![]() ![]() “So I’m going to be cautious and I’m going to scout every inch of this level to try to find a bullet, power node upgrade, health upgrade, etc.” “You kind of walk into every situation feeling like, ‘God, I don’t have everything I need to win whatever fight I think might be coming,’” Bagwell says. By forcing the player to constantly scrounge for resources, the team also ensured that the player couldn’t hide from a level’s darkest corners. When it came time to develop Dead Space 2, Bagwell and the rest of the team even went so far as to develop a system that measured how many resources the player had when they reached the game’s various checkpoints. “We let you move and shoot and all these things… to counter that, we made very dark, claustrophobic environments.” “We said, ‘You need to feel like you’re desperate for health and for bullets all of the time,” Bagwell says. ![]() While the Dead Space team was against crippling the player with awkward controls, Bagwell says that it was important to ensure the player didn’t feel like “James Bond.” Accomplishing that meant depriving them of fundamental resources and general confidence. ![]() You can do that through audio and lighting and level design and enemy design.” “What they realized is that you don’t have to have these clunky control schemes in order to scare the player. “Some of were like, ‘You can’t make a scary game if you let the player move and shoot,’” Bagwell says. Indeed, the Dead Space team initially referred to their project as “ Resident Evil 4 in space.” It was a bankable pitch, but the team struggled when it came to balancing the action of a game like Resident Evil 4 with their goal of designing the scariest game ever made. At that time, building the scariest game of all-time meant besting the current genre king, Resident Evil 4. ![]()
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