We've seen more of the Dead Space remake in recent weeks, and thankfully those who want to play in January can now get really pumped up because the game has received gold status.

We've seen more of the Dead Space remake in recent weeks, and thankfully those who want to play in January can now get really pumped up because the game has received gold status.

That means a playable version has been completed and any delays are very unlikely.

That means a playable version has been completed and any delays are very unlikely.

Dead Space's new "Intensity Director" system was further explained by Montreal-based Motive Studio in tandem to the game's news that it has achieved gold status.

Dead Space's new "Intensity Director" system was further explained by Montreal-based Motive Studio in tandem to the game's news that it has achieved gold status.

Dan Kim, the senior systems designer for Dead Space, claims that the system can deliver over 1200 dynamic events, ranging from minor illumination changes to unexpected necromorph attacks.

Dan Kim, the senior systems designer for Dead Space, claims that the system can deliver over 1200 dynamic events, ranging from minor illumination changes to unexpected necromorph attacks.

"[The Intensity Director] is a content organising, spawning, and pacing control system. Depending on how we count, the system contains more than 1200 unique events, with an enormous number of conceivable combinations.

"[The Intensity Director] is a content organising, spawning, and pacing control system. Depending on how we count, the system contains more than 1200 unique events, with an enormous number of conceivable combinations.

Various components, such as audio or lighting changes, fog or steam, opponent spawns, etc., mixed in layers to produce encounters that feel artificial.

Various components, such as audio or lighting changes, fog or steam, opponent spawns, etc., mixed in layers to produce encounters that feel artificial.

Various components, such as audio or lighting changes, fog or steam, opponent spawns, etc., mixed in layers to produce encounters that feel artificial.

Various components, such as audio or lighting changes, fog or steam, opponent spawns, etc., mixed in layers to produce encounters that feel artificial.