Tag Archives: Glen Schofield

Better Horror 15 Years Ago

Feeling excited, I wait for my PlayStation 5 to flicker on so I can go somewhere I haven’t before, the USG Ishimura, splattered with fresh blood by Motive Studio for its Dead Space remake, released January 27. The mining ship has always been the gray spinal cord to trigger-happy horror Dead Space, originally released in 2008 and made by the since-shuttered Visceral Games, and I’ve gleaned as a newbie (I was 10 in 2008) that it’s one of the best horror games of all time. But after I see the ship—and the atrocities that populate it, indicated by graffiti (“Fuck this ship, it’s a shitty capitalist organization,” one on-the-nose scrawl says) and hallways sticky with organic goo—I wonder if that’s still the case.

The USG Ishimura itself, at least, lives up to my expectations. As engineer Isaac Clarke, a formerly non-speaking character now imbued with Dead Space 2 and 3 actor Gunner Wright’s cool voice of reason, I crash-land onto it along with my bickering crewmates, including Chief Security Officer Hammond and computer specialist Kendra Daniels. I’m immediately impressed by the ship’s engulfing shadows, the only extra dimension, really, to the lightless spine I spend around 16 hours running across and around.

It’s glued together by a speedy tram system, which was cut up by loading screens in the original game, but, in this Dead Space, travels smoothly without interruption. Though I often press my controller’s right stick to prompt a glowing blue line to guide me to my next location, the tram system makes Ishimura’s smallness obvious and more suffocating. This feeling doubles when I re-enter an area I was recently in, not thinking about the bodies I already wasted until noticing, there they are, still piled up.

Fuck this ship, it’s a shitty capitalist organization.
Screenshot: Motive Studio / Kotaku

Those bodies, with their taut, twisted skin, lumpy intestines poking through—like when you stick your thumb into an orange to break it open—belong to Isaac’s main opponent, the necromorphs.

The remake adds rooms you can access with an added security clearance system (you earn Level 1, 2, and 3 clearance naturally as you progress through the game), which sustains exploration even after Ishimura’s halls become familiar, and optional side quests for added context and background on characters. But, other than that, Dead Space 2023 doesn’t build on Dead Space 2008’s unconvincing story of crazed Unitologist cult members infecting people with their Red Marker in their quest for ascension, and so necromorphs continue to be yowling, sour victims of the Marker, and you need to hack their limbs off.

There are options for how you’d like to accomplish this. Maybe you prefer the Plasma Cutter, Pulse Rifle, or the Ripper, which shoots saw blades. I’ve become attached to the Force Gun, a Dead Space 2 acquisition, which uses the game’s gravity manipulation module, Kinesis, to blast away necromorphs until they become piles of rattled bones.

I do that a lot. I blast away babies with tendrils unfurling from their back while they spit some green acid at my Isaac, who ejects a low groan or a gravelly scream in response. I can hear his pulse racing when he’s quiet.

I blast away necromorphs that look like overgrown bats and necromorphs that look like praying mantises while a “boss” necromorph lumbers toward me like an intimidating, headless bear. I pause it with Stasis, another gravity manipulation that you can recharge to put enemies in slow-mo—it goes down disappointingly easily with a few hits to the yellow pustules around its joints.

I start associating my disappointment with these fluid-filled bulbs. I’m confused by what the Dead Space remake chooses to keep and what it changes.

Its light and graphics get an objective improvement, the type that 15 years allow.

And this isn’t a change, but it’s also worth noting that Dead Space’s gameplay on PS5 is clean—aside from a minor irritation where starting the game back up after saving at a checkpoint immobilized Issac, so I had to close and restart the game on a few occasions— which annoyingly feels like a rarity for new releases.

I’m happy that a game runs like it’s supposed to. But Dead Space’s visual improvement isn’t as noticeable as Demon’s Souls in 2020, and whether or not you like its tweaks and additions will come down to preference.

I might have preferred if Isaac never spoke. He was, before, an empty bowl for players to place their own fears, their anxieties—mine grew insistently the longer I spent hearing muffled moans reverberating throughout Ishimura.

In the remake, Isaac speaks, but he never gives me anything to identify with or root for. He’s following orders, and he wants to go home. Great, the same was true for nearly everyone else on Ishimura, and I’ve been mindlessly chopping them into pieces. Why should I care if Isaac, in particular, lives or dies? When he takes off his mask, I don’t even feel like I recognize him.

Hi, Isaac, who are you?
Screenshot: Motive Studio / Kotaku

The game’s boss fights, as I mentioned, retain the boring, methodical process of the original. Hit the yellow boils until they pop. Move to the left if a tendril is about to hit you. Then to the right.

When I fight a boss in one of the game’s “zero gravity” environments, I use my jetpack (on loan from Dead Space 2), to help me execute a similar strategy, zooming away from tendrils and floating versions of those exploding yellow sacs while I awkwardly try to steer an Asteroid Defense System cannon into a weak point. I win. Yay. What am I fighting for again?

For love, maybe. Isaac wants to reunite with his girlfriend Nicole, a medical officer aboard the Ishimura who barely exists unless you pursue her optional side quest. But no, just as in 2008’s Dead Space, the first letters of the game’s chapter titles spell out N I C O L E I S D E A D, and love was never an option. In the game, it’s a token, something developers put in just so you’d be scared when you realized it wasn’t actually there.

It is, however, effective. I’m scared while playing Dead Space, though that feeling alternates with a droopy sense that I’m missing something, most likely the magic of 2008. I’m missing out on a PC to run those sooty, grainy graphics in someone’s dark dorm room.

15 years later, we have more compelling protagonists to choose from, and even more interesting space zombies, like those in Dead Space creator Glen Schofield’s The Callisto Protocol, which is also mired by repetitive bosses, but at least looks and sounds incredible. The Dead Space remake accomplishes what it set out to do, it makes an old game compatible for modern consoles. But that’s all it does. 2008’s lightning stays in its bottle.

 

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Callisto Protocol Studio Latest Accused Of Botching Dev Credits

Image: Striking Distance Studios / Krafton

Some developers on the space horror blockbuster Callisto Protocol say they were omitted from the end credits sequence despite extensive work on the game and key contributions to the finished product. The claims come amid a renewed push throughout the video game industry to fix a broken crediting system that often punishes lower-ranking employees and those who leave prior to the final release date.

In a new report by GamesIndustry.biz, former employees at Striking Distance Studios say they believe around 20 developers were left off Callisto Protocol’s long end-of-game credits roll. Many were surprised by the omission, and say the studio never formally communicated a policy of leaving developers off the credits if they left before the game shipped. A few regard it as punishment for taking a job somewhere else.

“[The credits omission] felt like an obvious F-U to those who were left out,” one source tells GamesIndustry.biz. “Somebody wanted to send a message, and the message was, ‘Next time have a bit more loyalty to us.’”

Striking Distance was formed by former Dead Space director Glen Schofield in 2019 after leaving Call of Duty studio Sledgehammer Games. Late last year as its debut game was finishing development, Schofield was criticized for a tweet that endorsed crunch culture, celebrating sacrifice and long overtime hours.

While he later deleted the tweet and apologized, Bloomberg subsequently confirmed that at least some developers at the studio had crunched during production. Schofield told Bloomberg that some staff were “working hard for a few weeks” but that no overtime was mandatory.

Some former developers now tell GamesIndustry.biz that studio management would make promises to address crunch culture in the very same meetings where it would praise the long hours people had put in. “My issue is those of us who took part in that culture, who put in that time, and worked intensely to help craft this product, were punished with a credit omission for not going the extra mile…to stay until it shipped.”

The International Game Developers Association announced a plan last August to try and standardize how developers are credited for their work, and foster the spread of tools that can make it easier to update end credits scrolls when they are missing someone or contain other inaccuracies. “Game credits are hard, particularly in AAA,” former Naughty Dog communications manager, Scott Lowe, tweeted in reaction to today’s GamesIndustry.biz report. “But the answer is easy: credit everyone. Gating by time and subjective assessments of value/impact is messy and cruel.”

Striking Distance Studios did not immediately respond to a request for comment.



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EA Made PS2 Lord Of The Rings Game With Tiger Woods Golf Engine

Image: EA / Kotaku

Making video games is very hard. It can take years of work to ship even a small game. One aspect that can take up a particularly large amount of time and resources is building a custom engine, which is why many devs utilize Unreal, Unity, or another pre-existing engine to help speed up development. That’s very common, but recently a really wild example from the PlayStation 2 days came to light in an interview with Glen Schofield, director of the new The Callisto Protocol.

Recently, the Callisto Protocol was released to…mixed reviews, let’s say (our own Ashley Bardhan liked how ambitious it was, despite some annoying difficulty spikes). Anyway, to help drum up publicity for the new horror game, director Glen Schofield has been going around doing interviews and whatnot. And two weeks ago he did a video with Wired in which he answered random tweets about game development. That’s where he revealed a fun bit of trivia about a popular Lord of the Rings game he worked on at EA.

In the Wired video, Schofield (who previously worked on Dead Space and Call of Duty) answers a question as to why devs don’t make their own engines anymore and instead use pre-existing tech. The director explains that it’s just too damn expensive and time-consuming to do this today, and that it’s almost always better to take an old engine and repurpose it, like he did at EA.

Wired

You see, when he was a producer on 2003 licensed beat ‘em up The Lord of the Rings: The Return of the King, his team spent a year working on a new engine for the game. But things were going slowly and the game had a hard deadline to hit. So he looked around at the various other engines EA was using for its games at that time to find some tech they could repurpose. And weirdly enough, he came to the conclusion that the latest Tiger Woods golf game had the perfect engine.

Lord of the Rings is about large areas and then sort of a castle on the end or something, a fortress. What’s like that? Tiger Woods!” explained Schofield, “Long areas, and at the end is where you go get food, where you’re done. And so we took the Tiger Woods engine and turned that into a Lord of the Rings engine.”

Now, this is funny and interesting enough on its own. But one last part came to light earlier today on Twitter. It turns out, according to a former EA dev, that some modified Lord of the Rings visual effects code was later re-used on a PSP Tiger Woods game to create puffs of smoke during ball impact.

Apparently the code of the PSP Tiger Woods game also contains references to Gandalf and other LotR characters, too. As ever, game development is messy and endlessly fascinating.



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You Still Have 10 Game Releases To Look Forward To This Year

Fantasy medieval game Blacktail, Krakow-based studio The Parasight’s debut, lets you play as folktale witch Baba Yaga in her bow-and-arrow-carrying youth. You command her fate, if she’s a good witch or a bad witch, depending on how you navigate the magical, dangerous forest she roams.

“When living memories of her past return as foul, walking spirits,” Blacktail’s website says. “Yaga is faced with no other option than to hunt them down in hopes of unraveling her own mystery.”

I’m excited by Blacktail’s premise—I’m a former little kid with vivid imagined memories of Baba Yaga’s gnarled hands and battered cabin in the woods. Though, I am a little annoyed that Yaga’s voice actress sounds British despite the character growing up isolated from everyone except, like, early Belarusians. I’m hoping the game’s story is so mythic and compelling that I’m distracted by the Anglo-Saxon intrusion.

Release date: December 15

Compatible with: PC, Xbox Series X/S, PS5


What 2022 game release are you most looking forward to? Or are you keeping your sights set squarely on next year?

 

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