System Shock Remake (Nightdive Studios)
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M4trix




Posts: 9321
Location: Croatia, Adriatic coast (I can see ixi from here)
PostPosted: Tue, 30th May 2023 15:58    Post subject:
..


Last edited by M4trix on Thu, 28th Mar 2024 17:51; edited 1 time in total
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Fugen




Posts: 2267

PostPosted: Tue, 30th May 2023 17:04    Post subject:
System.Shock.Remake-RUNE


chill out man, life is beautifull...
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zekkere1




Posts: 337

PostPosted: Tue, 30th May 2023 17:32    Post subject:
so whats the verdict, worth the time? i havent played original, it skipped me in those days


"We're different, bud. Remember that"
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StEFaN7




Posts: 5937
Location: them swamps
PostPosted: Tue, 30th May 2023 18:00    Post subject:
havent played the original either, but played that first demo some years ago and was ok, will try


I can see your soul at the edges of your eyes..
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zekkere1




Posts: 337

PostPosted: Tue, 30th May 2023 18:03    Post subject:
its getting very good reviews, im suprised cuz its looked like development mess for a while kek


"We're different, bud. Remember that"
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blackeyedboy




Posts: 10171
Location: Transylvania
PostPosted: Tue, 30th May 2023 18:24    Post subject:
Size: 3.92 GB

Makes sense.

It only has 3 or 4 textures that repeat themselves to same-tedium-ness...

Cool Face

EDIT:

I like this guy's review (from Steam):

"The immersive sim that defined the genre, finally presented to a younger audience. Viciously intense, neon-fuelled, colour scheme, that will mess up your eyes, and tight, labyrinthine level design, courtesy of the '90s! If you played it when it was new, this remake is exactly what you need, after all this time, to get your nostalgia driven cyberpunk fix and, finally, a pair of glasses."



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vurt




Posts: 13882
Location: Sweden
PostPosted: Tue, 30th May 2023 21:09    Post subject:
it's 8.2GB, as reported by Steam.
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tonizito
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PostPosted: Tue, 30th May 2023 22:18    Post subject:
zekkere1 wrote:
its getting very good reviews, im suprised cuz its looked like development mess for a while kek
Well, following the absolute garbage releases from the last months it won't take much for this to get good reviews.
IMO I really loved the demo and hope the complete game holds up.


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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blackeyedboy




Posts: 10171
Location: Transylvania
PostPosted: Tue, 30th May 2023 22:20    Post subject:
vurt wrote:
it's 8.2GB, as reported by Steam.


Saying about the size of the isodemo.


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FireMaster




Posts: 13526
Location: I do not belong
PostPosted: Tue, 30th May 2023 23:14    Post subject:
played some of the isodemo earlier, I can see why it got positive reviews. Even with all the repeated textures etc it got the atmosphere and immersion right. That's besides the interesting story concept.

Goes to show that when the right scope meets the right budget you can produce a good product.
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ace2kx




Posts: 1992

PostPosted: Tue, 30th May 2023 23:44    Post subject:
Fugen wrote:
System.Shock.Remake-RUNE


Thanks Men for IsoDemo!
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Interinactive
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PostPosted: Tue, 30th May 2023 23:46    Post subject:
Think I'm gonna buy it, never played the original and it looks really good
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Fugen




Posts: 2267

PostPosted: Wed, 31st May 2023 00:00    Post subject:


chill out man, life is beautifull...
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Divvy




Posts: 1460

PostPosted: Wed, 31st May 2023 01:24    Post subject:
I've almost cleared research level and I've spotted quite a few issues and nags so far, although nothing game-breaking.

- Leaning is OP in a janky way. The enemy just tries to shoot at your non-visible body through the wall. There doesn't even seem to be a chance to hit the player.

- Enemies can shoot at you even while they're staggered by your shots. Other than leaning, there doesn't seem to be any way to mitigate return fire.

- Way too much respawning and way too near.

- I've had one instance of infinitely looping sound effect.

- I've had one instance of unsolvable puzzle ( they're random-generated. )

- Some settings revert to defaults on game launch.

- No 3D spatial sound support.

- No HDR support.


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AmpegV4




Posts: 6248

PostPosted: Wed, 31st May 2023 01:27    Post subject:
Interinactive wrote:
Think I'm gonna buy it, never played the original and it looks really good


Likewise, I like old level design as opposed to a straight line corridor as well.
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headshot
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Location: UK
PostPosted: Wed, 31st May 2023 04:57    Post subject:


May the NFOrce be with you always.
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StEFaN7




Posts: 5937
Location: them swamps
PostPosted: Wed, 31st May 2023 22:37    Post subject:
tried it and dont like it, too cartoony looking and way too small corridor map design


I can see your soul at the edges of your eyes..
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tonizito
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Posts: 51464
Location: Portugal, the shithole of Europe.
PostPosted: Wed, 31st May 2023 22:41    Post subject:
Divvy wrote:
I've almost cleared research level and I've spotted quite a few issues and nags so far, although nothing game-breaking.

- Leaning is OP in a janky way. The enemy just tries to shoot at your non-visible body through the wall. There doesn't even seem to be a chance to hit the player.

- Enemies can shoot at you even while they're staggered by your shots. Other than leaning, there doesn't seem to be any way to mitigate return fire.

- Way too much respawning and way too near.

- I've had one instance of infinitely looping sound effect.

- I've had one instance of unsolvable puzzle ( they're random-generated. )

- Some settings revert to defaults on game launch.

- No 3D spatial sound support.

- No HDR support.
Just like in the demo Laughing
I'll wait, maybe they'll care enough to patch it.


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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blackeyedboy




Posts: 10171
Location: Transylvania
PostPosted: Thu, 1st Jun 2023 08:43    Post subject:
Some nuisances:

• everything looks almost the same / same textures or props rearranged or just very slightly different
• took a 1 day break and when I returned I forgot what the objective / task that I had was / the game doesn't have any list or notes on your objective(s)
• back-tracking(?)

Some niceces:

• immersive indeed / body awareness / some cool animations
• world interaction
• no hand-holding
• the UI is exceptional
• Shodan


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Stormwolf




Posts: 23752
Location: Norway
PostPosted: Thu, 1st Jun 2023 08:45    Post subject:
Sounds good. But it seems you'll have to play it in one go Laughing or take breaks at checkpoints
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AmpegV4




Posts: 6248

PostPosted: Thu, 1st Jun 2023 10:10    Post subject:
Yep older games required brain when it comes to saving the game or progressing through or even knowing what to do. I think it adds a lot more immersion if you actually stop to read, think about what barriers you have encountered and how to bypass them. Looking Glass were so ahead of their time, I never really played this back in the day (like for 5 mins) and thought Ultima Underworld was more ground breaking. Still they had accomplished so much with just this game alone.

It's crazy to me that modern counterparts that were hugely successful didn't really do anything more than just clone the mechanics of this classic game.
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blackeyedboy




Posts: 10171
Location: Transylvania
PostPosted: Thu, 1st Jun 2023 10:51    Post subject:
These... archaic mechanics can be quite annoying (for the modern-brain-washed-player) but at the same time they're... provoking and intriguing.

The last time I used pen and paper (literally) for a game was in... 1999.

Laughing


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Divvy




Posts: 1460

PostPosted: Thu, 1st Jun 2023 11:05    Post subject:
I missed the laser safety override code the first time I was in the library, so when I put in the isotope I was like "ok, now I need the code but where can I get it?" So I popped open the audiologs, skimmed through the titles, found a log titled something like "destroying the laser" IIRC, and it told me where to go. I don't see what the big deal is, everything's laid out pretty clearly.

Even when you pick up a plastic explosive, it says right in the description where it should be used even before you are informed of why you would need said explosive. Laughing


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blackeyedboy




Posts: 10171
Location: Transylvania
PostPosted: Thu, 1st Jun 2023 12:09    Post subject:
The 'deal' is that we are used to very simple / easy mode experiences, so when we start playing most of today's games the brain enters some relaxed state and the necessary analysis / input / feedback is minimal.

Ofc the game is NOT hard, if you use common sense and pay a bit of attention. Rolling Eyes

We just ain't used to these kind of games. That is all. Just takes a bit of re-enabling some brain cells while gaming...


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AmpegV4




Posts: 6248

PostPosted: Thu, 1st Jun 2023 12:51    Post subject:
I vastly prefer Ultima Underworld and Stonekeep style maps where you just write directly on the map with observations, puzzles, ?'s, codes, weird things. Same with the door codes etc, just looking at the media log in this game. The pipe dream puzzles had me confused for a bit, initially I thought the logic device thingy was necessary to solve them.

The modern shopping list approach, arrows, or a button that shows the quest path on screen = equates to me skipping all lore, text etc and just b-lining from thing to thing until bored and uninstall.

Disabling those features in a modern game doesn't work well either because the dev team don't build the content with that in mind.
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Divvy




Posts: 1460

PostPosted: Thu, 1st Jun 2023 14:08    Post subject:
Have you guys taken a look at the manual? It's something else. Smile


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ixigia
[Moderator] Consigliere



Posts: 65105
Location: Italy
PostPosted: Thu, 1st Jun 2023 14:24    Post subject:
For a faithful remake of a (legendary) game released in 1994, this is honestly as good as it gets, kudos to the Nightdive men for sticking to it. It's fundamentally the same ol' System Shock in terms of core mechanics and the original level design is there in all its explorative glory free from any silly guidance, as it should always be.

I played through the game for the first time when SS2 came out and then replayed it when the Enhanced Edition version was released in 2015, so naturally there's little shock huehue involved, but playing the remake still feels fresh thanks to the few changes aimed at making the experience more modern - in a good way. Including the revamped extra-trippy Cyberspace sessions, even though they obviously don't reach the greatness of Overload (the modern 6DOF king).

The melee combat could use more oomphness, the AI sometimes has a tendency to get suicidal and the art style is a tad too artificially Unreal-ish with its contrast/vibrance, but overall, everything works as intended. Hopefully there won't be any major issues in the later levels left by th̭͋e̮ pa̻ͬͣ͢th̉eͥt̓ic̷̈͒ ̰̒͠i̺̥̱̘̣̝̫͛̕nse̝̖̤̊̂c̵̮̹̻̼̠̎ts͈͈̝̩͔͗́̍͡
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Divvy




Posts: 1460

PostPosted: Thu, 1st Jun 2023 15:28    Post subject:
So, to address some of my earlier criticisms after playing more:

- Leaning is OP on some enemies, like the laserbots, but doesn't work on others like security bots.

- While there's some heavy-handed respawning, the respawns are limited. Kill enough of them and the level will be safe to travel.

- I've not had a looping sound effect since that one time, though I've seen a bug on video where the elevator music just played everywhere. Laughing

- I haven't seen another instance of an unsolvable puzzle. Now I'm wondering if I was just too stupid for the first one.

On the good side:

- Great atmosphere.

- Lots of people are complaining about the music, but I think it fits the remake well. I tried putting the engineering track from the original to the background while playing that level, but it definitely doesn't fit this remake's more somber mood.

- Voice logs are greatly improved, except maybe in the case of Shodan, where I feel some of the original logs felt more disturbing. Shodan somehow seems more human here..? OG Shodan felt colder. Anyway, you can really feel the hopelessness of the staff in the logs this time around.

- Motion feels GREAT. The character feels responsive and weighty at the same time. Weapon inertia etc. are all well done. Even ladder climbing is top notch.

- Inventory management drives me crazy, which is a good thing. Really hurts to give up an old faithful upgraded weapon when there's just no space to lug it around anymore.


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blackeyedboy




Posts: 10171
Location: Transylvania
PostPosted: Thu, 1st Jun 2023 15:44    Post subject:
Divvy wrote:
- While there's some heavy-handed respawning, the respawns are limited. Kill enough of them and the level will be safe to travel.

Steam Users wrote:
Take down the security level of the floor and you should stop the enemy spawns.


You must preorder your party before venturing forth.™FOV CalculatorAre you mindful today?Women: Know Your Limits!
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AmpegV4




Posts: 6248

PostPosted: Fri, 2nd Jun 2023 00:48    Post subject:
Yeah was going to say, the respawning is tied to the security level / destroying camera's and other things in the level as you progress.

Lol fired the laser, and became a Cyborg / Failed. Games should have these old-school fail conditions, they are cool.
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