• System Shock 1 Remastered Pre-Alpha Gameplay
    59 replies, posted
[media]https://www.youtube.com/watch?v=okPLF9Ad9ns[/media]
looks really good but i hope they added a flashlight because some of the areas are way too dark.
Has some nice Viscera Cleanup Detail vibes.
-i'm wrong my bad-
Aww yeeaah Tbh I'd have appreciated updated enemy designs, SS2 was by far the better of the two in those terms. SS1's mutants are pretty much just generic zombies at this point, while 2's hybrids and cyborgs retained some humanity, making them all the more haunting
[QUOTE=Morbo!!!;49932668]Aww yeeaah Tbh I'd have appreciated updated enemy designs, SS2 was by far the better of the two in those terms. SS1's mutants are pretty much just generic zombies at this point, while 2's hybrids and cyborgs retained some humanity, making them all the more haunting[/QUOTE] Those mutants look like a gang of Nosferatus broke out of a high security prison.
[QUOTE=BeardyDuck;49932640]looks really good but i hope they added a flashlight because some of the areas are way too dark.[/QUOTE] Original game has a vision implant as well as vision-enhancing drugs for the pitch dark areas flashlight is unlikely
[QUOTE=Morbo!!!;49932668]Aww yeeaah Tbh I'd have appreciated updated enemy designs, SS2 was by far the better of the two in those terms. SS1's mutants are pretty much just generic zombies at this point, while 2's hybrids and cyborgs retained some humanity, making them all the more haunting[/QUOTE] I think if they changed them too much it they wouldn't resemble the original sprites enough. By the looks of it, Night Dive is trying really hard to make it as 1:1 as they can get with what they have to work with.
It's cool that they're keeping the level design intact, although seeing the gameplay be more traditional compared to the odd blend of shooter and point-and-click of the original is probably going to put some people off. I'd presume there's either a toggle mode for that or they've just completely reworked the system in that regard.
Here's hoping they have this tune playing during the intro. [video]https://youtu.be/zV6EtVTPiZA[/video]
[QUOTE=cdr248;49932710]Original game has a vision implant as well as vision-enhancing drugs for the pitch dark areas flashlight is unlikely[/QUOTE] I think it was actually a headlamp upgrade specifically, but same difference I guess. Although it's honestly really weird to see SS so lively and animated, modern I guess, I'm pretty excited. Some of the textures look a little pixelly but it is pre-alpha. I want to know where my rocking soundtrack went though. [editline]14th March 2016[/editline] [QUOTE=RikohZX;49932795]It's cool that they're keeping the level design intact, although seeing the gameplay be more traditional compared to the odd blend of shooter and point-and-click of the original is probably going to put some people off. I'd presume there's either a toggle mode for that or they've just completely reworked the system in that regard.[/QUOTE] It'll probably only put off diehard fans, I'd very much welcome an easier interface. Playing SS, the interface tripped me up many times. I would complain if the the game was paused while using the interface though.
i actually find the nonsensical voxel-based mapping with this artsyle more unnerving than if they revamped the level design as well it feels like you're stuck in a rat race
I think the zombies look a bit cartoony.
This looks fantastic. The visuals are making my jaw drop a bit. It just LOOKS like System Shock should. That's incredible.
[QUOTE=Samg381;49932642]Has some nice Viscera Cleanup Detail vibes.[/QUOTE] Imagine how long that'd take to clean. Think of the number of cleaners you'd need.
Not really sure I like this "high quality lighting and textures, but overall level geometry remains the same" approach to be honest. It's like one of those HD mods for Quake, everything just looks really out of place
I do wonder what they're gonna do with the cyberspace portions. It'd probably be pretty crazy.
[QUOTE=Mr.Shpigun;49932647]Unity Engine[/QUOTE] Viscera is on Unreal tho
[QUOTE=Rixxz2;49933046]Not really sure I like this "high quality lighting and textures, but overall level geometry remains the same" approach to be honest. It's like one of those HD mods for Quake, everything just looks really out of place[/QUOTE] It makes sense this time. The Citadel station was tight and compact in its design, both as a limitation of the times and as a way to condense level designs around a central elevator. Also something about the old-school sci-fi look of the environment gives me Alien vibes.
[QUOTE=ironman17;49933048]I do wonder what they're gonna do with the cyberspace portions. It'd probably be pretty crazy.[/QUOTE] I'm imagining something very Tron-esque. Even though I know they're keeping the geometry the same, and SS is supposed to feel claustrophobic, I wouldn't mind the corridors just slightly bigger. [editline]14th March 2016[/editline] Hopefully we'll get some mod tools but I'm not getting my hopes up.
Looks pretty great, excited for this! One thing I do hope they do though is remaster the soundtrack well, and at least stay roughly faithful to the original soundtrack. Also, maybe its just me but the viewmodel animation feels a bit too bouncy, could be toned down a bit.
It looks like they removed SS1's menu-fuckery-centric gameplay. I don't want it back, but I'm sad that it's gone.
[QUOTE=Hamaflavian;49934295]It looks like they removed SS1's menu-fuckery-centric gameplay. I don't want it back, but I'm sad that it's gone.[/QUOTE] Who said it was gone? It's pre-alpha footage, effectively couple shots of the first deck. I'm hoping they go the SS2 route, and the menu stuff is a key press away, leaving your screen clear and with only the vitals for the usual FPSing.
[QUOTE=Hamaflavian;49934295]It looks like they removed SS1's menu-fuckery-centric gameplay. I don't want it back, but I'm sad that it's gone.[/QUOTE] I mean it IS a work in progress, they could probably bring back stuff from it in a altered form later on. Right now though they just wanted to showcase more of the basic stuff in motion, I'd imagine. Besides, all the different menus you had to click on all the time kind of slowed down the already slow gameplay of SS1 too much.
I really hope they capture the creepyness of the enemies like the original game had. Those enemies sends chills down my spine to this day. It's an alpha so I'll keep my hopes up, but it seems like they've not managed to do it just yet.
[QUOTE=MacD11;49934348]I mean it IS a work in progress, they could probably bring back stuff from it in a altered form later on. Right now though they just wanted to showcase more of the basic stuff in motion, I'd imagine. Besides, all the different menus you had to click on all the time kind of slowed down the already slow gameplay of SS1 too much.[/QUOTE] I'm not holding my breath. Modern game design values actions that players can perform efficiently and reflexively, and the gameplay of SS1 was anything but that. I'm one of those people who really appreciated the sense of deliberacy that the control scheme in SS1 provided. It makes me feel more engaged with the game when you have to involve yourself in, and earn real mechanical mastery over, so many complex minute systems. It's the same feeling get when I play Receiver. Ultimately it's more of a chore than it's worth, but I wish there were more games that had that same kind of philosophy towards player control.
[QUOTE=Hamaflavian;49934986]I'm not holding my breath. Modern game design values actions that players can perform efficiently and reflexively, and the gameplay of SS1 was anything but that. I'm one of those people who really appreciated the sense of deliberacy that the control scheme in SS1 provided. It makes me feel more engaged with the game when you have to involve yourself in, and earn real mechanical mastery over, so many complex minute systems. It's the same feeling get when I play Receiver. Ultimately it's more of a chore than it's worth, but I wish there were more games that had that same kind of philosophy towards player control.[/QUOTE] I dunno, Personally I really like alot of depth and complexity but I dont like it when it comes down to overcomplicating everything on your screen, which usually that's down to UI. I'm sure they'll keep alot of the features from it in the game, but it will probably just be more easily accessible. I would like it if it all works out the way Cows Rule described.
[QUOTE=Rixxz2;49933046]Not really sure I like this "high quality lighting and textures, but overall level geometry remains the same" approach to be honest. It's like one of those HD mods for Quake, everything just looks really out of place[/QUOTE] I disagree. The reason HD mods/remakes for Doom and Quake are such garbage is because those games were essentially 3D shoot-em-ups, and the reason the way their environments look the way they do is because they were supposed to be fun combat spaces that vaguely had a sense of place but weren't really supposed to resemble anything to begin with. Thus they don't translate well to modern engines. SS1 looks the way it does because it purposely sought to recreate the cramped and stripped-down environment of an actual space station. Neither the original game or this remake look very far off from what I imagine that kind of environment would actually look like. Plus it helps that the devs behind this project actually know what the fuck they're doing -- the 3D art churned out by the people making these HD mods for Doom would still look shittier than the original game if it was translated back into 2D sprites. [editline].[/editline] Seriously, look at this garbage and tell me with a straight face that it looks good: [video=youtube;x4R-_ZBTqYM]https://www.youtube.com/watch?v=x4R-_ZBTqYM[/video]
[QUOTE=ironman17;49932836]Here's hoping they have this tune playing during the intro.[/QUOTE] They can't not use that theme.
Looks beautiful, creepy, and beautifully creepy. As someone whose never played System Shock or System Shock 2, I am very much looking forward to this.
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