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Dead Space Remake Must Keep Isaac Clarke A Silent Protagonist

Being alone was a central element of Dead Space, and the developer polished the game in many areas to ensure that feeling resonated with the player. Visceral Games had the goal of making Isaac a narrative device, making it easy to fit into the shoes of the troubled engineer. Therefore, paying attention to the game’s audio cues was necessary; every sound that wasn’t part of a soundtrack arrangement meant something. Isaac’s lack of dialogue made sense – speaking too much could give away his position or interfere with the player’s ability to determine where a new threat could be coming from. His grunts and sounds of exertion conveyed all the player needed to hear as it transported them into the helmet of Isaac. Isaac’s voice in the Dead Space remake – and a defined personality – could undermine the immersive intent of the original. The disconnect would be more significant if his dialogue goes beyond the necessary and shines a light on his mannerisms.

Though Dead Space 2 gave Isaac more of a personality in the second entry, this wasn’t an issue due to the first game’s events. Players now had the background to go off of; Isaac was a survivor reconciling with the truth from the first game’s events. Visceral clearly defined his new personality based on those events from Dead Space – he was now damaged but capable, leaving little reason to keep him silent in that entry. However, the first title needs to establish that critical background for the protagonist and give the player a suitable means of immersing themselves in the derelict halls of the Ishimura. Isaac doesn’t need to be a silent protagonist for the remainder of his days, but for the Dead Space remake, it’s critical he remains somewhat of a blank slate for the sake of the fear-laden experience.


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Dead Space Remake Must Keep Isaac Clarke A Silent Protagonist

Being alone was a central element of Dead Space, and the developer polished the game in many areas to ensure that feeling resonated with the player. Visceral Games had the goal of making Isaac a narrative device, making it easy to fit into the shoes of the troubled engineer. Therefore, paying attention to the game’s audio cues was necessary; every sound that wasn’t part of a soundtrack arrangement meant something. Isaac’s lack of dialogue made sense – speaking too much could give away his position or interfere with the player’s ability to determine where a new threat could be coming from. His grunts and sounds of exertion conveyed all the player needed to hear as it transported them into the helmet of Isaac. Isaac’s voice in the Dead Space remake – and a defined personality – could undermine the immersive intent of the original. The disconnect would be more significant if his dialogue goes beyond the necessary and shines a light on his mannerisms.

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Though Dead Space 2 gave Isaac more of a personality in the second entry, this wasn’t an issue due to the first game’s events. Players now had the background to go off of; Isaac was a survivor reconciling with the truth from the first game’s events. Visceral clearly defined his new personality based on those events from Dead Space – he was now damaged but capable, leaving little reason to keep him silent in that entry. However, the first title needs to establish that critical background for the protagonist and give the player a suitable means of immersing themselves in the derelict halls of the Ishimura. Isaac doesn’t need to be a silent protagonist for the remainder of his days, but for the Dead Space remake, it’s critical he remains somewhat of a blank slate for the sake of the fear-laden experience.

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#Dead #Space #Remake #Isaac #Clarke #Silent #Protagonist

Dead Space Remake Must Keep Isaac Clarke A Silent Protagonist

Being alone was a central element of Dead Space, and the developer polished the game in many areas to ensure that feeling resonated with the player. Visceral Games had the goal of making Isaac a narrative device, making it easy to fit into the shoes of the troubled engineer. Therefore, paying attention to the game’s audio cues was necessary; every sound that wasn’t part of a soundtrack arrangement meant something. Isaac’s lack of dialogue made sense – speaking too much could give away his position or interfere with the player’s ability to determine where a new threat could be coming from. His grunts and sounds of exertion conveyed all the player needed to hear as it transported them into the helmet of Isaac. Isaac’s voice in the Dead Space remake – and a defined personality – could undermine the immersive intent of the original. The disconnect would be more significant if his dialogue goes beyond the necessary and shines a light on his mannerisms.

googletag.cmd.push(function() { googletag.display(‘div-gpt-ad-1535570269372-ccr4’); });

Though Dead Space 2 gave Isaac more of a personality in the second entry, this wasn’t an issue due to the first game’s events. Players now had the background to go off of; Isaac was a survivor reconciling with the truth from the first game’s events. Visceral clearly defined his new personality based on those events from Dead Space – he was now damaged but capable, leaving little reason to keep him silent in that entry. However, the first title needs to establish that critical background for the protagonist and give the player a suitable means of immersing themselves in the derelict halls of the Ishimura. Isaac doesn’t need to be a silent protagonist for the remainder of his days, but for the Dead Space remake, it’s critical he remains somewhat of a blank slate for the sake of the fear-laden experience.

googletag.cmd.push(function() { googletag.display(‘div-gpt-ad-1535570269372-ccr5’); });

googletag.cmd.push(function() { googletag.display(‘div-gpt-ad-1550597677810-0’); });

#Dead #Space #Remake #Isaac #Clarke #Silent #Protagonist


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