《死亡空间重制版》制作人:想让本作成为重制游戏标准


3楼猫 发布时间:2023-02-26 19:03:09 作者:游戏资讯BOT Language

来源:TheGamer

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《死亡空间 重制版》高级制作人Philippe Ducharme在EA Motive官网的一篇播客中表示,在重制《死亡空间》项目一开始,他们的目标就是希望让《死亡空间重制版》成为业界重制游戏的标准。

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博客中写到:“如果《生化危机2重制版》为重制设定了基准,那么《死亡空间》无疑将其提升到了一个新的水平”。Philippe Ducharme表示:“游戏行业在不断发展,生存恐怖类型的游戏也在进化,它比以前更适合大众市场。我们希望这(《死亡空间重制版》)成为重制游戏必须达到的或超越标准。”

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EA Motive工作室已明确表明想继续开发《死亡空间》系列,静候佳音吧,各位CEC工程师。

Have you ever played a remake of a classic game and thought, "This looks exactly like the original," only to later realise that the original doesn't look quite as good as you thought? We've all gone through that at some point, especially since Resident Evil 2 set the benchmark for what a remake actually is. The nostalgia for the original makes it look and feel much better than it actually was – mostly because, for the time, it was. This is exactly what Motive Studio hoped to capture for the Dead Space remake. The developers wanted to honour the original game, but at the same time didn't just want to make a better looking version of the same thing. Instead, they wanted to capture the "glorified memory" of Dead Space. RELATED: I Like That Dead Space Lets You Get Lost “It doesn’t recreate it like it was, but rather like you think you remember it," said creative director Roman Campos-Oriola in a developer blog. "One thing that’s very funny is that often, when people see footage of the game, they’re like, ‘Oh yeah, it looks great! Exactly like I remember it!’ And then you show them an image of how it was and they’re like, ‘Oh, f—-!’ For us, that means we succeeded. And if there was just one goal for the project, that would be it—that we pay homage to the original material, and that we capture that memory.” Art director Mike Yazijian added that while it was important for Motive Studio to honour the original game and fans of the series, they also had to respect the core pillars of the series. If Resident Evil 2 set the benchmark, Dead Space has surely taken it to the next level. Precisely what senior producer Philippe Ducharme aimed to achieve. “One of the first things we said to our team is that we wanted people to use our game as a reference for how to do a remake," he said. "We want this to be the bar that remakes have to hit or surpass. And very early on in development we were able to nail that moment-to-moment experience of walking through the ship, all tense, not knowing what’s going to be there. It feels like Dead Space."


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