Interview: What does Iron Man mean for the future of Dead Space? We spoke to creative director Roman Campos-Oriola to find out.
It must have been a unique experience approaching a fondly remembered game and looking for ways you could improve the experience. What were the most obvious changes you decided to make?
Because of the changes we made to dismemberment, some weapons are now really good at dismemberment, or removing skin, or cutting, so we felt it was important to give players easier access so they could decide if they liked it and wanted to keep it, or if they wanted to place it in the safe. For us, a remaster is what was done with the Mass Effect trilogy, they stuck to the same engine and improved some assets… it’s better, but it’s the same game. There are multiple definitions of what a remake is, but for me it’s about moving to a new engine and completely rebuilding the game.
While the original game enjoyed critical acclaim, it perhaps didn’t sell as well as hoped and subsequent entries focused more on action. Why do you now feel able to return to the series’ survival horror roots?
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