It only has 3 or 4 textures that repeat themselves to same-tedium-ness...
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."
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
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.
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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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
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
• 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
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.
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.
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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.
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...
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.
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
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.
- 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.
ASRock B550M Pro4 * 5800X3D * RTX 5070 Ti * 32gb 3600mhz CL16 * 1TB Adata XPG 8200 Pro * LG 55" B9 OLED * Sound Blaster Z * Sennheiser HD-650 * Asus AP201 * Super Flower 500w Fanless
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