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Earlier today, Ripple Effect Studios debuted Battlefield Portal, a new creative suite for players to essentially build the Battlefield match of their dreams. From pulling from previous games' assets to being able to get silly like going a round with nothing but defibrillators, Portal offers a lot of freedom for players to enjoy. That being said, the Logic Editor requires a little coding goodness, so how easy it that for those that may be completely new to this sort of editing? Turns out, pretty easy! 

Speaking with creative director Thomas Anderesson from Ripple Effect Studios, we wanted to know how easy a massive creation tool like this to use would be for coding "noobs" and what Ripple Effect is doing to make it enjoyable for all. "I don't think it's so much of a concern, as we don't expect the logic editor and the depth of the logic editor to maybe be of interest to everyone," said the creative director when we asked if there were any concerns about usability for Portal. "What we are offering is, of course, we expect a lot of people to come in and look at experiences. So giving more power, a little more advanced logic editor for the power users will allow for more interesting and unexpected experiences for the masses, if that makes sense. And I also there's an in the builder portion of Portal, there's, of course, aside from the logic editor, you have mutators, and settings that are very easy to tweak and very easy to set up. So I expect a lot of people to be able to curate and customize their server the way they want it without having to dabble in logic."

Ripple Effect Studios doesn't expect players just to already know how to use this feature, so they are creating guides and tips for Portal users to utilize before diving all in. Anderesson confirmed that the studio has a few plans in the works to help players through using Portal, saying: "So in the website itself, there will be hints, we're talking about videos, we want to, we wanted to have a robust set of tutorials and stuff ready for launch, so people can learn how to do this. And then of course, we're hoping that the community takes over for things that maybe we have missed falling through the cracks, that kind of stuff, where maybe influencers, community, people set up their own tutorials for things and that people even share, I think Rob or Justin mentioned that you can actually copy the URL for your creation and get help for from the community in like, Oh, this doesn't quite work as I expected it kind of I get helped to fix this. And through the tools you can, you can get other people to help you. It's pretty cool."

For those that may feel intimidated by the coding aspect: don't be. When asked if he had any advice for those that may feel that the coding aspect might be a little too difficult, he responded, saying, "Oh, that even goes farther than a portal question. I think it's easy to say I think there's nothing really to be intimidated by, I think the system is robust enough for you to be able to experiment and see what happens when you do a certain thing. If people want to practice and look at this programming language before released, it's based on something called blockly that you can find in various implementations. I know I saw something that I think makes code is what Microsoft calls it. And people can experiment with that on other platforms today. But it's nothing to be afraid of if it's not the most amazing experience. In the beginning, I'm sure people will pick this up fairly fast. And it's based on a very kind of, in a human way you can think of it as When this happens, do this. And there's plenty of options and things to choose from. But there's no better way and get stuck in it. And just try things out, experiment, and play against AI. If you're afraid that people will laugh at something that you created play against AI, it's a safe, safe environment for you to test your creations."

If Ripple's answers put you at ease a little bit, don't be afraid to dive into the new features that the studio is creating. To learn more about what Battlefield Portal has to offer, including how it's pulling from older games, check out the full reveal right here

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Earlier this week, Motive and EA revealed the Dead Space remake after numerous rumors that some sort of revival was on the way. While the teaser was just that — a teaser — we did get a few more details about what the remake will have in store. Get ready to dismember some limbs, folks, and let's dive into what we know so far. 

In an interview with IGNsenior producer Philippe Ducharme and creative director Roman Campos-Oriola revealed a little more about what the remake has in store. For those worried that the remake will remake a little too much: don't be. The pair assures fans of the iconic space franchise that the team has the original vision in mind when tackling this project. That being said, it's not just a tiny polish job either; there is a lot of work going into rebuilding this game utilizing EA's Frostbite engine. 

“We started with the original level design of the original Dead Space," said Campos-Oriola when talking about referencing original assets, including those that never made launch. "What's funny is that you can see some of the iterations that were made prior to ship by the team. In the first chapter, you can see some corridors that they wanted to do first in a certain way, and then you can understand why they changed it for technical constraints or [some other reason].

“Then, in terms of visuals, sound, gameplay, everything, we are rebuilding all of these assets. We are not porting them; it's not uprezzing the texture or adding more polygons to the model. It's really rebuilding all these elements, shooting all the animations, et cetera.”

Tech advancements

The duo confirmed that the remake is still very early in development, which is giving the team more time to find creative ways to harness Xbox Series X and PlayStation 5 technology in an effort to take the immersion of Dead Space "even deeper" and a more "fully interactive" experience. A good example of this is that there will not be any loading screens, that way "there's not going to be any m moment where w'ere going to cut your experience" or cut away from any scene players find themselves in. 

According to Campos-Oriola, "What was really important was to be able to capture the unique look of Dead Space. That unique sci-fi look, but it's gritty and dirty and you feel that everything has been used for a long time. Capturing that dirty, industrial look, but with the level of detail that we can afford now, was something important during the production of that atmospheric benchmark.”

With a full rebuilding of the game, the team is implementing changes inspired by unused concept art and character designs, environmental changes, and adding volumetric effects and more dynamic lighting to bring each scene to life in frightening detail. From the sounds of the game being far more immersive than the original by  using 3D audio, to the entire experience rooted in dark colors and threateningly lit corridors, everything about the changes are still very much "rooted in the DNA of what Dead Space is." 

Filling in some plot holes

The two devs also stated that while this is a remake of the first game, the studio did look at the franchise as a whole to get a better vision for how they want the remake to play out in an effort to "flesh out" concepts a little more thoroughly in the first adventure. 

“For us, the foundation is the Dead Space 1 story. So, by default, that's what is canon. But then there are some improvements that we want to make to that story,” Campos-Oriola said. “And not necessarily improvements because those things were not really working in the original, more improvements because of what came after, and we're like, ‘Aw man, that's interesting if we could reference that, or if we could make a link to that."

What about microtransactions?

The pair confirmed that there will be no microtransactions for this game and that there were "never" any plans to add them into this single-pplayer experience. This concern doesn't come out of nowhere. EA decided to add microtransactions to Dead Space 3 and that inclusion wasn't met with the most positive reception. With microtransaction blunders that continued to follow after, most notoriously, Star Wars Battlefront II, Motive and EA agreed that this sort of additional pay model has no place in the Dead Space remake. Thankfully.

“We want to make games that deliver the experiences our players are looking for. Sometimes that is a single-player story-focused experience, where players can immerse themselves in another world,” Miele said. “Other players want us to show up every day with new content and events in our live services like Star Wars: Galaxy of Heroes, The Sims, Apex, and FIFA to name a few. We want players to choose an EA game or experience, and that means we need to make the type of games they want to play. Focusing on just one genre or model limits the number of players we can reach. We want to meet the players where they play and commit ourselves to impressing our fans with games that continue to surprise or delight them.”

We don't have a release date at this time, which is expected considering it is so early in its development, but at least we know we can experience the horrors of Dead Space once more sometime in the near future. 


Thoughts on the Dead Space remake reveal? What sort of changes are you hoping to see? Sound off with your thoughts in the comment section below! 

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