來源:TheGamer
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《死亡空間 重製版》高級製作人Philippe Ducharme在EA Motive官網的一篇播客中表示,在重製《死亡空間》項目一開始,他們的目標就是希望讓《死亡空間重製版》成為業界重製遊戲的標準。
博客中寫到:“如果《生化危機2重製版》為重製設定了基準,那麼《死亡空間》無疑將其提升到了一個新的水平”。Philippe Ducharme表示:“遊戲行業在不斷發展,生存恐怖類型的遊戲也在進化,它比以前更適合大眾市場。我們希望這(《死亡空間重製版》)成為重製遊戲必須達到的或超越標準。”
EA Motive工作室已明確表明想繼續開發《死亡空間》系列,靜候佳音吧,各位CEC工程師。
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."