Dead Space Remake Leak Reveals 40 Minutes of the Game; Gets an Extended Gameplay Walkthrough and a Blog Post With More Info

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Dead Space Remake has just become a victim to a massive leak. When the game was announced, a showcase was held where all types of media personnel could come and check out the game. This gameplay has now been uploaded to various YouTube channels and total content posted amounts to about 40 minutes of gameplay. We were made aware about this information through a post by Dusk Golem on ResetEra.

Most of the videos have been taken down, and it consisted of 4K gameplay at 60FPS. The gameplay that players will be able to see is still early in development and isn’t the final product. People on the thread are pretty impressed with how the gameplay looks and many feel that the gameplay that was revealed is from PC and are wondering whether the same configurations will be carried over to console too. Check out what Dusk Golem had to say about the gameplay below:

I have no idea if this was leaked, if press was allowed to release this, if it was press gameplay that someone just uploaded the whole provided gameplay for them to use, or what. It’s definitely from the hands-on session press got earlier this month, but I kinda’ have a gut feeling they weren’t supposed to post 40 minutes of gameplay from the remake straight with no commentary, but its out there. It’s definitely a very extensive look at straight gameplay from the upcoming Dead Space Remake, I thought it deserved a thread of its own as it’s a very good look at the game.

It is worth mentioning the game is still in development, not out for a few more months still, so keep in mind this is not the finished game so some things may be fixed/changed by the final release (particularly, there’s a few points stuff gets really busy and the FPS drops, optimization is usually one of the last things done in game dev so that will almost definitely be ironed out by release. Similarly, some of Isaac’s animations seem a bit janky, but that’s something late dev could also take care of, just note this isn’t the finished game). All the gameplay is from early in Dead Space, though of course with a straight 40 minute slice of the game, there are some spoilers for it.

Can watch here, it is 4k 60fps gameplay (the first two videos the 4k is still processing, the last two videos 4k is already processed):

In other news, PlayStation just released a blog post that provides hands-on details for the upgraded and expanded horror gameplay. The post has provided us with details on the subtly added gameplay elements that deepen the immersion. Check out everything that is new below:

Isaac is fully voiced: Isaac will speak a lot in the remake, like calling for 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.

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.

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