Esta noticia tiene más enjundia de lo que parece... ¿a santo de qué se ponen a hacer DeadSpace en Wii? ¿por qué no hacen otro minijuegos para toda la familia? La respuesta está clara: Sega tiene un catálogo de juegos serios para 2009 estupendo (2 por lo menos que sabemos casi seguro que van a ser "clásicos"), hay otros "survival horror" en ciernes, THQ nos presenta DeadlyCreatures, COD5 ha tenido un éxito y acogida excelente a pesar de sus carencias... y ninguno de esos son "para tu abuela"... ¡¡no pueden perder el carro!! EA dijo un día que quería tratar mejor a la Wii y hasta ahora con esta noticia realmente no se ha puesto en serio.
El juego, señores, puede quedar muy bien sobretodo porque Wii ofrece algo que es más inmersivo que unos gráficos HD: el control. El sonido puede ser exactamente el mismo que en PS360. Los gráficos habrá que esperar algo peor pero también podemos esperar algo muy a la altura del juego si hacen las cosas desde cero y con cabeza.
Leo IGN muy a menudo y es cierto que a veces los encargados de la parte Wii tienen muchas esperanzas y se "excitan" ante anuncios de este estilo, pero han puesto unas cuantas "fantasías" y formas de portar DeadSpace a Wii que me parecen muy buenas (algunas cosas creo que no son "fantasías" sino que el juego va a ser así, estos de IGN tienen mucha información). Como desconozco el juego original no sé si las cosas que escriben son así ya o serán en Wii, bueno, os lo transcribo:
IGN escribió:The Essential Elements of Dead Space Wii
With the Wii version now official, we break down the must-have elements of a Wii Dead Space.
By now you've heard the news about Dead Space Wii. As one of our more anticipated titles for this year, Dead Space was a game we freaked out about (and admittedly hinted at a couple times) when hearing of its eventual Wii announcement, and one we've been dwelling on for quite some time. How will it work? Will it just be a quick port-over with the same story, characters, and plot? Can impressive audio production, new control, and top-notch storytelling still scare players after we've seen the original in all its HD goodness? We detail the "Must-Have Elements of Dead Space Wii" below.
Read on, and answer back in our comments section when you're finished.
A Haunted Space
People have described Dead Space as "Resident Evil in Zero G," and that's an admittedly accurate description. Not only does the control and general gameplay mimic that found in RE4 on GameCube, but EA's latest thriller has also managed to stand toe to toe with Capcom's horror franchise in the scares department, and that's no easy task. The monsters are gruesome, the action visceral, and the environments moody. If this one is going to be a success on Wii – and we're sure it can be – it's going to take the same haunting precision and attention to detail that was seen on 360 and PS3 last year.
Take, for instance, one of the opening areas of the game. Isaac Clarke boards the USS Ishimura, a ship that has gone all but silent during a routine planet-cracking procedure, and is greeted by a gruesome medical bay filled with a lot of blood, and a lack of any rational answers. As he moves about the room, the lights shut off, the audio flares up, and players turn to see their crew trapped on the opposite side of reinforced glass panels. Monsters drop in through the ceiling as the screen strobes, and before you know it, creatures are clawing at your back.
With no weapon to save you, it's a mad dash to an elevator at the end of the hallway with the sound of an unknown alien threat just inches behind you. It's one of many scripted sequences in Dead Space that leave players fearing seemingly insignificant metal grates on the floors, ceilings, and walls, or looking twice down one direction before continuing in the opposite, guided only by a flashlight.
Looking back on that situation though, it isn't the visuals that are truly scary, it's the idea that the game knows what you're doing, and has something waiting for you.
Game Control, Strategic Dismemberment
On the opposite side of the package, Dead Space's main gameplay hook was EA's new "strategic dismemberment" system. Treating each new creature as a mix between action and mini-puzzle, Isaac had to go about using different strategies to take out every encounter, with some monsters going berserk when decapitated, launching out babies from exploding, bulbous stomachs, or falling quickly when a few limbs were severed. Not only is the perfect shot awarded in Dead Space, but players pay for sloppy kills, and with the precision of the Wii remote, we're begging for even more strategic dismemberment opportunities. EA, let us get really surgical with our Plasma Cutter.
Chilling Audio
The Wii is no graphical powerhouse, but doesn't have to stop Dead Space from being one of the scariest games ever to set foot on a Nintendo system. If the Resident Evil RE-make on GCN taught us anything, it's that audio means everything, and Dead Space has affirmed this belief during its initial release on 360.
EA took this idea to the next level with its franchise, adding in the idea of "fear emitters" which are programmatic values attached to every enemy and scripted sequence in the game. Using this unique development sense, the team could actually tweak how scary they wanted each specific enemy in the game to be, with the higher the number value equaling the speed and intensity of music volume changes, things like flickering lights, and the rumble of the controller. It's a unique design idea, and one that could carry over into Wii's development with very little effort.
More than that though, it's the concept that audio makes up 40% of the player's experience in a game, and the realization that while Wii may not have HD, it can still pump some seriously scary sounds throughout the world. In fact, sometimes it's more about the lack of audio rather than the full-throttle blasting of it. Take, for instance, the zero gravity areas in Dead Space. You open an air hatch, and all of a sudden the sound muffles, going as far as to completely mute enemies and level-based sounds. When you fire, it sounds like you're miles away. When creatures creep up on you, you've got no warning. Audio played a bit part in making Dead Space one of the scariest games in years, and that can be used full-force on Wii as well.
Streamlined, Cinematic Storytelling
First off, we're hoping EA is giving Nintendo supporters the full treatment with Dead Space Wii, and not just delivering a port of the 360 version. There's still plenty to tell with the game's storyline, as the team could dive further into the events that prelude Isaac's arrival onto the ship. True, players that were pulled into the online graphic novels before the game's release know the main storyline, but a game from the viewpoint of one of the original members of the Ishimura could be an interesting one; especially if it took place as the necromorphs started appearing on the ship.
Whatever the case may be, we'd expect Dead Space Wii to really pull out the stops in its storytelling, and that means plenty of voiceover, some kind of linking to the core Dead Space plot, and characters we actually care about losing.
Along with that same idea though, Dead Space was extremely streamlined, if not a bit too "follow the waypoint" in nature. The idea that players could at any time bring up a navigation line that projected the right path on the floors of the ship made for an easy-to-follow system, and is certainly something to keep around for the possible casual players that get into Wii's version of Dead Space. With that being said, it would be nice to have more of a reason to use the game's Metroid Prime-inspired map system, a most of the original game could be spent just following your little line on the ground.
Innovative Interface
The original Dead Space made huge leaps with the game's interface, specifically the idea that everything happened in real time, displayed on a virtual HUD that both Isaac and the player were viewing together. The action didn't stop until the save points were reached, and that's yet another piece of the design we hope to see make it back for Wii's own Dead Space offering.
It'd be great to see the team go even further though, now that they've got a template to work off of with the 360. For starters, IR control within menus would make things much faster, which is a plus considering the game's real-time interface setup. Additionally, many of the actions in-game could be performed with IR lock-on instead of simply using a button press. Grabbing items with the grapple beam or putting monsters in stasis could be activated via pointer, making for a more precise, tactile feel to the game.
Know Your Limitations
Bottom line though, is that Wii owners (specifically the hardcore) want a game that runs well, has a polished, finished feel, and one that actually plays and moves like a Wii game should. We want to see everything we listed above, including those brutal kills and huge zero gravity environments, in addition to a beautiful world with amazing particle affects and impressive lighting, but the bottom line is that Dead Space can't just be a 360 port-down. Thing's will need to change, the dev team will have to embrace the system's limits, rather than ignore them, and hopefully find ways to disguise any vast differences between the two games. If you can't have five high-poly characters on-screen at once and still have dismemberment, maybe that number needs to be dropped down to keep the "Dead Space feel," and still keep the game running at a solid frame rate while you're blowing off limbs.
We'll have much more on Dead Space Wii as details emerge. Until then, we encourage you to fire back in our comments section below and chat about what you think are the necessary elements of a Wii Dead Space experience. Should the game be a port of the 360 build? Will EA be able to pull it off? Can a non-HD Dead Space still scare you?
Tengo esperanzas de que será un buen juego, que lo harán con cabeza y que tardará en salir, así que dejemos el tiempo pasar y tengámoslo en la recámara hasta que se le vean los ojitos