A real problem faced the team when developing Dead Space; the dead. Executive producer Glen Schofield says he rejected the early models as too unreal.
”This sounds horrible,” he began, before revealing the team were exposed to the study of car accidents and scenes from battle to make the ”experience convincing.”
”In the story of Dead Space, there was a war that happened on the ship before Isaac, the main character, gets there. So he’s going to find a lot of nasty stuff, corpses in various states of annihilation,” said Schofield speaking with Edge Online.
”We knew this would be difficult to portray, because sometimes gore in games looks cheap and unrealistic. Sure enough, the first few corpses that we did, just weren’t convincing enough. I rejected them.”
”This sounds horrible, but we had to go look at pictures of car accidents and war scenes and things like that because we had to get it right; we had to portray scenes of terrible carnage and realism. It’s a big part of making that experience convincing.”
This admission may have been ill advised to reveal, not many are going to be pleased and will likely blow the matter out of the stratosphere in proportion.
Still it raises some interesting points. The movie industry has doubtlessly undergone such research themselves so has what the Dead Space team done much different?
Is it because we are an interactive medium that makes it so potentially abhorrent as opposed to just being told a story? Should it matter either way?