‘Dead Space’ is the new benchmark for video game remakes

In the split second before a necromorph slides its arm blades into Isaac Clarke’s stomach, it looks like the massive monster is giving him a bloody, snarling, over-excited hug. This precise moment, frozen between horrific brutality and a comforting embrace, captures the essence of the Dead Space remake. As a fan of the 2008 game, playing the new Dead Space is a cozy experience, even amid all the terror, death and gore. Hell, because of these factors. The Dead Space remake is big, beautiful and better than the original, while maintaining the magic that made the first game an instant classic. Turns out, great game design is timeless.

Man, EA used to make some good games. Dead Space came out at the height of EA’s golden era, a year after the first Mass Effect and a month before Mirror’s Edge, and it defined the sci-fi horror genre in a way that persists today. Dead Space was the game that introduced HUD-less horror environments, incorporating health and ability meters into Isaac’s suit, rather than displaying static indicators over every scene. The remake uses the same immersion system, alongside a pop-up inventory that doesn’t interrupt gameplay. Stores and upgrade benches are scattered around the USG Ishimura, the main ship where the nightmare unfolds, powered by credits and nodes that players find while slicing their way through the monsters onboard.

In the remake, the Ishimura is a maze of twisting metal corridors and locked rooms, and it’s bursting with secrets. I found myself checking every corner for glowing boxes to stomp on or shiny bits of ammo and credits, and my exploration was often richly rewarded. Never too rich, though — asset management underscores the game’s tension, and Isaac is constantly at risk of running out of ammo, stasis energy, oxygen or health. He’s always vulnerable in some way. In an action-horror game, this feeling is paramount.

Isaac has his classic arsenal of improvised and scavenged weapons, including the plasma cutter, disc ripper and flamethrower, but with some modern updates. The secondary mechanism on the flamethrower, for instance, deploys a wall of fire rather than an explosive orb, and it’s an ultra-satisfying way to cut off encroaching hordes. Shooting the necromorphs’ long limbs will always be more powerful than a headshot; stomping on mutant corpses still releases goodies (and any lingering player frustration), and the stasis ability remains a critical tool in managing enemies, temporarily freezing them in place. Kinesis is incredibly useful as well, allowing Isaac to pick up and hurl objects at any time, with unlimited duration.

Isaac Clarke, the protagonist of Dead Space, aims his weapon at a necromorph that is standing, menacingly silhouetted against a harsh light on a space ship.
EA Motive

Isaac gains new weapons and abilities at a rapid pace, and these tools flow into each other smoothly during locked-room combat scenes. Players are able to approach fights in a variety of ways and swap strategies on the fly — though stasis, shoot, stomp is always a valid approach. Save and refill stations are positioned generously throughout the environments, while ammo and health drops tend to appear right when they’re needed. In general, it doesn’t feel like the game mechanics are working against you — that’s only the murderous mutant space monsters.

Aside from significant graphical improvements, the single biggest enhancement in the Dead Space remake is the addition of zero-gravity flight. This mechanic opens up the game in a way that feels authentic to the source material — as if this is what developers wanted to do back in 2008, but hardware limitations made it impossible. In the original, Isaac leapt from surface to surface in zero-gravity, but now he floats and soars freely through these scenes with boosters on the soles of his boots. While flying, he can shoot, freeze and fling objects at enemies in any direction. 

Boss fights and large-scale puzzles are dynamic in zero-G, and flying changes some sections of the game drastically. Isaac’s final fight against the Leviathan (a big tentacle blob) is now a fast-paced, no-oxygen, in-literal-space event with three turrets, requiring a combination of kinesis, mid-flight strafing and shooting skills. In the original Dead Space, this fight has Isaac firing on the tentacles from a gunner seat inside the Ishimura. There’s no denying, the remake does it better.

Isaac Clarke, the protagonist of Dead Space, stands under a spotlight in a dark, dingy corner of a spaceship.

Dead Space is bloody and beautiful from start to finish on PlayStation 5. The game includes full voice acting, expanded narrative arcs, fresh mechanics, new puzzles and no loading screens (just a few suspiciously long tram rides that developers at Motive claim exist purely to increase the tension). 

Only a couple of sections in my playthrough came close to tedious. More than halfway through the game, I was grabbed by a giant tentacle and had the wrong weapon equipped to shoot its glowing weak point. It took half a dozen deaths for me to properly swap guns and land enough shots to end the sequence. This felt unfair and deflating after an entertaining and challenging boss fight. However, I’m happy to say this was my largest gripe with the remaster — despite minor hiccups like this one, Dead Space is a master class in action-horror game design. 

There’s a surprising amount of restraint to this remake: EA updated the right things in the right way, while avoiding the baggage of modern AAA games. You’ll find no procedural generation here, no open world, no way to communicate with other players, not even a HUD; just a limited set of skills and a spaceship filled with violent, half-dead, long-limbed monsters.

Playing the Dead Space remake feels like snuggling into a cozy sweater made out of bloody, infected flesh and razor-sharp bone fragments. It’s scary, yes, but in a way that makes you laugh after jumping in fright. It’s a lot like being spooked by a friend — or, maybe, getting hugged by a necromorph.

‘Birth’ is the macabre indie game quietly crushing the convention circuit

Madison Karrh’s booth at Summer Game Fest 2022 was on the far right side of the demo area, hugging a wall at the front of the small industrial space in downtown Los Angeles. Her game, Birth, was one of the first projects you’d see after grabbing a swag…

Sony’s Project Leonardo is a controller kit to help people with disabilities play PS5

Sony is building a better PlayStation 5 controller with Project Leonardo, a kit that promises to make games easier to play for people with limited motor control. In initial images, Project Leonardo is a set of circular gamepads lined with buttons and directional input methods, all of it customizable. Sony says the system will work “out of the box” with the PS5, allowing players to craft their ideal gamepad by mapping buttons, swapping out hardware bits and creating distinct profiles.

Project Leonardo can be used on its own or paired with DualSense controllers — up to two Leonardos and one DualSense can be read as one gamepad by the PS5. This grants players flexibility and also allows other people to help control games.

Project Leonardo
Sony

The hardware includes four 3.5mm AUX ports to accommodate a variety of existing accessibility accessories and switches. The controller itself lies flat on a table or can be mounted on a tripod; it doesn’t need to be held. Sony partnered with a handful of organizations, including AbleGamers, SpecialEffect and Stack Up, while designing Project Leonardo.

With Project Leonardo, Sony is taking clear cues from Microsoft, which has been a leader in accessibility tech, particularly in the gaming space. Microsoft released the Xbox Adaptive Controller in 2018 and it had many of the same selling points as Sony’s new endeavor, but in a longer and flatter package. Microsoft has a new laboratory focused on building inclusive hardware and a five-year plan to improve the technology landscape for people with disabilities.

One of the major draws of the Xbox Adaptive Controller is its price, which was also designed to be accessible: $100. There’s no word on how much Project Leonardo will cost; there’s also no release window.

On the PlayStation Blog, Sony designer So Morimoto described Project Leondardo as follows: “Our team tested over a dozen designs with accessibility experts, looking for approaches that would help address key challenges to effective controller use. We finally settled on a ‘split controller’ design that allows near free-form left/right thumbstick repositionability, can be used without needing to be held, and features very flexible button and stick cap swapping.”

There was more positive news for the PS5 out of Sony’s CES press conference today — PlayStation head Jim Ryan declared an official end to the PS5 shortage, saying, “Everyone who wants a PS5 should have a much easier time finding one at retailers globally starting from this point forward.” That should is doing a lot of heavy lifting, of course.

Neill Blomkamp’s Gran Turismo film certainly looks and sounds like Gran Turismo

So that’s what Gran Turismo is really about. The first Gran Turismo teaser shows off sleek cars and angles ripped straight out of the game franchise, all from the lens of District 9 director Neill Blomkamp. Blomkamp helped introduce the short video during Sony’s CES 2023 show, where executives played up their plans to adapt even more game franchises to film and television. Gran Turismo is due to hit theaters on August 11th.

The film is based on a true story, apparently — it follows a teenage Gran Turismo player who uses his sweet gaming skills to become a real-world racecar driver. The teenager is played by Archie Madekwe (Simon from Midsommar), and the movie also stars David Harbour (Stranger Things), Orlando Bloom (the early 2000s) and Geri Halliwell (Ginger Spice).

The Gran Turismo movie has spent some time in development hell — much like the video game series itself, which has a reputation for being delayed. A version of the film was completely scrapped in 2018 after spending five years in development, and Blomkamp is the second director to be attached to a Gran Turismo project. However, things have moved quickly since development on the current movie started in May 2022, with filming wrapped by that December.

Gran Turismo isn’t the only game-film crossover project in the works at Sony. There’s a whole HBO series based on The Last of Us premiering January 15th, a Twisted Metal show heading to Peacock, and a film based on Ghost of Tsushima still to come.

Microsoft is now the home of the video game industry’s largest union

Quality assurance workers at ZeniMax Studios have voted in favor of forming a union with Communications Workers of America — and ZeniMax’s parent company, Microsoft, didn’t stand in the way. Microsoft formally recognized ZeniMax Workers United/CWA alongside today’s vote results, making this the largest union in the video game industry and the first US union at Microsoft overall.

About 300 ZeniMax staff members were involved in the unionization effort, which was brewing for months before going public in early December. This was around the time QA testers at another major video game studio, Blizzard Albany, voted to unionize with CWA. The Blizzard Albany union is the second at parent company Activision Blizzard, after QA staff at Raven Software voted to organize in May 2022.

The employees behind ZeniMax Workers United/CWA argue that the union will help put an end to sudden periods of crunch, make pay more equitable, and improve communication with management, among other workplace benefits. ZeniMax Studios specializes in online experiences and is responsible for Elder Scrolls Online. The studio was absorbed by Microsoft in March 2021 as part of the broader ZeniMax Media acquisition, a $7.5 billion deal that brought Bethesda and other prominent development houses under the Xbox banner.

A Microsoft spokesperson provided the following statement regarding the ZeniMax Studios vote: “In light of the results of the recent unionization vote, we recognize the Communications Workers of America as the bargaining representative for the Quality Assurance employees at ZeniMax. We look forward to engaging in good faith negotiations as we work towards a collective bargaining agreement.”

Microsoft is currently attempting to acquire — emphasis on attempting — Activision Blizzard, which would tie all of these unionization campaigns together. Activision Blizzard has actively tried to quell organization efforts, while Microsoft in June said it would respect all unionization efforts at Activision Blizzard. The ZeniMax vote was the first big test of Microsoft’s neutrality when facing internal unionization.

2022 was an incredible year for handheld gaming

The past year was stellar for handheld gaming, no matter the size of your actual hands. Between the Steam Deck, Playdate and an explosion of retro consoles, we received an embarrassing amount of mobile gaming goodness in 2022, and cloud play is only en…

NASA’s InSight lander says goodbye from Mars

This is likely the final photo that NASA’s Mars InSight lander will ever send back to Earth. The robot has been snapping pics and gathering data about the Martian environment since landing on the planet in November 2018 — and it’s been steadily accumulating dust on its solar panels that entire time. As NASA predicted earlier this year, the layer of debris has finally become too thick for the solar panels to operate. The InSight Twitter account officially said goodbye on December 19th with a final image from the surface of Mars.

“My power’s really low, so this may be the last image I can send,” the tweet reads. “Don’t worry about me though: my time here has been both productive and serene. If I can keep talking to my mission team, I will – but I’ll be signing off here soon. Thanks for staying with me.”

You’re welcome, metal astronaut.

InSight touched down on Mars on November 26th, 2018. It set up a seismometer on the Martian surface and collected data about marsquakes, which helped NASA scientists compile a clearer picture of the planet’s interior structure. Over the past four years, InSight provided data on more than 500 quakes and at least one meteoroid impact. From these reports, NASA researchers concluded Mars’ core is about half the size of Earth’s and likely composed of lighter elements than previously thought.

NASA announced in May 2022 that InSight would likely go dark by the end of the summer, due to the dust settling on the lander’s solar panels. InSight had recently celebrated its fourth anniversary on Mars when it stopped communicating with NASA. In a blog update on December 19th, the agency said the following:

“On Dec. 18, 2022, NASA’s InSight did not respond to communications from Earth. The lander’s power has been declining for months, as expected, and it’s assumed InSight may have reached its end of operations. It’s unknown what prompted the change in its energy; the last time the mission contacted the spacecraft was on Dec. 15, 2022. The mission will continue to try and contact InSight.”

Idris Elba is coming to ‘Cyberpunk 2077’ in 2023

The first major bit of DLC for Cyberpunk 2077 — unless you count a buttload of patches — is due out in 2023 for PC, PlayStation 5, and Xbox Series X and S. Phantom Liberty is a spy thriller, and it introduces a new character, FIA agent Solomon Reed, who’s played by Idris Elba. The DLC also includes new missions and a new district in Night City, all of it culminating in “an impossible mission of espionage and survival,” according to developer CD Projekt Red.

Phantom Liberty will be the first batch of paid DLC for Cyberpunk 2077, though there’s no word on exactly how much it will cost.

Cyberpunk 2077 came out in December 2020 and was immediately lambasted as a glitchy, unpolished mess by many players and reviewers. CD Projekt Red released a series of fixes for the game and, over time, it’s stabilized and players have found the fun that was hiding there all along.

Elba joins fellow mainstream actor Keanu Reeves in the Cyberpunk universe, and this won’t be the last we’ll hear of the franchise. There’s a fabulous Netflix anime based on the game and CD Projekt Red is already building a full-on sequel, codenamed “Orion.”

‘Death Stranding 2’ is Hideo Kojima’s next game

Hideo Kojima’s next project is Death Stranding 2. The reveal trailer for the sequel shows Fragile, played by Léa Seydoux, and Sam, played by Norman Reedus, in a world still infested with lethal BTs. There’s no word on a release date, but according to the trailer’s YouTube description, it’s heading to PlayStation 5. 

Kojima took the stage during The Game Awards to introduce Death Stranding 2. Its cast is just as star-studded as the original, featuring Elle Fanning, Shioli Kutsuna and Troy Baker alongside Reedus and Seydoux.

Death Stranding came out in 2019 and it steadily became the industry’s favorite walking simulator (despite the fact that it may have been a better movie than a video game). By the end of 2022, more than 10 million people had played Death Stranding. Its primary gameplay innovation was an online system that allowed players to communicate with each other, even though it was a single-player experience. Death Stranding was the first title out of Kojima Productions, the studio Kojima himself founded after parting ways with his longtime employer, Konami. 

Ahead of The Game Awards on December 8th, Kojima tweeted some teases for the show, including an image that seemed to be Fragile from Death Stranding. The tweet included the text, “How come?” and Kojima added, “‘WHO’ ‘WHERE’ ‘HOW’ and now ‘WHY’.”

We now know what Kojima was talking about — not that he asked.

Footage of what appeared to be Kojima’s next project leaked online in early November in the form of a super strange video. It showed a character resembling Mama from Death Stranding traversing creepy corridors with a dark presence at her back, and ended with a title screen reading, “Overdose.” It also included the reflection of a lounging shirtless man recording the footage off-screen, but that’s likely unrelated to any gameplay mechanics. Today at The Game Awards, Kojima said his studio is also working on a second, completely new project with an experimental edge, so there’s still some hope for whatever this was.

‘The Last of Us Part I’ hits PC on March 3rd, 2023

The Last of Us Part I will officially hit PC on March 3rd, 2023. This follows the game’s launch on PlayStation 5 earlier in 2022. 

Part I is a modern remake of the original The Last of Us, Naughty Dog’s dramatic zombie-adjacent game that came out in 2013 and quickly became an industry darling. There’s since been a sequel, an upgraded version of that game, a remastered version of the original title for PS4, and probably a few other iterations we’re forgetting, plus an HBO series coming out in January. 

We found The Last of Us Part I on PS5 to be gorgeous yet achingly faithful to its source material. For fans of the series, that’s not a terrible outcome, and soon PC players will have the chance to judge for themselves.