Nightdive has rebuilt System Shock from the ground up using the MAC source code
22 replies, posted
https://steamcommunity.com/games/410710/announcements/detail/3098929145092416976
Higher resolution support up to 4K widescreen mode
Mouselook support
Rebindable keyboard/mouse/joystick commands
Adapted to Nightdive's KEX engine
Support for both Direct3D and OpenGL
Option to switch between hi-resolution Mac assets and the original DOS assets
Official support for fan missions and fan mods
New unified options menu that allows changing preferences before gameplay
Adjustable FOV (Field of View)
Smoother camera rotation and translation
Improved control scheme which allows faster and streamlined experience
Brand new achievements
In-Game remappable keys with three profiles to choose from: original controls, custom controls, and lefthanded controls.
Many original game bugs fixed.
It's a free update if you already own the game. I'm glad to see they're updating the original on top of remaking it altogether.
Fucking amazing. Maybe I should have applied to work there when I had the chance, I figured that not being a fan of and not having played System Shock games would hurt my chances too much though.
Do we even need that full HD remake anymore?
Good game, absolutely yuge mazelike levels though, each is probably as big as three Prey levels lol.
https://www.youtube.com/watch?v=d-3u9vO9UUE
This is, and has been, my ringtone for ages. It SLAPS.
One of the biggest sins that shitty remake made was replacing this god tier soundtrack.
https://www.youtube.com/watch?v=HOkOCAm-v0U
Yeah, that sounds like a terrible excuse to give up a good opportunity, lol.
It wasn't an excuse, part of the required qualifications for applying for a job there was being a fan of the System Shock games.
Thats perfectly understandable. Why would you ever want to hire someone who doesnt like system shock?
There are problems with only hiring fans of a game though, you never get an outsider view of how shitty a control scheme or system might be because the fans are all used to it and don't even realize there's anything wrong.
Fair enough. Im the 1% of the population who thinks that system shock plays better with OG controls, so probably wouldnt do very well here.
Oh I just mean the subconscious decision that makes it an excuse, not calling you lazy or anything like that. Hell, I've done the same before. Would be good experience working for them even if you had to fib a little and read a couple wiki pages on System Shock for it, lol.
I would never lie during a job interview. I'd probably lose the job as soon as they found out I'd lied, which wouldn't take long in this case.
They were quite a few worrying aspects of the remaster when it was first revealed but I think the decision to replace the soundtrack genre was something that immediately showed that they were going in the wrong direction and embodied the problem with their approach overall. The original soundtrack is so memorable and defines the original game to an extent, that they decided to replace an energetic, catchy, fitting sci-fi cyberpunk-themed synth soundtrack with an "atmospheric" orchestral soundtrack shows that they were missing something. That they either didn't realize or didn't care about how integral and iconic the original soundtrack was with the game and the theme overall was a pretty big suggestion that they didn't really know what they were doing with it.
Big lies? Of course not. I had to lie a little for a job I got a couple years ago. I was their best worker the whole time I was there and learned a helluva lot.
I don't think that really goes for System Shock 2 at least, which should be an awful game given how flawed it is, but gets enough things right (and is unique enough) to still be a great game if you're willing to look past its problems. I'm pretty sure any fan of it could go on for a while listing them.
Not sure if that goes for SS1 though, since it was a lot more polished. Only things I can think of is how confusing the cyberspace sections were, some memorably disorienting pieces of level design, and most importantly: SHODAN's "death machine" line being timed so that you die before she finishes the sentence the first time, which totally ruins it.
Yeah except the slow orchestral stuff was just for the demo, and after hearing feedback that it didn't fit they reverted the decision quick enough.
https://www.youtube.com/watch?v=Uemn79gOxeQ
This is a pretty nice port. However, do not turn on bilinear texture filtering because some in-game monitors display critical information that also gets filtered and becomes literally unreadable. The Mac portraits are also kinda crazy, they're hand-drawn instead of digitized photos but they look so close that it's just weird and SHODAN is goddamn nightmare fuel.
I know what game I'm playing after I finish PREY
I know this is SS2, but I fucking love this tune:
https://www.youtube.com/watch?v=0bL7I_eWryI
It's right when you're in that irradiated corridor and shit. Love it.
It's probably just a feature the engine has, that takes practically no effort to implement. That it doesn't work for the monitors probably has more to do that they're weird. Every time you start a new game, some of the keycodes are randomized and some of those are displayed on monitors. The codes displayed on the monitors are most likely procedurally generated textures created at a very low resolution (maybe less than 24x24) which makes the bilinear filtering smudge it all up
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