When the original Dead Space™ invaded the nightmares of players worldwide, it became an instant classic, and one of the biggest reasons was its extremely memorable monsters. Critics both praised the Necromorphs for being relentlessly terrifying, and cited the ability to dismember them as a novel and powerful gameplay mechanic.
With Motive’s™ remake of Dead Space creeping ever closer to release, we spoke with members of our development team to learn how the new version makes Necromorphs even more—yes, more—terrifying.
THE FRIGHTENINGLY FAMILIAR
But first, we need to ask what it is about the Necromorphs that makes them so memorable. “I think what sets them apart from other horror enemies,” says Technical Animation Director Nate Burnett, ”is that there’s a strangely grounded quality about them. They’re these mangled rearrangements of human anatomy, so they’re all somewhat plausible.”
“Right, they were originally human,” says Lead Character Artist Sam Compain-Eglin. “And you can still see human parts of them; some of them are just slightly distorted, like the Slasher: The limbs grow rapidly, but they’re still human. I think that’s quite unique.”
“Their appearance reminds us of Body Horror,” agrees Art Director Mike Yazijian. “There’s an unsettling familiarity to them.”
The general design of these horrors will also be unsettlingly familiar to fans of the original: “It was important to keep the iconic silhouette and recognizable features of each Necromorph,” Mike says. “Our goal was to retain the overall look and iconic character design while upgrading the visual fidelity.”
THE TERRIFYINGLY NEW
But this is a remake, remember—not simply a remaster. So you’ll find plenty of horrifying new qualities to haunt your dreams, as well. Chief among them is what the team calls the “peeling” system: In short, these creatures are now built with layers of flesh, muscle, and bone that become revealed as they take damage.
“We modeled each Necromorph from the ground up,” Mike says, “starting from the skeletal system. We modeled the internal organs, flesh, tendons, layers of subcutaneous fat and skin. All these elements can be ‘peeled off’ in chunks during combat.”
“Usually, games give only a limited amount of feedback when you’re shooting at an enemy,” explains Gameplay Tech Lead Pierre-Vincent Belisle. “What we wanted to do is have Necromorphs show you—without an actual health bar or HP—how much damage they’ve gotten. So you can visually inspect the character and say, ‘I should aim for this, because it’s been weakened.’”
And the results are magnificently gruesome, showing remarkable details. Flesh can be flayed away and the bones broken, sometimes leaving a limb dangling. It’s an impressive visual effect—but the peeling system isn’t just for atmosphere.
“It’s in there to add depth to the dismemberment system,” says Nate, “but it also complements it in a way that allows some of the other weapons in the game—weapons that don’t involve cutting directly— to also have a big impact, to be just as fun as the plasma cutter is. So I think it goes a long way to bring a lot of the elements of the game up in quality.”
Of course, to get to that point required a lot of anatomical expertise... and unsettling research. “We gathered and analyzed a vast number of photographs and videos of crime scenes and accidents,” Mike says. “We looked at a nauseating amount of grisly content.”
But the ability to remove layers of Necromorph flesh isn’t the only thing new about our grotesque friends. The dismemberment system, for example, has gotten its own upgrade. “We wanted to set a new standard for dismemberment in games,” says Pierre-Vincent. “So when Isaac cuts an enemy in pieces, that enemy’s character model gets actually, truly cut into pieces. It's not a fake-out.” That required a technology that essentially causes Necromorphs to always be interacting with gravity, the environment, and their own musculature. “They have a skeleton with muscles that will deform in response to anything being interacted with,” he says. “So when you see a Necromorph walking down a corridor, getting close to a wall, there’s no animation pulling the arm in closer; it’s actually the physics of the wall pushing against the character.”
And while the team is ensuring that Necromorphs behave in ways true to the original game, returning players will find some surprises here as well. “Things will happen in the ship, encounters or jump scares or just sound effects, that from playthrough to playthrough, from one visit to a room to another, will change,” Pierre-Vincent explains.
“The goal was to be able to build an experience that’s faithful to the Player’s memory of the original,” adds Realization Director Joel MacMillan, “while still managing to keep them on their toes.”
KEEP CALM AND FIGHT ON
You may think all this would make encounters with Necromorphs even more harrowing than in the original. You would be correct. Even the team who created them has some that they live in fear of encountering in the dark corridors of the Ishimura.
“Probably the one I hate running into the most is the Leaper,” Nate says “It’s just so easy to lose track of where they are, especially if there’s more than one enemy in the room. And they’re pretty powerful; they can easily go up on the ceiling and come back down the wall next to you—that’s when I use the bigger guns. Like, shoot all the explosive things around you.”
But if it’s any consolation, remember that while today’s technology has brought these horrors even more horrifically to life, it’s also given players more tools to vanquish them.
“The environment has tools you can use to damage Necromorphs,” Pierre-Vincent says, “to help save on bullets. And even some of the Necromorphs will provide you with weapons; you cut off the claw of a Slasher, you can just pick it up and use it—even on the same Necromorph. It can be effectively damaged by its own weapon!”
“Even just taking anything—a box, a crate, whatever—and throwing it at a creature just to knock them back can give you a little breathing room or the chance to reload,” Nate adds. “Mixing those kinds of things with regular weapons is a big help.”
“But always make sure to keep some fuel in your flamethrower,” Joel says. “It can be your best friend if you come across some Swarmers—or if you just need to light up a room!”
Now, don’t you feel better?
You’ll have a chance to get elbow deep in Necromorph flesh when Dead Space releases on January 27, 2023, on PC. Until then, watch this space for more insights from the developers!
This update is the largest of all time. Many problems that you have often complained about have been fixed.
Resistance Have you always thought about why the city could be captured by a small detachment? It's in the past! Added new resistance mechanics. Now the cities are resisting capture and can defend themselves (however, they will suffer losses)
There are a lot of balance changes in this update. For example, slingers have become weaker and it is now unprofitable to do only them. Factories now produce specific goods, not just money. It's harder to attract capitalists now. And much more.
Diplomacy has been redone. Now it has become more difficult to create a federation, and the bot will not agree to a peace treaty if it wins.
A lot of work has been done on optimization. The game has become much faster. Also, a lot of bugs and crashes were fixed.
You can read the full list of changes below. I hope you will appreciate the update and write a positive review. Best regards, Alexander, developer of Kingdom's Life
FIXED: --Optimized the laws panel --Optimization of moves (they have become faster!) --Optimized factories --Fixed a bug in which buildings did not turn into factories at the stage of industrialism if the automatic distribution of workers was turned off --Fixed a graphical bug of the buildings panel --Fixed a crash related to trade routes --Caravans no longer appear in trade centers (and do not stand there just like that) --Fixed a bug related to factories causing a hang --Fixed titles --Fixed a bug that did not allow you to click on the unit --Bots are more likely to build bread production chains --Bots build slightly less wood production --Bots build forts less often and build iron production more often --If you capture all the cities, the settlers will be destroyed --You cannot select a city if a building is selected for construction --Temperature maps were removed so as not to distort the appearance (they did not affect the gameplay) --Fixed a bug of failure to click on the building --Now the border border is visible during the move --Fixed departure related to the territory --Fixed the issue of Steam achievements --You cannot click on a unit or on a city while hiring an army or building --Changed the top interface. Now you can choose the display mode --Fixed a crash from declaring war by a player --Fixed militia spawn --Fixed crash during bot attack --Slightly changed the diplomacy panel --If the enemy has no troops, he agrees to peace. Also, the conclusion of peace has become easier in other conditions --Fixed meteorite mechanics --The event will not close until the player closes it --Fixed the addition of factories from investments --Fixed departure from artillery shelling --Fixed the return of resources from the disbandment of the army
CHANGED: --Shift now speeds up the camera --Panels now open 2 times faster --The maps have been reduced, but this will increase optimization by several times (the maps were too large) --Roads were removed (they didn't have a function - it's a waste of PC resources) --The camera was accelerated --Added another screenshot to the store page --Updated the manual for creating your own map --Changed icons of knowledge, population, discontent, coins, religious points --Tab buttons of buildings have become bigger and more convenient --The basic production of the plant has been increased by 16 times --The camera can be brought even closer --Textures of all units (except artillery and ships have been changed). All have animations --Factories no longer produce just money. They produce one of 24 products. The appearance of the goods at the factory depends on the location and the general situation --On the resource map, the factory has an icon of the resource that produces --Improved landscape graphics --Added a new map - North America --The construction of buildings by the player takes 4 times less time --The top panel of the interface has changed a little (the protrusion of the flag has been removed) --The appearance of the interface has been slightly changed --The interface takes up a little less space --The value of enterprises for GDP has been reduced by 2 times --Investments in enterprises are now less efficient by 40% --The maximum number of capitalists in the state can now be 1.5 times less --The growth of small enterprises is now 1.5 times less --The maximum number of medium-sized enterprises is now 2 times more (the number of buildings multiplied by 2) --The maximum number of large enterprises has been increased by 1.5 times --The law "Support of large enterprises" also increases the maximum number of large enterprises by 33% --Now caravans can be "intercepted" by other cities that are not the ultimate goal of the caravan. --Slingers' power reduced from 2 to 1 --The strength of knights, pikemen increased by 1 --The power of the arquebusiers has been increased by 2 --Lancer power reduced by 2 --Each button on the top panel now has its own shade --The maximum population of cities has been reduced (still, in such times so many people did not live there): Tribe - 25,000; Feudalism - 50,000; Capitalism - 300,000; Industrialism - 500,000 --Changed the map of Japan (added islands around and Korea in the upper left corner) --The texture of the studied technology has become lighter and more noticeable --Now more resources are given at the start --Changed the texture of the cities of stage 1 and 2. Added city cell outline --If you zoom in on the camera, anti-aliasing is turned off (pixel style looks better) --Changed the display of country names --The northern continental territories appeared on the map of Crimea --Slightly changed the city panel --The appearance of the factories has changed, now they have 3 appearance options --Changed the appearance of the production of swords, iron shields, iron armor, mills, bakeries, quarries, musket production; added animations --Slightly changed the graphics of the shores, lakes, ores, swamps --You can switch panels using the arrows --Numbering has been added to the laws panel, as well as effect icons --It has become easier to conclude an alliance --Made a normal day and night shift (dynamic) --For the consent of another country to federation, it is required (at least): GDP is 2 times larger, the population is 2 times higher, the number of the army is 4 times higher, the size of the state is 3 times larger --The icon of the number of troops on the squad has been changed to the icon of a person --If your city is captured, you will receive an alert in the form of an event --Added a resistance system in cities. If the strength of the squad is higher than the numbers of the city, the city will be captured without resistance. Otherwise, the city itself will fight back, but will lose a significant part of the population. The ability to resist is also affected by discontent (the higher the discontent, the less resistance) --Added a label of laws that increase discontent --Changed the game icon in Discord --The steam page has been changed. The translation of the page into Spanish, Italian, Portuguese has been fixed. --Changed the maximum number of players on each map
We're happy to see everyone at DreamHack Beyond and today we are releasing a new demo update, 0.6.1 that brings performance fixes, reward changes to make demo more enjoyable and overall bug fixes.
Exploring ancient temples can lead to astounding archaeological discoveries, but also devastating consequences. However some Champions remain confident in their fabulous capabilities rather than let the dark memories sour their levity!
Kent is a trained archeologist whose blade is as sharp as his outfits. He joins his fellow Rivals of Waterdeep Gazrick, Shaka, Selise, and D'hani in the Champion roster during Liar's Night!
Fixed an issue where resolution is not set correctly for first time startup Fix an issue where using mouse and keyboard wasn't functioning properly Fixed missing localization text
Thank you to everyone for playing ESPIONAGE so far! A major update is out now and features the following changes:
1️⃣ New character added: SHERRING FORD 🌟 Sherring's Special Ability「Deductive Reasoning」 allows him to choose another living player and publicly announce the role he believes they are playing during the match. Whether you use this to mislead your enemies or ensure their arrest is up to you.
2️⃣ New costume added: Detective Sherring
3️⃣ New match modifier: Double Effects — The effects of all Trust and Suspicion actions are doubled, including all special abilities with the exception of Group Therapy.
4️⃣ New match setting: Rapid Time — Every timer in the game passes much faster. Not recommended for beginners.
5️⃣ Some visual and UI bugs have been addressed.
6️⃣ Some issues faced by Mac users have been addressed.
7️⃣ The groundwork for the introduction of AI has been added in order to facilitate public testing in the future.
8️⃣ Disconnected players will now auto-recuse on their turns after 3 seconds until they rejoin.
If you'd like to get to know more about Sherring, read his full (and free!) manga chapter on the official website here!
Lots to cover, so let's start with the changelist, then I'll explain how the logic/input/controls work in more detail:
Version 0.170 Changelist:
Added new part: Logic Timer - This is an input delay with 2 modes (see below)
Added new part: Logic Gates - Use up to 4 inputs and 3 gates to do some basic logic
Added new part: Basic Light - Customizable light that can also be used as a toggle for controls that don't have them
Added new part: Distance Sensor - Measures distance from the sensor (proximity) or distance from sea level (altitude)
Added new part: Direction Sensor - Measures your direction (North-East-South-West-Up-Down) or speed in those 6 directions plus 2 more (Sensor facing direction, or Any).
[Just wanted to interrupt and say each of the 5 logic parts serves multiple purposes. There will be more logic parts and things that trigger outputs, but these 5 should handle most of your programming/logic desires. Onward with the changes...]
Added new part: Free Piston - Works like Free Swivel, but in piston form. When not powered in use, it will slide freely. Power is also applied very differently than normal pistons.
Added new part: Quad Split S - Splits 1 connector into 4, intended for use with logic parts if you need to use a large number of them (larger version coming soon)
Changed and sped up connector + overdrive drawing [*} Added 3 new part categories and rearranged some stuff (kind of a lot)
Adjusted min/max rotation to do exactly what you'd expect (relative rotation from your starting angle) on rotating parts
Adjusted min/max rotation angles to snap in better increments
Adjusted pivot direction display so it's more relevant/helpful
Added advanced build option to enable "independent motor" for limited-rotation parts (now the default)
- Independent motor parts will neither be affected by, nor affect, other rotation parts
- Set custom "Motor Linkage" index so you can link motors like you want (this is basically the old behavior, but no longer linked to controls)
Fixed mirror mode sometimes choosing the wrong mirrored part in certain cases (common with mini-wedges)
Fixed some limits/issues with suspension length
Fixed the logic for hiding advanced/help stuff
[There were other changes, but I stopped writing stuff down at some point and I've been too busy to go back and find everything I adjusted/fixed/etc.]
HOW TO USE LOGIC PARTS
NOTE: I was working on a video to explain logic parts, but I realized a little way through that there's something missing: A more interactive display of how the parts are connected (logically). Basically I need to draw the inputs/outputs on the part you have selected, and any parts that are directly connected, so that you can trace the logic more easily. So I stopped the video and released this update a few hours earlier than expected. Look for version 0.171 to add that feature (and maybe more) next week, along with a video to cover all the new logic parts.
This image contains the majority of what you need to know about logic parts, and I'll break down the various sections below.
In the bottom right, we see 32 "L#" buttons. These are the logic buttons. They act as inputs for any part (just like a keyboard/gamepad button), and also receive outputs from logic parts. Whenever you have a part selected, all the logic/control mappings with a blue highlight are used by the part, and the orange highlighted one(s) are the ones for the controls you're editing.
There are 2 or 4 inputs for parts that receive inputs, and 4 outputs for parts that have outputs (only the 5 new logic parts so far). Note that there's a lot more detail to remapping controls, but the important thing is knowing which control is active/remappable. The active control has an orange outline, and that active control is what will be remapped when you click on an input (logical or physical). It's a bit confusing at first, but here's a quick way to see how it works...
EXAMPLE #1: Create a logic timer that has a 1 second delay and leave the default settings (Y to start the timer, H to cancel it), then click on "Out Normal" in the upper right, then "L1" in the logical inputs. You should see its "+" output mapped to L1. Now create a thruster, then click on L1 again to map its controls to L1 (because it has no outputs, the "Controls" input was auto-selected). Start the game, and when you press Y, the thruster will activate 1 second later. Press Y again, and the thruster will deactivate another second later.
Understanding the connection between logical inputs/outputs is the biggest new concept, so I highly recommend completing the example above. And here's another one that focuses on two other new parts...
EXAMPLE #2: Create a Logic Gate. Set the top gate to AND (click on it once). Click on "Out Normal" and then on "L3" in the logical controls array. Now add a Basic Light. Select "Controls" next (Y+H), but only click on it once (so both Y and H are highlighted in orange). Then click on "L3" below. Start playing and you should have to press both Y and H to turn the light on.
I think that's enough explanation for now. I'll be hovering in the forums to answer questions, and hop on over to the Discord if you want even more interactive Q&A. Aside from the 3D/interactive display of inputs/outputs to make logic better, I'll be trying out some ideas to make the input remapping a little more obvious/intuitive.
There's still at least one more big wave of vehicle building updates still to come beyond the logic tweaks/improvements: Multi-select, Copy-Paste, Rotating, etc. But I may diverge to work on some less-intense things for a little while. Getting this update done was a massive amount of work, and I need to back away a little and make sure logic stuff is solid before tackling another epic update.
FEATURED VEHICLE REMINDER
Just a quick reminder that this month's featured vehicle theme is Balloon Bombers, and I'll be doing the judging/playing on the 26th of this month, so get your entries in by then.
- Added 3 Halloween 2022 courses, targets, and FX - Color option per optical, per weapon - Collapsible course groups - Fixed snapper target scoring - Fixed grass texture bleed - Fixed hand orientations on all firearms. - Fixed light intensity of Desert Fox environment to match other environments - Fixed walking areas in Long Alley 02 and 06