Dead Space Remake Devs Explain Lack of 180 Quick Turn, Mod Support Not Planned & More Details Revealed

dead space 180 turn

While Motive Studio’s Dead Space remake introduces a host of new story and gameplay-related features, there is one thing that players might be missing — and that’s a 180-degree quick turn button! Wondering why a feature that’s usually found in other survival-horror games wasn’t implemented? Read on for Motive’s explanation alongside a host of other new info.

This question and a lot of other ones were answered by the Dead Space remake devs over at Motive Studio in a recent Reddit AMA (Ask Me Anything). Motive also confirmed that for now, no mod support is planned for the game as well.

Dead Space 180 Quick Turn Explanation, and Full AMA:

Here are the Motive devs who participated in the AMA:

Roman – Creative Director

Philippe – Senior Producer, worked with an amazing team to bring DS back, aligning production and creative!

Mike – Art Director, in charge of the overall artistic vision for the remake. He also worked on Dead Space 2 as the Art Director years ago!

Eric – Game Director, managed the game design team in order to define all of the gameplay systems and ensure their quality. (i.e., AI, weapons, ingredients, progression, etc.)

Jo – Senior Game Writer, wrote the game script and the characters!

D-Rob – Technical Director, worked with the rest of the team to ensure that our technical endeavors would serve the creative vision of the project. He also worked on defining our tech strategy for some key pillars of the game, for example: interconnected ship, Intensity Director, Peeling/Dismemberment system, and more.

Oli – Audio Director, responsible for project level audio vision and realization. Work with the audio team and collaborated with a cross-disciplinary team.

Now on to the actual questions! Grab a drink, as this is one long read.

Q: Any changes you wanted to make, but decided against It, either from lack of resources or after deciding It would be too much? I personally enjoyed every change whole team made, made not sure how It will go, but It was In spirit of original. And thanks to nods for Extraction, Comics and other games, as fan invested In spin offs i love when they’re referenced.

A: At the begining we wanted to add quick 180 turn to Isaac. But we decided to not do that cause it was breaking the combat loop of Dead Space. The core combat loop is about a scary and almost unstoppable threat coming at you. If you can turn around and flee to fast it changes a lot the experience of the fight. So we ended not doing that.
We are all fans of Dead Space, and not just the first game. And one of our goal was to try make DS1 “”acknowledge”” more the rest of the dead space universe. – Roman

Q: Will we be getting more peng?

A: There’s always Peng. – Jo

Q: Did you consider bringing in enemy types from the sequels like the pukers or stalkers

Similarly did you ever consider using weapons like the javelin gun?

Why did you have to scare me like that in chapter 7?

A: Since we had to rebuild everything, our focus was really on the roster set of the original game and adapt them to the Remake. We had to see how the creatures in ZeroG would behave, improve certain creatures like the Twitchers…

On weapons, we wanted to make sure that all weapons had a purpose and especially revisit the Alt Weapons to make them more interesting.

Only in Chapter 7? Hope there was plenty more! 😛 Which jump scare got you the most in the mining? – Phil

Q:I have two questions: First, was there ever any thoughts or discussions of bringing back any other original voice actors besides Gunner and Tanya? With no disrespect to the new VAs, I was hoping to see Peter Mensah and Keith Szarabajka return because they gave such great, memorable performances in the original.

Second, how did y’all decide on the marketing strategy/transparency of the development process with the community? Frankly I was pretty amazed with how open and honest y’all were and how much footage/development processes y’all discussed with the community. It definitely paid off, at least for me because due to all that transparency I pre-ordered and was confident in the quality of the game.

A: There’s a couple of reasons for this. First, we wanted to show to the community how much love and passion the dev team had for the game. Motive decided to pitch for this game because we had people that really wanted to make it and there were fans asking for it. Because of that, EA gave the greenlight. We aimed at reassuring people and say: “Hey, we got this, we really don’t want to f*** it up!”.

And this brings me to the second point. We reeeaaaaally didn’t want to f*** this up. This is why we made a community council early on, to get feedback on what we were trying to make in paper design and in early iteration. This is why we made livestreams and had team members going through pretty much every feedback, seeing what was great and the things that weren’t as high quality as what people would’ve liked. This way, we were able to make adjustments based on feedback that we agreed with!

– Jo/Phil/Roman

Dead Space Remake Gameplay

Q: I had a few questions, which chapter of the game was your favorite and what Necromorph type did you guys enjoy making the most, thank you and have a great day 😀

A: The Chapter 09 in the Valor is a pretty unique experience that we all enjoyed. The ship is really unique both visually but also in the type of enemies you encounter.

A small detail is that the Valor ship is a buit tilted on one side, giving an awkward feeling that everything is a bit off. It is a small detail but we had to make all our system work at that angle. Adding to all of this is also the fact that it is the only chapter you cannot revisit, once completed you cannot go back in it, making it even more unique. – Eric

Q: Any plans for giving us mod support for the game?

A: While this is a great idea, it’s not something we have planned at this time.

Q: What was the biggest challenge in redoing the game? Since you’ve had to remake it fully, I wonder if there’s anything you were not expecting to be harder than it actually was.

One of the things I’ve loved more is the fact that all weapons are useful. I can’t stress this enough, it’s very hard for a game to make it so different weapons feel useful at all times, and you guys pulled it off. How did you reconceptualize their utility?

I just LOVED the Deluxe edition suits. I know there were no plans for DLC ahead of launch, but seeing the game’s reception, would you be open to do some cosmetic packs? I think a lot of people would enjoy more suits for more playthoughs!

A: One of the challenges of doing the remake was having a good undesrtanding of all the content of the original game. Some enemies have very unique and rare behaviors (for example a Twitcher can feign death when you shoot at him), knowing all of this content and the reason why it exist took some time, and in some places we did not expected so much complexity and precision to details.

To balance each weapons of the game we have integrated data tracking elements to verify the usage of each weapon and adjusted their parameters and ammo loot drop rates in order to make them all efficient and useful. Our weapon did also did a great job in enhancing the alternate fire in order to create unique strategies for player. – Eric

Q: What were the developmental challenges with making the ship more fully connected and attempting to integrate the director system into the game?

A: Making the ship interconnected forced us to revise the entire logic of the architecture of the ship and add connections that were missing.

The intensity director was also a challenge, as adding a systemic element mixed with more scripted moments needed to feel natural. We wanted to avoid having the intensity director feeling too predictable or too annoying. It need to be present but not overly so. Iterating on it until we found a good balance was a hard task until one day it felt just right. At this point we knew we had something interesting. – Eric

dead

Q: What was your favorite section of the ship to design and frame?

A: Hydroponic jungle sound ambiences (Oli)

Really liked what was done with the Crew Quarters, as far as rework for the mission and narrative (Phil)
I really liked and hated the Hangar. This section was so difficult to get to run to perfection. Almost everything is thrown in there. But once we got there, it’s a really cool accomplishment. Also, I love the space of it and the different gameplay beats. (DRob)

It was nice to weave Cross more tightly into the story of Hydroponics, and explore more of her journey. I also love how our designers reworked the ADS cannons in CH04. (Jo)

Q: How did you decide to change the way Impossible mode worked from the original to its status in the remake – where’s it’s comparable to a variation of Hardcore mode from the sequels, but without further gameplay changes?

Do you perhaps plan to add another difficulty level in a future update that makes the gameplay harder without resorting to the save limitation, like the old version of Impossible mode in the original game or Zealot mode in DS2? This is a stretch but I may as well try asking since it’s the only problem I have with the game currently given all the info we got about the remake. I would be happy just to know why you decided to change the difficulty settings they way you did.

A: We wanted to have some unique content in the New Game + and encourage players to revisit the ship with the addition of a few mechanics (marker fragments and harder enemy variation). New Game + was important for us to maintain in the game and we wanted to add our unique twist into it.

Also adding side missions and secrets in the game unlocked by security clearance adds an incentive to replay the game if you missed some of them.
Currently, we do not plan to add any new dffculty modes. – Eric

Q: Will you add a Necromorph Dating simulator? Thanks!

A: Add? It’s already implemented. Didn’t you get necromorph hugs on your playthrough? – Jo

Q: Can we please get access to all the suit tiers as cosmetics as well asvbloody and sanctified versions of teirs 1-5

A: For the suits – We’re investigating the possibility. No promises. -D-Rob

Q: 1- When deciding to have Issac be voiced how hard and how much work was needed to try and make a voiced Issac work within the confines of the originals story

2-How did you decide which sections of the game needed to be reworked how was this decided think the turret section being massively overhauled

3- What goes into remaking a game from another studio from so many years ago what was the planning and pre production like on this game it must of been daunting taking on a classic game like dead space.

A: Q1. The entire script was revised, since Isaac having a voice adjusts the dynamic of the conversations (there’s essentially a new character in each discussion). There was also a lot of discussion on when he should NOT talk; we made a lot of adjustments to the lines until it felt right. (Jo)

Q2. We broke down the entire game in a beat by beat moment to analyze how it was constructed. From there, we looked at the different type of changes we wanted to bring and how they could be leveraged across the game (such as the control boards or ZeroG Nav). We also looked at reviews and comments from the original game to determine if some things were mentioned there. ADS Canons sequence was one of those which is why we deicded to take a stab at a new design for those sequences. (Phil)

Q3. With the amazing team we had, it makes it something easier to tackle! But very stressful nonetheless! (Phil)

Q: What was the thought process when deciding to remake Dead Space in the first place?

A: When we started working on the project we defined creative pillars to guide the team. The first one was to create an experience that was ‘True to the Original””. That means, create something that feels not exactly like the original experience, but like the memory you have of it. The 3 other pillars were Horror, Unbroken Immersion and Creative gameplay. Those pillars helped us define what we wanted to enhance or enrich and what we remade as is. – Roman

Q: hey! I pretty much love everything about the remake, the only thing that seemed off was the change to the aiming reticle. in the original it was a full laser sight and I think that was also an option in dead space 2 called classic aiming, so I’d just be curious if there were ever plans to have both in the remake of 1

A: Our first implementation was like in the original, but we felt that it was not comfortable enough. First, because it was moving too much on the screen. But also, it was making aiming difficult in bigger rooms because the dots were projected too far. That’s why we eventually switched to the DS2 version. – Roman

Q: If we are to get a hypothetical Dead Space 2 remake, hypothetically… Do you promise to give us a, been through some shit, grizzled, unkempt, looks like he hasnt slept in 9 days Gunnar Isaac??

A: Yes, he is very dreamy. Must be why all the necromorphs want to get close and personal to him.
Have you seen him with a beard? – D-Rob

Q: What were your biggest worries doing this remake?

A: Survival horror games rely on a precise balancing that needs to be extremely precise. You do not want to fall too far into an action-shooter game or betray the original Dead Space mold.

By changing some weapons’ alternate fire, adjusting some enemies, changing the way the loot system works, the balancing could be at risk. Only by iterating and testing it on players did we find the proper balance. For me, one of my worst nightmares would have been failing the economy, progression and difficulty of the game and betray what we loved so much about this game. – Eric

dead space remake alternative ending

Q: 1) was there anyone on the team that was too squeamish or fearful that they weren’t able to participate in development at all?

2) was there anyone who wasn’t a fan of horror titles that became a horror fan after making the game?

3) will there be a fix for the chapter 3 refueling bug? No one’s replied to my email and I don’t want to start over for a small chance it might not happen again

A: Q.2 – Me!!!! Before Dead Space, I largely prefered my enemies to die straight from headshots! But the project has opened up a new genre to me and it’s been a blast working on it. – D-Rob

Q: When making lore for this game, did you also look at dead space 2 and 3 to bring things earlier or to not contradict any information?

A: We looked primarily at DS2; the novels Martyr and Catalyst; DS Extraction, and the comics. We ended up with a lot of foreshadowing for DS2, since it’s close timeline-wise and emotionally for Isaac. But we did dip into DS3 to sprinkle in some of the lore elements that come in later. – Jo

Q: What was some of the in jokes you guys had while making the game

A: A few standout ones: Internally, we call our Art Director (Mike Yazijian) Yazilla because he keeps asking his team for MORE, always MORE.

In our first reviews of the Drag Tentacle, our LD in charge of it kept dying over and over during the review which became a running joke throughout development!

In pre-production, our Realization Director was prepping references for the Dismemberment & Peeling meeting. It gathered many people across multiple disciplines to explain what we wanted to achieve, with images of blood, gut, skin charred, etc… with the Director PASSIONELY explaining how awesome it would be, Roman with STARS in his eyes and some team members wondering if we were deranged 🙂 Epic meeting!

In our Audio (!) and Art Livestreams, we had technical issues with audio both times, where we would lose communications with our Community Council member. Both times, our team kept their cool and fixed the issue! – Phil

Q: How long did it take to redesign and 3d model the tools and weapons we get to use to hack up the enemies.

A: The first one was that we had to make the model grow and the geometry change shape in the same asset. We used a rig in Maya to make the asset grow by scaling it and aligning the two models as close as possible to each other to make them match (Human and Slasher models). – Mike

Q: How did you manage to be sure that it was actually scary since i guess you guys aren’t subject to the fear factor due to your intense knowledge of the game

A: It is true that during production, we knew every position of enemies and events that would happen. However, the intensity director added a new twist into it and surprised us even during reviews (it was always a good laugh when someone had a jump scare during a review of the game). This was a proof that the system was working and the enemy timings were great. -Eric

Q: Why does Isaac’s helmet not emit light like in the original? The pattern from his visor glows in front of the player in the original trilogy. In the remake, it seems like a pretty weak, soft glow that is only noticeable when you’re really close to a surface.

I would like to know: was this decision just an overlook? With the attention to detail the team paid towards this remake, I can’t imagine this feature wasn’t talked about and am curious if there was some limitation by the engine or a deliberate design choice for a less-lit atmosphere.

A: There is an actual light coming from the visor, but we decided to make it less intense than in other titles in the franchise. The reason is that the game is much darker, and that light, when it’s too intense, quickly turns into a constant flashlight. So we decided to tune it down and only keep it as a detail when you get close to a wall. -Eric

Q: Is there anything you would change behind your studios process for the remake? As far as the committee of hardcore fans, developer communication ect? Do you think this communication model is something that strongly contributed to the success of Dead Space Remake?

If Motive were to take Isaac anywhere for a sequel, what’re some things/tools you would want to give him? And where would you go?

A: Both the Community Council and Livestreams played a key part in how this game turned out.
We received very helpful feedback all throughout the project to help validate the direction we were taking. Brings a load of stress to do these live but it was definitely fun and worth it!
Hmm…where to take Isaac…I guess.. in Space? – Phil

Q: Flamethrower or Force Gun?

A: Eric: Very difficult question… I’d even add for myself the Ripper ricochets and Line Gun traps that are also my favorites (I still laugh a lot when placing laser traps on enemies).
If I am forced to choose I would say flamethrower… the special effects warm my heart every time I’m using it (and it is not only because it is -30 today in Montreal).
Roman: Force gun. Shooting a slasher, and seeing all the flesh and skin disappear is one of my favorites things.

Q: I NEED to know – How did Gunner react to getting to play Isaac again???

A: Super enthusiastic. It was so great having him on board, and he just seemed delighted to be back in the role again. Gunner’s really fun to work with. You can tell he cares about Isaac and getting the character right. – Jo

Q: What part was the most fun to work on?

A: All of the interactive elements in the game are pretty fun to build, to have a world that feels like a simulation full of interactive props that have unique properties to play with. The fan blade you can throw from a vent after breaking is a favorite of mine. Not only does it fit within the Dead Space universe, but also it works in the way you’d expect. Giving the possibility to immediately cut a necromorph’s limbs make it powerful and satisfying when you play. – Eric

Q: Hi! I’m a recent college grad 3D artist and still learning, I’d love to know how a few of the effects were done in game. My questions may contain spoilers read at your own risk.

How did the Captain Mathius transformation work?

I saw in the art of dead space video that Issac’s suit sculpt in Zbrush had a whopping 200 million polygons. Was most the modeling done in Zbrush or were hard surface elements like the plating done elsewhere? I’d love to know more about the workflow and how you optimized such a detailed mesh.

What were some unique modeling challenges Dead Space brought to the table?

A: The captain Transform sequence was a big challenge for our team! It had two complex sides to it.
The first one was that we had to make the model grow and the geometry change shape in the same asset. We used a rig in Maya to make the asset grow by scaling it and aligning the two models as close as possible to each other to make them match (Human and Slasher models)

We then created Blendshapes between two models sharing the same topology, the human (Captain Mathius) and his Necromorph model. From those two animated models, we created Dynamic Masks in Houdini to blend them in a single animated model with our desired look and export alembic data from the final result

The second step was to tear the cloth from the Captain while he was transforming.
We used Tyflow from 3DS Max to precut the clothing and simulate it with the alembic data from Houdini. Then we exported everything as alembic data to Maya and processed bones to replicate the vertex deformation to be able to send the final result to our real-time Engine (Frostbite).
All this was a huge team effort with a lot of trial and error and modifications along the way. I hope that players enjoyed the final result! – Leo (Character Artist)

Q: Were there any more ideas of scrapped side missions that maybe would flesh out lore and what happened before Isaac got there?

A: Thank you. Not really: we wanted to be very sparing with the side missions. They gave us a chance to explore stories that Isaac / the player might want to pursue, but shouldn’t clutter the crit path too much. A lot of those stories are explored in other media and we didn’t just want to tell them again; rather we wanted to pick up threads where it made sense (e.g. White’s fate at the airlock). – Jo

dead space remake launch trailer

Q: Question for Roman and/Or Phillipe and Most def Oli. How important was sound design this time around compared to other aspects yall managed to make this sound even more meatier and overall scarier compared to the og game which was already a high bar in audio design.

A: Sound design always should be the most important aspect of game development (Oli)

In a game like Dead Space, Sound Design is ESSENTIAL, it plays a key part of the immersion. I want Oli to say that it’s the most important aspect of Game Development! (Phil)

Q: Who is the absolute legend who made the Flamethrower so good?

A: Our Weapons team put a lot of effort on every weapon and making them as perfect as possible. On the flamethrower, there was a big attention to the fire special effects, as its interaction on enemies and the environment. For example, it was particularly complex to have the alternate fire work properly when shooting at walls and ceilings. – Eric

Q: Glenn Schofield is not shy about explaining how difficult making the drag tentacle was. Was that also a problem for the dev team or were you able to use mainly pre-existing things for it?

What was the most difficult thing to program if not the drag tentacle?

What do you think was the scariest thing in the game?

A: I think for us the hardest part was watching our Level Designer in charge of that section constantly die to it in reviews. – D-Rob

Q: Will you be remaking dead space 2? I would like to see dead space 4 above all else.

Are there plans to implement cutscene/vid and audio call skips to Dead Space Remake? On repeat play throughs it’s always been a hassle to have to sit through them, as good as they may be.

If you do remake dead space 2 and 3, will they still be on frostbite?

Will necromorphs always be bald due to limitations of the flesh and bone system? Some lost their resemblance to the crew due to all being bald dudes.

I like the new enhanced slashers, but will the black ones make a return? Their rotted necrotic flesh made them horrifying.

Please don’t add crafting to dead space 3 remake one day, it severely neutered Isaacs iconic weapon roster.

A: We’ve said both internally and externally that we’d be interested in continuing our work on the Dead Space franchise. Our Core group is passionate about the brand and we need to discuss what’s the right next step for us.

There’s numerous factors that need to be taken into account at a studio and company level but first, the team will take a well deserved vacation before determining what’s next. 🙂
We have an amazing team at Motive that has started working on Iron Man and you you can rest assured that it’s in great hands!

That’s so kind of you! But I did have an incredibly solid foundation of story and characters to work from. The original Dead Space writers did an amazing job. –Jo

Q: Being a remake, 1) How did you keep everything so true to the original? At times one might think ‘surely they did not remake that, they just copied it over!’. Level design, 3D assets and textures, motion capture – 2) You re-made all those from scratch?

A: It was part of our approach. We wanted to make sure that everything we did was faithful to the original OR if we made changes, it was intentional changes.

But yes…we did redo pretty much everything! – Phil

Q: Were there any major lore changes you guys considered for the remake but ultimately didn’t put in?

A: At some point we wanted to make all the Necromorphs vegetables, we even had a prototype for it (the prototype is true, but it was made for fun by someone in the team:)) – Roman

Q: How much creative control did you have for the remake? Any restrictions on things you couldn’t change but wanted to? Love the game congrats to the whole team.

A: Thank you !

We had as much control and ownership on the creative as we wanted. Our goal was from the begining to recreate an experience as faithfull as possible to the original. – Roman

Q: How did the conversation of revisiting Dead Space become to be? What was the conversation like when you reached out to Gunner about reprising his role as Isaac in the remake?

A: Conversation of remaking Dead Space went something like this at Motive.
Studio GM – Alright, Squadrons is done, what do we feel would be a good project to start?
Team – Dead Space. Yeah, Dead Space! It’s got to be Dead Space.
Studio GM – Okay, okay, any other ideas?
Team – D E A D S P A C E
Team – D E A D S P A C E
Team – D E A D S P A C E
Team – D E A D S P A C E
Team – D E A D S P A C E
Team – D E A D S P A C E
Studio GM – …
Studio GM – Okay, Make us Whole!

– D-Rob

Q: Would you ever dip your toes into a multiplayer/coop dead space game? Maybe in a spin-off game?

A: Are you trying to trick us into making DS3? – D-Rob

Q: What was your favorite part of working with Gunner Wright and the rest of the voice cast? Any favorite bloopers or situations when recording their lines?

A: Our cast is amazing. Claudia Besso, who returns as the Ishimura Computer, was incredible: she went through her script so fast that we had lots of time to play with the “haunted” computer lines that play over the tannoy. Since Gunner had to record all his lines three times (normal, fatigued, and injured) we had a lot of sessions together. One of the most fun sessions was Gunner improving the “out of ammo” lines. He used a water bottle to stand in for the weapon and just kept swearing at it over and over. – Oli / Jo

Q: Did you at one point consider adding in the Stalkers (the raptor-like clever-girl necromorphs)? I know they weren‘t in the original but I‘ve always found them really engaging and fun.

A: We really loved those enemies, especially the way they use the environment and retreat to protect themselves. Unfortunately, they come with big constraint in the way you have to build levels to emphasize their behavior. Adding them would have required special rooms from them that are wide enough to have cover and space for a good 360-degree fight. – Eric

Q: What does Gunner smell like?

A: before or after the pcap perf?

like victory! – Phil

Q: When you melee a Slasher a few times in the OG game it starts to block your melee attack, Why was this not added in the remake?

A: Slashers can block, dodge, feign death in the original. Those are part of the most advanced behaviors that not everyone noticed but add to the depth of their behavior.

Isaac melee attack is not an efficient tool to damage enemies but instead helps push them away and give you well-needed breathing space.

In order to help understand that hiting enemies with melee is not a valid fight strategy, Slasher blocks your melee attacks after a while. Not only does it make them feel like they’re reacting properly to what happens, but it also send a signal to players to change their strategy. – Eric

Q: When did development (including preproduction) start on this game?

A: We started in September 2020. Most of our dev team came from the ramp off of Star Wars Squadrons which released around that time! – Phil

Dead Space Update 1.000.003

Q: A lot of people here have most likely noticed a lot of buffs to some Necromorphs. For example, pregnants charging at full speed (way faster than in the original entries) and Brutes not covering their fronts, thus not leaving themselves open to be stasis’d for an absurdly long time.

How did the team conclude that some Necromorphs needed these buffs and what other alternatives were considered?

A: Recreating Necromorphs was not an easy task as most of them have complex behaviors, such as changing states, dodging attacks, feigning death, etc.

However, it was important for us to keep them as fun as in the original but also adding a small twist to some of them to make them feel a bit unique and still surprise players.

The Spitter is a great example of an enemy variation that was present in Dead Space 2 and that changes the pacing of fight encounters in the Remake.

Our design process for those changes was based on fun and quality of the experience for the player. One Necromorph I particularly appreciate is the Twitcher, variations here are more subtles but the speed and reaction time of this enemy are really different and make it feel even more frantic and dangerous. We didn’t changed the design of it but just tried to enhance it, make it more efficient and ultimately more fun to play with. – Eric

Q: Is there any Easter eggs or secrets you put in the game that hasn’t been discovered yet?

A: A few, but considering how fast the community has been, by the time this comes out they might have been found! – Jo

Q: Why did you decide to add an alternative ending? Were there any other ideas about it or you knew what you want from the beginning?

A: The basic idea remained the same, though we discussed a few different approaches. In one of them, Isaac lost an eye (and still kept smiling…) – Jo

Q: Why did you change Isaac original face?

A: Isaac Clarke is Gunner Wright…Gunner Wright is Isaac Clarke… it’s his face! – Phil

Q: Can one of the writers explain how Chen the Slasher made the Valor crash?

A: It wasn’t just Chen. The infection spread rapidly once he was on board. The pilots and command crew were taken out (we see the attack in the briefing room in the video call) and then an explosion sealed the Valor’s fate. – Roman & Jo

You can read our review of Dead Space right here, where we state, “Simply put: It doesn’t matter if you’ve played and finished the original Dead Space or not, Motive Studio’s remake is a perfect reimagining of the franchise. This is how remakes should be, and I’m very glad Motive nailed it. Hopefully, this means that we’ll see a Dead Space 2 remake (which is the best one in the trilogy in my opinion) announced soon.”

Source: Reddit

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Daniel
1 year ago

They never answered the stuff about the voice actors or why they used one save for the impossible mode. There’s a couple of interesting questions that were missed actually. I think you’re throwing in too many long-phrased questions at them at some points and then not looping back when they missed answering. This interview could’ve been much better if not for that, the typos in this article, and the weird, constant informal use of the word “y’all.” I’m not sure who the editors are over there but that shouldn’t be a thing unless I’m reading a fiction book and a character has a dialect.

MP1stLara
Reply to  Daniel
1 year ago

It’s a public Reddit AMA (as stated at the very start,) so the text is kept the same since it’s a community, and wouldn’t make sense for us to change the wording of what someone else said differently. So it’s not even an “interview” in that sense, which is why the text is kept the same as what was asked by the community.

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