TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
The polygon link is new at least! itssomething.jpg
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
The first demo looked closer to being a reboot of the old game (with the same boxy level design and all). This one looks more like SS2 (or SS3?). It's not necessarily a bad thing, but it is more demanding and risky as once you've strayed from the limits of the original, you might find the need to expand on the gameplay features and finding the right balance between old and new could be pretty difficult.
It does look pretty good and promising. Moving away from Unity was probably a good thing so better now than in mid development once you run into a wall and have to start from scratch.
Though, It doesn't sound like the game will be finished anytime soon. Can't wait for more updates..
Last edited by ijozic on Thu, 2nd Mar 2017 10:18; edited 1 time in total
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
Q: What does “Faithful Reboot” mean? What are you changing from Shock 1?
Jason: When we started working on this game, we had a few choices. Initially we were planning on doing a straight 1:1 remake, but we soon realized this would be our opportunity to introduce the Shock universe to a new generation of gamers that might have missed the opportunity to appreciate Shock. After having numerous meetings with the original Shock 1 devs about the story, levels, etc, it became clear there were a lot of things they would have done differently.
So what’s different? We’re changing very little of the story other than refining the dialogue and plugging plot holes. Gameplay will be different, but more of an evolution of the original to get combat feeling more reactive and systems with an expected level of depth. Again, a lot of these changes come down to understanding what LGS would do if they were making Shock 1 anew today.
Levels will harken back to the original game thematically, but the layout will see a pretty big change to apply modern level design principles for pacing and exploration. We’re not going to dumb things down, but we also don’t want to ignore the last 20 years of progress level design has made.
Well with modern computers and also home consoles they might be able to add some clutter and furniture on the space station this time, doesn't mean you have to flip the fucking table over and cover behind it with half the body sticking out of course but we'll see what they change.
The changes to shooting and maybe inventory management could perhaps be made less clunky too without making it completely third-person shoot-em-up or well I suppose they're at least going to retain the first person perspective.
(The cyber rig suit isn't much to look at going by the character in SS2 after all...)
Seeing that FFVII remake is now action based and it has a fucking cover system, everything can happen to this remake when it´s tuned to modern audience
Seeing that FFVII remake is now action based and it has a fucking cover system, everything can happen to this remake when it´s tuned to modern audience
They're saying how many consoles users are and how vocal, so they played some significant part in engine switching. They're doing a faithful adaptation of System Shock, oh wait, they're not anymore, actually despite the fact they arent developers, they dont know their ass from their head, they're gonna re-imagine the game anyway. For modern audiences and style. And they're gonna make sure the game plays wonderfully as a controller, couch experience.
We can forget this project exists at this point im thnking
Well from what i played in that demo back then i really enjoyed pretty much everything about it.
And if it means that they for example just adjust some crappy designed levels form the original i'm perfectly fine with that.
They can either make a 1:1 remake or a new game inspired by the original. The original demo looked like a 1:1 remake as it kept the original blocky level design, but with the newer engine and updated details and textures, it looked pretty cool with that refreshed yet very retro charm.
But, after the engine change, it seems it will be more like a new game inspired by the original game's levels and using the same story. I hope they can keep the original game's atmosphere and design feel. The demo looks promising, IMHO.
Last edited by ijozic on Wed, 8th Mar 2017 23:06; edited 1 time in total
Q: What does “Faithful Reboot” mean? What are you changing from Shock 1?
Jason: When we started working on this game, we had a few choices. Initially we were planning on doing a straight 1:1 remake, but we soon realized this would be our opportunity to introduce the Shock universe to a new generation of gamers that might have missed the opportunity to appreciate Shock. After having numerous meetings with the original Shock 1 devs about the story, levels, etc, it became clear there were a lot of things they would have done differently.
So what’s different? We’re changing very little of the story other than refining the dialogue and plugging plot holes. Gameplay will be different, but more of an evolution of the original to get combat feeling more reactive and systems with an expected level of depth. Again, a lot of these changes come down to understanding what LGS would do if they were making Shock 1 anew today.
Levels will harken back to the original game thematically, but the layout will see a pretty big change to apply modern level design principles for pacing and exploration. We’re not going to dumb things down, but we also don’t want to ignore the last 20 years of progress level design has made.
Spoiler:
modern level design principles
Let's hope for the best
Great news.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
"Our level philosophy is essentially to take the original levels and the decks of Shock 1, and assess what still works and what may be too frustrating for players," says Fader, "and basically chisel away or overhaul certain sections so that it basically aligns with player expectations for a modern game today. I mean, we're still going to have labyrinthine and mazelike areas."
What was frustrating with System Shock 1? It's a pretty basic setup with sprawling corridors as you look for supplies while destroying cameras and either avoid or confront mutants that occasionally respawn, once you re-activate the cyborg station to not convert you there's resurrection too at a mild cost or none at all depending on difficulty level which was also very customizable.
Some timed sections and Shodan is a bit vague at times so tinkering with the giant death laser might have undesired effects (Should be obvious but then again "modern players." so.) and it's basically repeated for each level until you reach the final confrontation.
You also get a ton of weapons, implants and things like supplies and ammo so while the enemies get tougher it's still perfectly manageable and the RPG system was introduced more in Shock 2 so you only needed to upgrade the various implants and manage that for the first game.
Quote:
The look of him hasn't changed much (see his concept art below), but he has changed. "The cyborg commander is a squad leader," says Fader. "The player is going to encounter this guy in typically in squads of four or five other cyborgs, where the commander is their leader, and the other cyborgs are the footsoldiers." Kill the commander, and the other enemies will react by becoming more disorganized.
That's pretty neat though, expanding their roles and such.
Quote:
Tough enemies like the cyborg commander will be introduced in a "showcase moment," says Fader, sort of like a boss fight, before becoming part of the usual cast of enemies. "We want to slowly ease the player into learning how these guys function and behave, so that the player can defeat them," he says.
And that's a bit less so, wasn't really fun in e.g Doom 3 where "Hey cutscene showing new enemy!" and it worked better when they just appeared in the previous games and players had to simply deal with it.
can i get my money back here off kickstarter.. They sold me with classic system shock remake, not "modern" COD style linear shit they can now turn it into.
Oh god not this derp shit ... I seriously think the modern gaming is doomed now, its either games for brain-dead people or patented microtransaction / p2w bullcrap.
TBH, expected a straight on remake as shown initially when I backed them, but this can be even better IF done properly. I can certainly understand the decision to go overboard as just a limited graphics boost to the original would have quite a limited appeal (but as I'm one of them I'd still love to have such an update, though).
The shots of level design shown in the PC Gamer article look rather promising, but on the whole it's MUCH more work and they need to find a good gameplay balance and reinvent so many things.
So, there's infinitely more opportunities to mess the new game up, not to mention the strong possibility of running out of budget and releasing some crappy semi-finished product (wasn't the same company financing the SS3 made by a different developer?).
Jagged Alliance Flashback comes to mind which I (as a naive supporter) thought was simply awful in all ways and which was too made by developers who were supposedly big 'fans' of the original - IIRC, they pretty much wasted most of the KS budget on the development of a new engine (which was crap IMHO) instead of reusing the bitcomposer one from the JA BIA and investing the money into a proper map, levels, story, characters, subplots, etc. than what BIA had. I don't think they understood what makes a good JA game, otherwise they would have had different priorities. They certainly had no idea how to budget the development properly, unless it was always a scam and they used the funds to develop an engine they can use in their future products (which was the Space Hulk, but that was a bust too).
I like how those hacks fail to assume any responsibility, though. "Leaving at the top of their game"? Perhaps, but only because they aimed for low standards.
Sorry for the OT rant, but I think it's a good example of how not to reinvent a game from the same era (both JA1 and SS1 are among the few games that have a special place in my heart; yes, the sequels were much more advanced technically, but they were not breaking new ground nor were they as well rounded-up story-wise as the originals, IMHO).
Don't call it a remake if it's a completely different "modernised" FPS though. I would never of backed this if they said they were reimagining system shock and making a linear overly scripted modern shooter.
These developers do nothing but shoot themselves in the feet. They're so stupid i don't know if i should laugh or cry. Don't fucking change a project after a promise and after the campaign is done. It does nothing but breed skepticism towards future kickstarter projects and especially by those who breaks their promises.
Don't call it a remake if it's a completely different "modernised" FPS though. I would never of backed this if they said they were reimagining system shock and making a linear overly scripted modern shooter.
It's 2017! lol, most shit comes that way now, unfortunately!
The indie scene is all we have left of what was once a great gaming industry
Those who backed the game are no longer the primary focus as they already have your money. It's those they can make money off in the future who matter now.
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