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SSP included a few other things, but nothing you're going to miss much, I think.
@Olfred: As mentioned in the first post, Malba Tahan is the one responsible for the enhancements.
They're just the original textures batch-processed through an HQX filter (or similar), so they look blobby and rounded instead of sharp and pixelated.
I regret that he didn't release it here as he did with earlier versions of SHLINK, but that may still happen.
Is it terrible I'm happy that Everything is out of EA's hands purely so we don't have some shitty mobile game?
what EE has? yeah, pretty much.also yeah, the final shodan bug makes a reappearance. SHLINK EE will probably need frame capping, if this can't be screwed around by messing with vsync.
Not only can we now legally own the game, [...]
You could do that for the past 21 years.
Yes, but for most of that time it meant being very lucky on ebay/Amazone/local charity shops, etc.
Join Stephen Kick (Founder and CEO of Night Dive Studios) and Paul Neurath (Creative Director at Looking Glass Studios, and industry veteran credited on System Shock 2, Thief, Neverwinter Nights and more) for an in-depth, roundtable discussion on the System Shock phenomenon and its many influences in game design to date – on http://www.twitch.tv/GOGcom – September 23, 6:00 PM CET, 4:00 PM GMT, 9:00 AM PDT, 12:00 PM EDT.
However the world at large is interesting.
Someone get Kevin Levine on the phone.
There is enough there to build off of.
- so every right to the franchise are gone to Night Dive? If so that means that they are in charge of a green light to other games called System Shock?
- there's an "enhanced" and "classic" versions. What's the technical difference?
- Night Dive asked that guy who made shlink to contribute, but he couldn't tell us about that?
- is there a recording of that chat on GOG's twitch with ND and Paul? Please a link, I'm stupid.
- no source code to be found yet? All the work done is reverse-engineering only?
- who called Ken, and is there a recording or something?