Now this is more like it. I haven't watched all of this yet, but I like this a lot more than the SS3 teaser that got released today. Also that acoustic guitar(?) remake of the Medical theme is hauntingly good.
Talk about claustrophobic, level design is ace so far.
Looks a lot better than the preview they showed a few years ago. The swing animation is a bit weak though.
I miss the funky techno music the original game had.
this looks... extremely boring, honestly?
like i'm sure this is exciting for fans of the original but that was some of the most mind-numbing gameplay and level design i've seen in a while
It's pre-alpha, the original SS1 level has a shitload more going on that I have no doubt they'll include.
my only complaints is I want the funky music and audio log transcripts but otherwise looks aight
While they really nailed the aesthetic and level design of the original, a big part of me is disappointed they scrapped the more modern elements they were floating. You could pretty much make Citadel's geometry in Space engineers, which is fine for a 23-year old game, but looks quite wrong in current-gen 3d graphics. I have much the same complaint with the mutants.
Speaking of the mutants, I already couldn't see myself taking them seriously for how they look, but they also seem like complete push-over, non-threat cannon fodder. Part of the fun and challenge in the original game was wrestling with its control scheme to fight enemies effectively. Again, with a modern control scheme in addition to something about their behaviour having been lost in translation, they (and the droids) seem to pose less threat than a headcrab zombie in HL1, which wasn't the case in SS1 its self
I'd have preferred for them to try to translate SS1's setting and some elements of its aesthetic, and atmosphere into SS2's overall style and borrowing elements of its gameplay - which themselves translate better to modern graphics and design sensibilities. Maybe I'm biased since it's what I played first, but everything about it feels more grounded and oppressive, and less like a fever-dream than both SS1 and this remake.
On the subject of SS3, I'm not sure if/how they might have it come close to how unsettling SS2 was - by that teaser it seems like they won't. The Many are one of the best antagonists I've experienced because the most basic enemies, instead of just being generic mindless shambling zombies, mutants or whatever, the Hybrids were often conscious of their minds and bodies being co-opted against their own interests. What other game has an enemy that begs you to run away while they chase you down with a rusty pipe?
I do really like the re-imagining of the Medical theme if not much else
My only complaint is that the voice actors sound bored imo.
Man it really takes me out of it when I hear these audio logs of people who know they are going to die and they just sound really bored about it.
Aren't the audio logs from the CD version of the original game?
Lansing is a new recording, but the rest are from the original game. Though they appear to be in different locations.
Maybe I'm just too young, and the game is too early in development, but I really wish I could like this. I always loved the look of System Shock 2, but with this, I honestly just think it looks like a cheap unity game.
This looks almost identical to the pre-alpha demo they released once upon a time. Is it that they returned to this style after moving away from it or what?
Yeah, at one point they were talking about, and had concept art of, a different art-syle with which they were trying to make it a more cohesive, lived-in looking place with rooms that actually have specific purposes. I can't remember whether that entailed changing the actual design of the levels. But I think what happened is a large and vocal enough group of purists wanted it to be true to the original - which is fair enough in a 1:1 remake I suppose.
The old demo was on Unity, it's now on UE4 iirc - but yeah, very much looks the same.
What happened, to tl;dr, was:
They ran a Kickstarter campaign to make a faithful remake of the original game, showing off a Unity tech demo that was faithful to the original game.
They got funded, then started expanding scope. They switched to UE4. They started producing concepts that were less a faithful remake, and more a reboot.
After about a year, they ran out of money, announced as such, and returned to the original vision, but staying in UE4.
Reading between the lines, it seems likely that after their Kickstarter campaign they tried to find a publisher to fund their vision of a reboot rather than a remake, and when it failed had to fire a bunch of people and go back to the original plan. They lost a lot of progress going off on a tangent rather than fulfilling the design they pitched to backers.
Sometimes being exciting to the fans of the original is all a game needs to aim for.
Why does everything look like it was made out of bathroom tiles, was the original games medical level/s like this too?
Eeh kinda? I think they went a bit overboard with it though. I can't help but feel that if the original team were directing the art on a remake they wouldn't be trying to replicate what was there 1:1, instead using the more advanced technology of today to bring it closer to what they might've envisioned but had to compromise on.
Yeah, that's the aesthetic of the Medical level.
http://www.zerker.ca/zzone/screenshots/utmedical4.jpg
Every level is stylistically distinct, so this isn't representative of the entire game.
I for one am very happy with this remake. They seem to have kept all the things I liked about the original.
This might be just the way the original is. Its a very slow-paced and and atmospheric game. I remember playing the exec-level in SS1 in school during an IT class once, and a friend who was sitting behind me told me that it looked like the most boring game in existence
Actually, the fact that the enemies don't attack you on sight makes me think they might be playing on the lowest combat difficulty. That's probably why they all die in like two hits.
I'm not referring to how passive they are - I imagine that's down to being generally unfinished and this probably factors into my actual complain; I was referring to their really basic attack routines. Move into range of target > Stand still and swipe, and the odd Target moves into range > sidestep > stand still and swipe.
At least the little dodge some of them do means they're thinking along the right lines and hopefully they'll continue down that proverbial road in developing their combat behaviour more. Not that a brain-dead mutant should be particularly proficient in terms of self-preservation or offensive tactics, but honestly the Ghouls from FO4 are more interesting to fight than how these seem, because their speed, and movement and attack patterns make them difficult targets.
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