• System Shock Remastered GAMEPLAY
    112 replies, posted
[QUOTE=wauterboi;50608538]I enjoy Max. He's got some terrible posts from being stubborn and a little pushy about his views but he's an alright dude. I follow him on Twitter, and he shares cool stuff from other game designers. I just have a problem with his animations, and I gave my critique before realizing it was Max.[/QUOTE] Those flaws aside, he's still a talented animator for sure. And I'm now waiting for SS2 TBH.
The Kickstarter page is live [url]https://www.kickstarter.com/projects/1598858095/system-shock[/url]
[QUOTE=mlebled;50608494]This will be changed.[/QUOTE] number 1 most important question from me: will i be able to use my numpad to type in key codes
[QUOTE=lintz;50610292]come on man it's right on the last page[/QUOTE] Art style =/= level design. Although I certainly hope the apply the same philosophy to both, in the sense that they shouldn't be afraid to change things up a little. [editline]28th June 2016[/editline] Just looked at the kickstarter, wtf is up with these stretch goals? [QUOTE]→ $1.7m Goal : Enemy limb dismemberment, More puzzles, Ammo types/weapon settings, Vending machines, Basic crafting/research, RPG leveling with perks/skills, Weapon upgrading, Hardcore mode (No respawning), Ironman mode (Only 1 savegame. If you die, the save is deleted)[/QUOTE] Different ammo types and weapon settings were already in the original game, shouldn't that be a part of the game by default? And why would you want to turn this game into SS2 with all those gameplay mechanics?
My post in the SH thread is relevant here... The demo was fun up until I crashed, but it did feel like System Shock. Playing it myself instead of watching Polygon definitely made me feel more confident in it. I will admit the demo does still feel pretty alpha though. I'm skeptical on the stretch goals though... [quote] Enemy limb dismemberment, More puzzles, Ammo types/weapon settings, Vending machines, Basic crafting/research, RPG leveling with perks/skills, Weapon upgrading, Hardcore mode (No respawning), Ironman mode (Only 1 savegame. If you die, the save is deleted) [/quote] I do not care for a lot of this, the only things I like are Hardcore/Ironman mode (which sound like exactly the same thing so this needs clarification. Does Hardcore mode eliminate cyborg conversion chambers but you can reload your save? What's going on here?) The vending machines, research, rpg, and crafting were not elements of SS1, and I liked it that way. "Character progress" such as it was, was finding the better equipment, not some arbitrary damage and accuracy boost. They're claiming faithfulness to the original, but these elements would be contrary to that. The inventory system is already borrowing from SS2. I don't have any say in what they decide to do, but I would be disappointed if they decided to break faith and add these elements. If they want to reboot SS2, they should go reboot SS2, not remake the original in the image of its successor. That's my two cents anyway. I like the demo, and I accept them taking small liberties, but I'm afraid of them actually changing the game. Black Mesa got it right, they reimagined Half Life without compromising the actual gameplay. [editline]28th June 2016[/editline] I'm also impressed at destructible lights, it's not a huge deal really but it's still kinda cool.
I think the SS2 elements would be good as an optional mode, maybe not in the default game though.
[QUOTE=Cows Rule;50612363]My post in the SH thread is relevant here... The demo was fun up until I crashed, but it did feel like System Shock. Playing it myself instead of watching Polygon definitely made me feel more confident in it. I will admit the demo does still feel pretty alpha though. I'm skeptical on the stretch goals though... I do not care for a lot of this, the only things I like are Hardcore/Ironman mode (which sound like exactly the same thing so this needs clarification. Does Hardcore mode eliminate cyborg conversion chambers but you can reload your save? What's going on here?) The vending machines, research, rpg, and crafting were not elements of SS1, and I liked it that way. "Character progress" such as it was, was finding the better equipment, not some arbitrary damage and accuracy boost. They're claiming faithfulness to the original, but these elements would be contrary to that. The inventory system is already borrowing from SS2. I don't have any say in what they decide to do, but I would be disappointed if they decided to break faith and add these elements. If they want to reboot SS2, they should go reboot SS2, not remake the original in the image of its successor. That's my two cents anyway. I like the demo, and I accept them taking small liberties, but I'm afraid of them actually changing the game. Black Mesa got it right, they reimagined Half Life without compromising the actual gameplay. [editline]28th June 2016[/editline] I'm also impressed at destructible lights, it's not a huge deal really but it's still kinda cool.[/QUOTE] I'm okay with these things as long as they call it a reboot, not a remake.
[QUOTE=TalonAran;50612431]I think the SS2 elements would be good as an optional mode, maybe not in the default game though.[/QUOTE] If I got a classic mode they can do whatever they want.
[QUOTE=redBadger;50610596]When setting it to overload it should look and feel more powerful. You should keep that discharging electric and smoke at all times while it's set to overcharged, or at least have some sort of cosmetic change. and the animation going into it should feel more forceful. He's just turning a small knob to overload the gun? Put a bit more of stylistic yet simplistic thought to the animation there.[/QUOTE] It is just an energy weapon, all you would have to do is turn the knob. But I can see how that could improve the feel.
[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] He is right in that they are excessively long. It was the first thing I noticed. Pointing out what seems to be an obvious problem isn't petty.
Come on guys, don't jam this game full of tons of shit the original game didn't have. Only improve where necessary. If it ain't broke, don't fix it. Too much stuff just clogs up the gameplay and can make it too cumbersome and end up slowing down the game to a crawl.
[QUOTE=wauterboi;50608873]Orchestrated System Shock 2 would be great too. People might disagree with me on that, though, and I don't think they're wrong for disagreeing as much of the original was very electronic, but perhaps a happy medium can be met with ambient-electronic instruments at the forefront instead with more of an orchestral backdrop. [media]https://soundcloud.com/blaketothefuture/system-shock-ii-engineering[/media] [media]https://soundcloud.com/blaketothefuture/system-shock-ii-med-sci[/media][/QUOTE] These are really cool but they completely miss the feel of the originals, which were a lot more chaotic and adrenalizing
I actually take back what I said about the art style. Just played through the demo and noticed there's no filtering applied to the textures. Somehow the pixellated look fits the SS1 style aesthetics a lot better. The compression in the videos kinda blurred everything up and made things look bad, but seeing the real deal completely changed my mind.
What's up with Polygon employees being incapable of performing the one thing they're paid for: playing games. [T]http://i.imgur.com/HwlKPoE.gif[/T] Anyway, the game looks great. Never played any of the System Shock games before, but I loved the Bioshock and Deus Ex games. The team they've got assembled there looks really promising. The original Shodan-VA, Zircon, the original concept artist, and many more. I've always been kind of hesitant about backing stuff on Kickstarter because of those gems like Mighty No. 9. Then again, the only thing I've backed was Yooka Laylee, and that seems to turn out alright, so I'll be throwing my money at you now, hoping that Max adds in a melee-baguette. [QUOTE=spekter;50607628]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] I actually like that oldschool-manual-punching-thing way more than those GUIs. Those GUIs always take you out of the game, imho.
Thinking of using the kickstarter but only if I can use steam credit because
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