This is an approach to environment design utilised in our real-world, from gardens to architecture, and is mirrored excellently in some game environments, creating areas that trap us in cramped, claustrophobic conditions. However, there are some gems at the other end of the spectrum - environments that make you feel cramped, tense and desperate for a break. The environments of massive open-world games, particularly in recent years, have been rightly praised for their representation, scale and design accuracy. "The notion was you were trying to survive day to day against infested ships, searching for a glimmer of life, scavenging supplies to keep your own little ship going, trying to find survivors," Wanat explained. The idea came from the flotilla section in Dead Space 3, and had the player scavenge supplies in order to survive. It's in this hopeless situation that Dead Space 4 was to be set. We spoke with Wanat to find out more.īy the end of Dead Space 3, humanity is facing its doom. Visceral is dead, but those early ideas for Dead Space 4 live on in the mind of Ben Wanat, who was creative director of Dead Space and is now creative director at Crystal Dynamics. After Dead Space 3 flopped, EA put the studio on the Battlefield series with spin-off Hardline before assigning it a Star Wars game that was eventually cancelled. Unfortunately, Visceral never got the chance to turn them into reality. ![]() We've already explored the Dead Space 3 the developers wanted to make, but what about Dead Space 4? It turns out Visceral had ideas - some properly exciting - for a fourth game in the series. Dead Space 3 launched in February 2013 and EA has said nothing since to indicate it's ready to revive the science fiction horror series. ![]() When it comes to Dead Space, what dies doesn't stay dead for long.
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