How Dead Space's Scariest Scene Almost Killed the Game | War Stories | Ars Technica
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Channel: Ars Technica
Views: 8,758,403
Rating: undefined out of 5
Keywords: dead space, war stories dead space, dead space game, dead space xbox, dead space xbox 360, dead space ea, ea games dead space, visceral, visceral dead space, dead space making of, making of dead space, dead space 1, dead space tentacle scene, dead space drag tentacle, drag tentacle, tentacle, glen schofield, glen schofield dead space, dead space gameplay, dead space horror, survival horror, dead space 2, dead space 3, dead space interview, ars, ars technica, technology
Id: BQ3iqq49Ew8
Channel Id: undefined
Length: 19min 7sec (1147 seconds)
Published: Tue Jan 08 2019
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Wow. Considering how brief and infrequent those drag tentacle sequences were, I didn't know how complex they were. They're so smoothly done with no jankiness while still being tense and scary. Big props to Glen for leading and guiding everyone in the right direction!
Still the undisputed champion of HUD presentation; the spinal health bar is my single favorite element of the whole game, followed closely by the breadcrumb trail SFX and animation.
Great interview, I love that they show what theyre talking about. Its always annoying to have a video interview where they talk about something, a scene or a picture or what have you, but they never show it on screen.
This video was really well made, the 3d effects and video distortion wasnt something that they needed to do but it added quite a lot.
At work now and canβt watch. I just played this for the first time recently, which was the scariest scene that theyβre referring to?
Great story. It's really impressive that team made that scene happen, on top of the other impressive achievement of even getting a game like that greenlit, which was was a crazy thing in and of itself.
It's a sequence that lasts about a minute, but you have to: 1) Build assets/technology that don't exist in order to make the vision possible. Starting from a position of "Is it even possible? I don't know how we could even do that?" and going from there.
2) Get everyone else organized and committed to executing on their part of doing this thing that is outside of their past experience.
3) Believe that this thing you imagined is so important that it should sideline a whole bunch of other important things that need to be done, even though you can't actually be sure that it's possible or that it'll even be good at the end. Gotta believe in everybody on the team.
Seems like accomplishments that would be really damned hard for a cynical person to achieve. Takes a lot of faith in the team and in the vision to commit that hard to a risky project.
I miss this series so much, the lore behind the scenes for Unitology and the Necromorphs were so good. I hope we go back to that universe at some point.
Between DS1 and 2 I had developed a very helpful and extremely tactical positioning plan that helped me through both games.
Anytime you hear literally anything you run to the nearest corner with the Force Gun ready and wait until everything is either dead or your butthole unclenches. Between each level of the game, turn off the game and lie awake in bed for 3 hours.
Works like a charm.
Dead Space is one of those games that i KNOW, as a game dev, i need to play, in order to better understand a lot about game design choices like he mentionned.
But i'm such a fucking pussy i can't bring myself to play it.
And i did buy the darn game!... 9 years ago... still haven't played it...
damnit
As a person from the Bay Area, the BART train screeching sound is absolutely on point. That thing is scary as fuck sometimes, the screeching sounds are pretty much constant and the train makes other weird noises on top of that, while also not being all that smooth of a ride. I love how they incorporated that.