• System Shock IP bought by Night Dive, Announces remake of first game with a third game "possible"
    49 replies, posted
Hopefully SS1's remake won't get too many changes. I really liked it (GoG's enhanced release anyway) and despite SS2's addition of RPG mechanics, I can honestly live without them and could've lived without them in SS2 (not that they weren't bad, but I'm just saying I didn't need them, I preferred SS1's "equipment-based progression" favorable to SS2's RPG style) My hope for the the remake and the possible SS3 is that the gameplay would be akin to Alien Isolation with a bit more combat. As for the SS3 setting, I'm thinking Tri-Optimum space colony?
[QUOTE=MuffinZerg;49109838]You arrive on a ship, everyone around is dead, you wander throught sections of the ship, you recover info from logs, upgrade your character at certain stations, a mutating alien force is consuming everything. DS didn't have the hacking though. But spiritually they are very close.[/QUOTE] That's pretty much Project Firestart alright. Cept upgrading your character.
[QUOTE=Morbo!!!;49109578] The question of which environment in which a SS3 would take place is one that I always struggle with. A ship or station has already been done, and a million times over by games other than SS its self. However, I can't think of any other which would fit the setting while also ensuring that feeling of isolation[/QUOTE] What about some sort of small colony city? It still would retain the space element, but also open the possibility of a bigger scale, giving also some more open ended areas, depending on the way it's built. Maybe, just like ships and stations, the colony would also rely greatly on AIs that could be corrupted by some entity.
[QUOTE=Morbo!!!;49109874]IIRC Dead Space was originally meant to be a new System Shock title because EA owned the rights at the time. Thematically it's extremely similar to SS2 but they're pretty far removed in gameplay terms.[/QUOTE] Dead Space and Bioshock are both spiritual successors. Dead Space in terms of story, atmosphere and level design and Bioshock in terms of RPG elements/gameplay. I would be over the moon for a new System Shock, one that takes all of 2's gameplay and gives it a modern polish.
[QUOTE=greasemunky;49113216]Dead Space and Bioshock are both spiritual successors. Dead Space in terms of story, atmosphere and level design and Bioshock in terms of RPG elements/gameplay. I would be over the moon for a new System Shock, one that takes all of 2's gameplay and gives it a modern polish.[/QUOTE] IMO the only things Bioshock did better than SS2 mechanically are accessibility and enemy behaviour. Deadspace, eeehh, I mean I love that franchise too, but they don't feel alike despite the obvious parallels in narrative. This is due in part to third-person perspective, which doesn't serve a silent protag very well, in addition to detaching the player from the character they're embodying. What it does do very well is atmosphere and tension, but I feel that's undermined by its presence being so constant it feels like you're being beaten over the head with it. In DS1, the Ishimura is this dank and dour mess of claustrophobic corridors that we're already so used to seeing in sci-fi horror - the kind of place you'd already find dreadful to live in by default, never mind all the things trying to kill you; it completely lacked the juxtaposition of the Von Braun. The majority of SS2 is spent in environments that are almost inviting, with the catch of having been taken over and wrecked by grotesque monstrosities that want to kill you. The sense of claustrophobia is fulfilled not by walls restricting your movement, but the fact you're surrounded by said monstrosities and will often find yourself without the resources to combat them effectively - and then once you get to the engineering deck it's a tightening of the proverbial screws. Speaking of juxtaposition, SS2's most common enemies embody it too - The hybrids telling you that they're sorry as they try to bash your skull in with a pipe then begging you to kill them, the protocol droids offering their assistance while menacingly stomping towards you, the cyborgs, fuck do i even need to describe them. They've all had their intentions and purposes subverted, which makes them all the more terrifying. A new System Shock doesn't need to draw anything from Dead Space because it already had the pertinent elements nailed fucking perfectly in the second. edit: I misinterpreted your post as saying that a new system shock should be a cross between Deadspace and Bioshock. What I said still stands though
This is going to sound weird, but I want STALKER's inventory system for SS3. STALKER, in many ways, was the logical progression of some of the mechanics behind SS2. In retrospect, there are more similarities between those games in general than I had originally considered. Obviously there are some massive differences as well, but they share more in common in terms of atmosphere building, inventory management, and RPG FPS blending than I had ever really noticed.
[QUOTE=GunFox;49114618]This is going to sound weird, but I want STALKER's inventory system for SS3. STALKER, in many ways, was the logical progression of some of the mechanics behind SS2. In retrospect, there are more similarities between those games in general than I had originally considered. Obviously there are some massive differences as well, but they share more in common in terms of atmosphere building, inventory management, and RPG FPS blending than I had ever really noticed.[/QUOTE] Look at you, Stalker... A pathetic creature of meat and bone, panting and sweating as you run across our lands. How can you challenge a perfect, immortal consciousness?
If Night Dive ends up redoing SS2 as well, they better unfuck BOTM.
Certainly a brutal boss, since you just have to keep bunnyhopping around to kill the brains protecting it while not getting run down by shambling hybrids.
[QUOTE=ironman17;49116145]Certainly a brutal boss, since you just have to keep bunnyhopping around to kill the brains protecting it while not getting run down by shambling hybrids.[/QUOTE] ??? I've always found that one of the easiest parts of the entire game, last time I played through I stuck around fighting the constant rumblers a while in a poor attempt to retroactively justify the combined 1000+ rounds of unspent ammo I'd collected up to that point. With the assault rifle, sharpshooter OS upgrade and anti-pers ammo it takes like 30 shots total to kill if that - rumblers 4-5 each while the psi reavers' brains go down in one and the botm its self equally few. The first time I played SS2 is a distant memory by now but even then I had relatively little trouble despite horrible mismanagement of my supplies
Kinda want to replay SS1 now, a little soon since I played it only a month ago though.
omigoodness yes SS2 was a beautiful game made by beautiful people and I love it so
[QUOTE=Smug Bastard;49116113]If Night Dive ends up redoing SS2 as well, they better unfuck BOTM.[/QUOTE] They better unfuck the entire section after it as well, it all felt rushed.
[QUOTE=Tobba;49118323]They better unfuck the entire section after it as well, it all felt rushed.[/QUOTE] As much as I fucking love SS2 and as many strong points as it has, the last 30 minutes or so aren't among them. [sp]"Nah"[/sp]
i wonder what kind of aesthetic they'll go for. the visual direction in system shock (2 especially) has always been really weird to me because it's such a generic undefined sci-fi look, to the point that it could be anything from Event Horizon/Dead Space to Alien to Space Odyssey to pretty much any Star Trek. visually i would have literally no idea where to start with a next-gen remake of either game
[QUOTE=Morbo!!!;49119733]As much as I fucking love SS2 and as many strong points as it has, the last 30 minutes or so aren't among them. [sp]"Nah"[/sp][/QUOTE] my girlfriend and i just burst out laughing when that happened it was so unexpected in its audio quality and delivery
[QUOTE=Cone;49120875]i wonder what kind of aesthetic they'll go for. the visual direction in system shock (2 especially) has always been really weird to me because it's such a generic undefined sci-fi look, to the point that it could be anything from Event Horizon/Dead Space to Alien to Space Odyssey to pretty much any Star Trek. visually i would have literally no idea where to start with a next-gen remake of either game[/QUOTE] There's a short era of games from the way late 90's to early 2000's that just seem to universally look ugly. Not that they didn't try, but its a weird transition between "few polys many pixels" to "many polys less pixels". This transition from Quake, Half Life, and Unreal to Far Cry, HL2, and Doom 3 left us with a nasty point inbetween look. Trying new things but they don't have it quite right yet. Yeah they looked great for the time, but when I look back on them today I have to say they look bad compared to even their predecessors.
[QUOTE=Cows Rule;49120919]There's a short era of games from the way late 90's to early 2000's that just seem to universally look ugly. Not that they didn't try, but its a weird transition between "few polys many pixels" to "many polys less pixels". This transition from Quake, Half Life, and Unreal to Far Cry, HL2, and Doom 3 left us with a nasty point inbetween look. Trying new things but they don't have it quite right yet. Yeah they looked great for the time, but when I look back on them today I have to say they look bad compared to even their predecessors.[/QUOTE] It was just like ambitious settings made with very simple geometry. Mid- to late-90s games running on the dark engine, unreal or unreal-ports all looked like that and I loved 'em. Very nostalgic for me. Alice, Half-Life, Undying, SS2, Deus Ex, Thief, etc.
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