• System Shock Remastered GAMEPLAY
    112 replies, posted
Honestly, I just wish this was getting a PS4 release. There's no way in hell my PC could handle this.
I like how the horror element is back in full force with the lighting and ambient noises.
Man I can't wait to see how the Crash Bandicoot series will look remastered!
[QUOTE=Shalaska;50605758]Yup, he's one of their animators, if I remember right.[/QUOTE] Shame. The animation is one of the worst things in this demo
the crosshair flashing for every activation is really ugly
[QUOTE=wauterboi;50605290]The over-exaggerated animations with picking up stuff is really stupid. I hate the over-importance of animations over practicality and pacing of gameplay. It makes it seem like they want shit to [I]look[/I] cool as opposed to [I]play[/I] cool.[/QUOTE] You really tend to complain about the pettiest shit sometimes. 3 animations for picking one-time items up. Stop the fucking presses, the game is ruined.
I know it's supposed to resemble the old game but they couldn't make the enemies flinch even a little bit when you smack them?
What the heck is with the animation of the implant at 0:58? It's like two independent forearms hanging in the middle of space want to pass eachother something [editline]27th June 2016[/editline] Yeah let me just move something to my opposite hand by awkwardly throwing it with my fingers, letting it fall a ways, and sniping it out of the air. It's like they wanted these animations to be really, really flashy but it's just really at odds with the tone.
So I keep seeing people use Remake, Remaster, Reimagining and Reboot for this, and a lot of other games. Can someone tell me what this exactly is? How faithful is it to the original story?
Yeah they're pretty good animations but adding personality and flair to view model animations is not something you want to do for an immersive horror game.
I really don't get people's problems with the animations. They look just fine and it's nice to have something to look at while there's some downtime such as listening to the intro.
[QUOTE=Gray Altoid;50606785]Yeah let me just move something to my opposite hand by awkwardly throwing it with my fingers, letting it fall a ways, and sniping it out of the air. It's like they wanted these animations to be really, really flashy but it's just really at odds with the tone.[/QUOTE] well you [i]are[/i] a hacker who had enough of a cocksure attitude to try to hack a megacorp and got busted for it, not to mention having just woken up before you even realize the local repair droids are storing people's arms inside them for a new hobby
[QUOTE=Doom64hunter;50606709]You really tend to complain about the pettiest shit sometimes. 3 animations for picking one-time items up. Stop the fucking presses, the game is ruined.[/QUOTE] I just don't like the general direction of games trying to emulate movies or emphasize looks over gameplay. What this means is that I'm wasting time at the beginning watching animations for pieces that mean nothing and cause me to wait longer, especially when a lot of the animation is comprised of awkward pauses while gazing at them. There's also no reason to think these are just isolated to these items. Dunno, it's not the biggest deal ever, but I'm concerned with gameplay first and graphics later. This video didn't really show off a lot of interesting stuff. It seemed like it was trying to dazzle with the graphics, and while that's a key point of bringing the older video game to the future, the gameplay that was shown off was basic stuff you'd see in the first level of any game. Blah. Show me stuff that's cool. [B]EDIT:[/B] Really, if the animations were more concise I wouldn't have a problem with it.
[QUOTE=Xonax;50606922]So I keep seeing people use Remake, Remaster, Reimagining and Reboot for this, and a lot of other games. Can someone tell me what this exactly is? How faithful is it to the original story?[/QUOTE] This was originally going to be a remake, but they recently announced they decided to change their direction towards mostly being a reboot. However, it will still remain very faithful to the original game.
[QUOTE=Xonax;50606922]So I keep seeing people use Remake, Remaster, Reimagining and Reboot for this, and a lot of other games. Can someone tell me what this exactly is? How faithful is it to the original story?[/QUOTE] Going pretty much 1:1 remake for level, story, weapon & enemy design but with modern graphics, physics, UI, audio and controls
Yeah, on second thought I think it's the quality of the animations that are off-putting. A lot of them appear to be just gazing at objects which doesn't really add anything. They could go all out with describing the shit of what those objects are with lots of intercom audio or fancy on-screen text or whatever - as it stands though, it's just mindless gazing that doesn't look so good. It could go further and add to the game play a lot, but in its current state it just wastes time. It's not doing any immersion. You could redo them to make them faster and better for story telling.
Is the combat system just taking turns taking hits?
my biggest problem is that the inventory menu looks really ugly, hope they polish it up later
[QUOTE=ROFLBURGER;50607433]Is the combat system just taking turns taking hits?[/QUOTE] In System Shock 2, I recall combat being a lot more about collecting tons of resources and lots and lots of carefulness. This person sucks at it - you can figure out the pattern pretty quickly and enter situations from a strategic standpoint. Playing System Shock 2, my strategy was to clear the enemies out when I had the chance and run past them when I didn't have what I needed to ensure survival. It might appear bland but there's a lot of thought that goes into it. Plus it gets more interesting when you start getting weapons, which introduces a very heavy importance placed on ammunition and weapon maintenance.
[QUOTE=Morbo!!!;50607068]Going pretty much 1:1 remake for level, story, weapon & enemy design but with modern graphics, physics, UI, audio and controls[/QUOTE] Yet they somehow regressed to having to actually punch in codes with the crosshair instead of doing what literally every other game with keypads does and having a small GUI which is much faster and easier to use.
[QUOTE=Shalaska;50605758]Yup, he's one of their animators, if I remember right.[/QUOTE] that explains the obnoxious, over the top animations then
This looks great. SS2 when? Max is working on it? Nice work on the animations I guess. [editline]28th June 2016[/editline] [QUOTE=TornadoAP;50606968]I really don't get people's problems with the animations. They look just fine and it's nice to have something to look at while there's some downtime such as listening to the intro.[/QUOTE] Plus, they aren't gonna be made for everything you pick up, just the super important stuff, I would guess. I quite liked them.
[QUOTE=Downsider;50605740]It's a shame they're sticking to the original level geometry so heavily when they're putting so much effort into everything else. The cheap tile-based, grid-like layouts lack setpieces and make it look like an FPSCreator game at points. At the same time, I kind of like that they're staying super true to the source material, though. I won't feel guilty about playing this without having played SS1.[/QUOTE] the level geometry looks cheap but it's got a really claustrophobic and surreal, almost nightmarish quality to it. it feels more like you're inside a machine than a station where people live and work.
The only things i disliked were the length of the recharge animation from the power station and the lack of an option to change the sparq beam settings. Also whoever was playing the game is definetly not someome serious, seriously polygon sucks.
[QUOTE=spekter;50605316]I wonder why [img]http://i.imgur.com/Yhw4S4x.png[/img][/QUOTE] Which is ironic because before the release of the website, they had a mini documentary sponsored by Microsoft touting that they were putting a website together with some of the best reviewing talent.
[QUOTE=Doom64hunter;50606709]You really tend to complain about the pettiest shit sometimes. 3 animations for picking one-time items up. Stop the fucking presses, the game is ruined.[/QUOTE] Because nothing looks more pretentious than 'flashy high quality realistic' arm animations but every animation from the enemies to the weapons is complete crap
(X-Post from Doom thread where I saw this first) I'm actually surprised at the number of things that actually kinda put me off (Which are me just being nostalgic), The rerecording of Rebecca's lines, the power conduit animation is so flashy and will get old really quickly, the clunkiness of combat with the pipe, it looks like I can out maneuver mutants with ease, the Sparq Beam doesn't have any apparent adjustable power, and right now it looks to powerful for the number of shots it took to kill the enemies. The keypads and circuit panels being within the gameworld than a pop up interface also bugs me too. I miss the techno music, and while I'll accept a new soundtrack, I'd appreciate it still feeling like music rather than just tense background strings. The text popup for every interaction felt so unnecessary, no shit I just opened a door. And where are my audio logs? I know it's a demo but at least the implication would be nice. It's just a demo yes I know, but some things really kinda irked me. I really like the faithful designs everything has, and while the graphics aren't groundbreaking it still looks good. Hopefully we'll get some mod tools, even if it's just level creation.
[QUOTE=wauterboi;50605290]The over-exaggerated animations with picking up stuff is really stupid. I hate the over-importance of animations over practicality and pacing of gameplay. It makes it seem like they want shit to [I]look[/I] cool as opposed to [I]play[/I] cool. Really, that can extend out to the entire presentation of the game and all the gameplay that's there. I'm gonna need more gameplay shown before I can say this looks all that great. As it stands, it looks boring, but I can give some leeway since it's seemingly a demo that shows off the first level or whatever. Gotta show off more gameplay features.[/QUOTE] I think the animations for picking things up is only for items of importance. The first few items that are picked up are part of the kit that you will be using for the rest of the game. It's the "lock and load" trope. While it's happening there is important exposition as well. When other items are picked up it doesn't do that.
[QUOTE=haloguy234;50608042]I think the animations for picking things up is only for items of importance. The first few items that are picked up are part of the kit that you will be using for the rest of the game. It's the "lock and load" trope. While it's happening there is important exposition as well. When other items are picked up it doesn't do that.[/QUOTE] Yeah, but when I'm looking at them nothing is really being established with them. I'm staring at a chip - why does it matter? I read the text on the screen pretty quickly... can we move on? I think it would be more interesting if something really important was on it, and from a cinematography perspective importance was drawn to it, i.e. a close-up of maybe some text on it or something that hints of it's significance. Instead, he awkwardly holds it in front of his face for some time that seems unnatural and slow, paired with text that kind of removes both authenticity in immersion as well as any real reason to drag it out that long. Dunno! Maybe I'm a crazy nitpicker. It's an option. And if it's limited to only these few items it's not a big deal, I guess. But I think if game developers are going to start putting more emphasis on cinematography, they should go full force with consideration given to pacing, symbolism, etc. And I feel like they should focus a lot more on the gameplay too, which I don't think was really explored all that much. System Shock II covers a lot of ground with it's gameplay and I think it could have done a lot better with pumping you up and getting you to want to play it - it's got a lot that I think it could show without spoiling so much.
Grabbed [I]a[/I] empty can
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