    DS3 was total decline from the first two games in almost every aspect.
     
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  19. fork Dumbfuck! Dumbfuck

    fork
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    Imagine giving a shit about story in a game like Dead Space.
    Games like Dead Space would generally profit from having no story at all.

    Having said that, how good is Dead Space 2 compared to the original? Worth playing?
     
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  20. lightbane Arcane

    lightbane
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    It's a step-down IMO, still better than DS3, but definitively weaker than the 1st one.
     
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  21. gerey Arcane Zionist Agent

    gerey
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    DS2 ended with Isaac having given up on life. He was pretty much ready to die then and there. I wouldn't really call it much of a positive ending, since all he managed to achieve was a Pyrrhic victory, merely delaying the inevitable at tremendous cost.

    Cthulhu wasn't even awakened proper - the stars weren't right. It's pretty much stated that when Cthulhu awakes he will drive the whole of humanity insane and impose eldritch "morality" upon them.

    They actually were. Outside of minions like Deep Ones, Mi-Go or reanimated corpses the vast majority of Lovecraftian critters are beyond humanity's ability to harm.

    They're planet-sized, highly intelligent apex predators that consume whole species, and they've been doing what they've been doing for longer than humanity has existed as a species.

    I think DS3 did a fairly good job of conveying to the audience that humanity is pretty much fucked.
     
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  22. JDR13 Arcane

    JDR13
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    Fixed that for you.
     
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  23. Razor Arcane

    Razor
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    Fair enough, although I do point out that if they continued with the ideas they alluded for DS4 its not as much as bombing a major lovercraftian deity but more like the cockroaches following them. Yet this goes already into heavy speculation territory as they had cardinally different ideas for even DS3 (i.e. shadow isaac coop). As for the different species the necros consumed its unknown since it was never established what the others were. Only one, the squidheads on Tau Volantis were established and it was made pretty clear that they already had the means to kill one almost finished moon with a massively scaled up version of kinesis. As said before, they never got around to finish configuring it and as you travel though the machine it is also explained why through environmental scenery- the part where you reconfig it is overrun with corruption, tentacles and has heavy necro presence.

    As for the flotilla part then yes, the way I understood it was basically prototyping for potential DS4 wreck salvage gameplay. Concept and space scenery is awesome although throughout DS3 there are signs everywhere that the game was stretched too wide and too thin in development- reused assets (environments) with little variation, coupled with the obviously schizo tier clashes. Like the high school love drama clashing with cosmic body horror on top all the stupid EA injected into it. At least the ex-devs admitted it themselves that they had far more interesting ideas for the different ships of the SCAF flotilla but ended up budget and time constrained to properly implement them. For DS4 the way I understood it the wanted to go back to more Ishimura style approach, ie different ships with different themes and functionalities much like the different sections of the capitol ship from DS1.
     
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  24. Nifft Batuff Liturgist

    Nifft Batuff
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    The reason why they are remaking DS1 is because they want to correct its defects by making it more similar to DS3 that, as everyone know, was a success.

    For example by toning down the horror elements (people don't like horror, but like mindless shooting a lot), by removing the non-linear levels (ok, all the levels were already completely linear, but people still lose themselves, even with the path drawn on the floor), and the best of all: microtransactions! The most loved game feature by kids and grandparents!
     
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