The Dead Space remake will change Isaac's dialogue depending on how much stamina he has.

Yesterday, EA and Motive showcased the second developer livestream, focusing on the game's audio system and revealing that it's currently aiming to be released in early 2023. One of the audio features that was detailed is the A.L.I.V.E. system, which will affect "all components of Isaac's breathing and heart rate, vocal excursions, and dialogue influenced by a variety of driving gameplay features."

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As reported by IGN, the A.L.I.V.E. acronym stands for Adrenaline, Limbic System Response, Intelligent Dialog, Vitals, and Exertions. Although these systems all work in tandem with one another, the most interesting of them is the Intelligent Dialog, which will impact Isaac's scripted dialogue depending on his current stamina.

In the original game, Isaac's breathing would change depending on if he was low on health or oxygen, sprinting, or in combat. Motive notes that the audio in the original didn't change seamlessly, something that will be fixed in the remake. One example it used is that, in the original game, when Isaac recovered his oxygen he instantly returned to normal breathing as if nothing happened, while in the remake players will hear him catch his breath slowly over time.

Motive revealed that Isaac will have three possible variations of dialogue depending on whether he fits into a Normal, Fatigued, or Injured state. It then showcased how one line will sound different depending on his state, showing that Isaac sounds more tired in the fatigued state and speaks as if he's in pain when he's injured.

Anyone who has played the original three Dead Space games will know that Isaac's breathing changed depending on the amount of health he had, so it seems like the A.L.I.V.E. system seems to be building on that in a clever way by having the player's current state affect how cutscenes play out.

This system is remarkably similar to what Naughty Dog introduced with The Last of Us Part 2, which had Ellie's breathing change as she exerted more energy and ran around the map as well as dynamically adjusting her heart rate to match the players' actions.

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