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System Shock Remake - Official Teaser


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I really wish they'd included some kind of in game notepad. As it stands, you're either alt tabbing to notepad, or grabbing an actual pen and paper. I'm pretty sure even the original System Shock let you wright things down (I know Ultima Underworld did)

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Spoiler

If we're talking about the heads required, they stand out by being distinctly unique faces and heads with hair, to which every other corpse does not have, the first thing I noticed when I entered the hidden room on maintenance was "that decapitated head is distinctly different" and behold, it was an item.

 

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6 hours ago, Captain red pants said:

I really wish they'd included some kind of in game notepad. As it stands, you're either alt tabbing to notepad, or grabbing an actual pen and paper. I'm pretty sure even the original System Shock let you wright things down (I know Ultima Underworld did)

If you're on Steam with the new overlay, you can press one of the buttons at the bottom to bring up a Notes section. That might do for now.

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I ran into a softlock involving the reactor sequence:

Spoiler

 

1) Save game before activating reactor sequence
2) Go and activate the reactor sequence
3) Load saved game from before you activated reactor sequence

4) You can no longer activate reactor sequence switch

It's apparently a bug with the Steam achievements, somehow the game state believes you've already activated the reactor even if you load a game from before you activated it. It is solvable though, by using a steam achievements manager program to erase the offending achievement.

 

 

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I really don't believe this game is too hard. I am playing on the medium difficulty settings (including puzzles,) and the first time I died was 12 hours in, and even then it was because I blew myself up with a grenade.

 

That said, I do play very cautiously and carefully, building up stockpiles of gear/health etc, and I plan and try to cover future eventualities, giving thought to retreat paths, lines of sight etc. I played this game like it was a zombie apocalypse. The start area kind of evolved into a kind of  'home base', and I built up a big supply of ammo, guns, supplies, etc, and I would pack what I thought I would need for each new 'foray' across the ship. I would always take something that was good against droids, and something that killed biological creatures fast too. I enjoyed carefully pushing further and further on each trip out from home base, and returning with more credits, scrap, guns, ammo and supplies each time, recycling everything, vaporising everything. (Lol I am still only about halfway through and I have 200 credits and 1700 scrap.)

 

So for someone who plays like me (and this is why I love immersive sims so much, losing myself in the experience,) this game is definitely, definitely not too hard. I never really got lost, and never really had a hard time figuring out where to go next. This game is a masterclass in open world design, like Prey 2017, and Deus Ex. But for someone who just wants to grab some guns and go out and kill stuff, yeah they are probably gonna find this game pretty damn hard, both in terms of combat, and in terms of figuring out where to go.

 

But for me this game just gets better and better.

 

There are a couple of minor gripes, such as not being able to double click an item to move it to a recycler, and a couple of other minor QOL things like this, but otherwise, wonderful stuff. (The only thing I didn't figure out totally on my own was those cables in the puzzle boxes have two different levels of power. Everything else is pretty clear if you are paying attention.)

Edited by Kyka

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I download the game but it's so curious, the graphics engine is the Unreal Engine 4, and he takes only 9 Go on a hard drive. This is very light, i wonder if the game is a bit short or not.

 

Edit : Just forget about this, i have read everywhere that his lifetime is between 15-20 hours.

Edited by P_A_Z

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1 hour ago, P_A_Z said:

I download the game but it's so curious, the graphics engine is the Unreal Engine 4, and he takes only 9 Go on a hard drive. This is very light, i wonder if the game is a bit short or not. 

It's a funny side effect of the art style. The deliberate choice of using pixel scaling as part of the actual texture design means that the texture resolution is lower than typical Unreal games.

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10 hours ago, Edward850 said:

It's a funny side effect of the art style. The deliberate choice of using pixel scaling as part of the actual texture design means that the texture resolution is lower than typical Unreal games.

or is that we got used to games coming bloated with mysterious content? Sometimes I wonder if games really need all the space they take on disk. (Doom 2016 original 77Gb of space come to mind, among many others)

Well, talk for a different topic...

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18 minutes ago, jupiter_ex said:

or is that we got used to games coming bloated with mysterious content? Sometimes I wonder if games really need all the space they take on disk. (Doom 2016 original 77Gb of space come to mind, among many others)

Well, talk for a different topic...

Nah it's the textures thing, plus a lot of audio languages.

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47 minutes ago, jupiter_ex said:

or is that we got used to games coming bloated with mysterious content? Sometimes I wonder if games really need all the space they take on disk. (Doom 2016 original 77Gb of space come to mind, among many others)

Well, talk for a different topic...

 

Before some of the latest Patch, it was possible to kill almost 10 gb of Audio just out of the Folder in Doom 2016 and Eternal.

But than they seemingly retructured where the Files are sitting in and now they are sadly hidde in all kind of Parts.

 

Wish additional Audio Languages and different Texture Sizes would be optional to download.

 

Imo the Textures and Effects of System Shock are veeery clever done, just a little Distance and you even don't see that the Textures are as pixelated.

 

I also love the whole Audio and Sound, the Atmosphere stays in your Head.

 

The Game has a very good Flow for me, it challanges me, without to exhause me.

As mentioned by many, very nice that it doesn't hold your Hand, so it does not become a Checklist and Fedgequest, it makes me curious to go onward and discover to see, what lies behind the next Door.

 

So both, Gameplay and Sound, make me come back quickly, even if i quit to make a break.

Normally i take a Day off from Games as that, as Doom 3.

 

The Objectives are in my Opinion pretty clear, but fun to figure it out by myself.

 

Spoiler

Also nice that you can blow up Earth and go Game Over... I knew it would lead to it... but is the same as nuking that Town in Fallout 3, you just have go quick save and do it even once haha

 

The Weapons feel very good and it makes fun using every single one of them (at least those i had until now, got the Machine Gun recently).

 

I still haven't found out why the Game sometimes runs absolutly fluent and sometimes it has some Stutter.

But now i've learned that i am not the only one that isn't the biggest Fan of the Unreal Engine :>

But not an big Issue so far.

 

I would only wish for a bigger optional Font and the HDR from the Demo :)

 

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18 hours ago, Edward850 said:

Nah it's the textures thing, plus a lot of audio languages.

Damn! I didn't see I was replying to one of the developers from ND. Well you obviously do know what's in the build :sweat:. Excellent work guys, can't stress it enough

Edited by jupiter_ex
edit unrelated content out

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  • 2 weeks later...

I've been playing this, and I have to say, I'm shocked it came out as well as it did.  While I've got some minor quibbles (I hate how a couple of the new logs changed the lore), and it *still* is worse visually than the Kickstarter demo was (which is pretty amazing, given that the demo is almost 10 years old now!), it's pretty much what I'd have wanted out of the game -- a modernization of SS1's interface that preserves everything about it that was better than SS2.  The early development was badly mismanaged, and it was *nearly* a fraudulent Kickstarter (except ND failed at committing the fraud they attempted, heh), but in the end, somehow the forces of good won out on this one and the System Shock license was treated well for the first time in almost 25 years!

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5 hours ago, Cynical said:

The early development was badly mismanaged, and it was *nearly* a fraudulent Kickstarter (except ND failed at committing the fraud they attempted, heh), but in the end, somehow the forces of good won out on this one and the System Shock license was treated well for the first time in almost 25 years!

how is taking a game in a different direction than originally intended "fraud"? fraud is intentionally deceiving people, all that happened was that the original devteam got carried away. which, may i remind you, caused them to all get fired.

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1 hour ago, roadworx said:

how is taking a game in a different direction than originally intended "fraud"? fraud is intentionally deceiving people, all that happened was that the original devteam got carried away. which, may i remind you, caused them to all get fired.

Wait, what? I must have missed that part. :o

 

It is also weird to see a claim like "treated well for the first time in almost 25 years", given how System Shock 2 was made available for purchase again in 2013 and then we got the much-welcome Enhanced Edition for System Shock 1 in 2015.

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4 hours ago, roadworx said:

how is taking a game in a different direction than originally intended "fraud"? fraud is intentionally deceiving people, all that happened was that the original devteam got carried away. which, may i remind you, caused them to all get fired.

I cant wait for the mental gymnastics needed to defend the "fraud" claim. 🍿

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7 hours ago, roadworx said:

how is taking a game in a different direction than originally intended "fraud"? fraud is intentionally deceiving people

https://www.shamusyoung.com/twentysidedtale/?p=42010

The plan from the start was to use Kickstarter money to make something unrelated to pitch to AAA publishers.  This plan failed, which is the only reason we got a faithful remake of the game in the first place.

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50 minutes ago, Cynical said:

https://www.shamusyoung.com/twentysidedtale/?p=42010

The plan from the start was to use Kickstarter money to make something unrelated to pitch to AAA publishers.  This plan failed, which is the only reason we got a faithful remake of the game in the first place.

i suggest you reread this article.

 

he never says that they planned to make something unrelated. he says that he believes that they planned to use the kickstarter money and the demo to get a publisher in order to actually make the game, and that many of their actions during development came off as ways to attract a publisher to help fund the game. nowhere does he accuse anyone of fraud. also, he admits that he doesn't know anything beyond surface-level details; he's an outsider looking in, assuming that all decisions were made not as a result of inexperience and over-ambition, but out of what he thinks was their motivations.

 

it's a speculative piece, not something that should be taken as a factual look into the minds of the devs.

Edited by roadworx

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Does the remake try to address the plot hole of Citadel's Beta Grove somehow finding its way to Tau Ceti V in System Shock 2?

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5 hours ago, Rudolph said:

Does the remake try to address the plot hole of Citadel's Beta Grove somehow finding its way to Tau Ceti V in System Shock 2?

lol no. But why is it a plot hole exactly? Is it because there would not have been enough time for the Grove to travel all the way there or something?

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27 minutes ago, RDETalus said:

lol no. But why is it a plot hole exactly? Is it because there would not have been enough time for the Grove to travel all the way there or something?

 

It's not a plot hole, just a plot contrivance. From TVTropes:
The Tau Ceti system is nearly 12 light years away from ours. [System Shock 2] is set 42 years after the first, which means the grove carrying what would become The Many just so happened to be ejected on a pinpoint course for the very same planet the Von Braun would travel to, at a speed of at least 85,655 kilometers per second - roughly a quarter of the speed of light.

I think it's more plausible SHODAN saw an opportunity to save her pet project and made the appropriate calculations, although the speed is def a bit wacky. 

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The grove is depicted blasting off with massive thrusters in this System Shock re-make, so I guess it's somewhat plausible if there were somehow enough fuel onboard the grove itself.

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I think they actually addressed the issue.

It's still kinda whack but there is an off the cuff audio log added about a localised wormhole in the vicinity that nobody knows the exit location of, I suspect it was added to imply the possibility of Beta making it to Tau Ceti.

 

EDIT: You find it in Research I believe.
 

 

 

Here it is.

Edited by mrthejoshmon

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1 hour ago, mrthejoshmon said:

I think they actually addressed the issue...

<video>

 

Beautiful. If that's actually to mend the traveling to Tau Ceti "plothole", is fantastic they even thought of that

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So if they remake System Shock 2, maybe that is how the Von Braun will get to Tau Ceti V instead.

 

Who knows, maybe we will even get the opportunity to visit the planet!

Edited by Rudolph

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System Shock 2 doesn't need a full remake the way SS1 did; its controls are perfectly modern.  NewDark + SHTUP is all you need.

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On 6/20/2023 at 12:10 PM, roadworx said:

i suggest you reread this article.

 

he never says that they planned to make something unrelated. he says that he believes that they planned to use the kickstarter money and the demo to get a publisher in order to actually make the game, and that many of their actions during development came off as ways to attract a publisher to help fund the game. nowhere does he accuse anyone of fraud. also, he admits that he doesn't know anything beyond surface-level details; he's an outsider looking in, assuming that all decisions were made not as a result of inexperience and over-ambition, but out of what he thinks was their motivations.

 

it's a speculative piece, not something that should be taken as a factual look into the minds of the devs.

Going back to an older post here, but this bit from a 2018 Q&A is worth reading:

https://www.ttlg.com/forums/showthread.php?t=148660&amp;p=2387992&amp;viewfull=1#post2387992

"However, I approved the proposed changes in scope after receiving positive feedback and a verbal commitment from a publisher to fund the game and the new design we submitted. We promised a bigger, better game and we were told that the game was going to be funded beyond the amount we raised on Kickstarter. Unfortunately, that deal fell through 7 months later for reasons we are still not clear on. To put it bluntly, we were left high and dry after making crucial, consequential changes in staff and scope."

In other words, we actually got confirmation from ND themselves that abandoning what was pitched in the KS to attract funding from a publisher was the goal.  ND straight-up attempted a bait-and-switch on the backers, and we're *really* lucky that they didn't succeed (or that the project didn't die when they failed, which was the most likely outcome; the result we got might be the first evidence in recorded history to support the idea of a benevolent universe).

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5 hours ago, Cynical said:

Going back to an older post here, but this bit from a 2018 Q&A is worth reading:

https://www.ttlg.com/forums/showthread.php?t=148660&amp;p=2387992&amp;viewfull=1#post2387992

"However, I approved the proposed changes in scope after receiving positive feedback and a verbal commitment from a publisher to fund the game and the new design we submitted. We promised a bigger, better game and we were told that the game was going to be funded beyond the amount we raised on Kickstarter. Unfortunately, that deal fell through 7 months later for reasons we are still not clear on. To put it bluntly, we were left high and dry after making crucial, consequential changes in staff and scope."

In other words, we actually got confirmation from ND themselves that abandoning what was pitched in the KS to attract funding from a publisher was the goal.  ND straight-up attempted a bait-and-switch on the backers, and we're *really* lucky that they didn't succeed (or that the project didn't die when they failed, which was the most likely outcome; the result we got might be the first evidence in recorded history to support the idea of a benevolent universe).

 

I'm missing something here I think because this reads more like Night Dive got eaten up by scope creep, which is a common problem with kickstarters and particularly ones that shoot past their initial goal to hit stretch goals. I wouldn't say that this is fraud, per se, rather just bad management.

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12 hours ago, Cynical said:

System Shock 2 doesn't need a full remake the way SS1 did; its controls are perfectly modern.  NewDark + SHTUP is all you need.

Though it is apparently getting a Enhanced Edition like the first game did, upping the poly cont similar to Quakes Enhanced Edition along with a few other tweaks:
 

 

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Technically, System Shock 1 did not need a full remake either since it also received an Enhanced Edition.

 

Given how inconsistent System Shock 2 is qualitywise, I would not say no to an enhanced remake, especially one that overhauls the late game.

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