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careful tweaks and additions should be ok, but one way or another, caution would be advised - making the game NOT feel like SS1 is probably a bad idea. for example, adding friendly AIs might sound like a good plan, but the overall SS1 atmosphere would take a punch in the face. SS1 should not have friendly AIs, end of story.
anyway, lets not get too much into details at this point. not yet.
Anyone who wanted to play SS1 probably already did that a short time ago.
Whether it's a good idea to do a remake, especially when you're apparently on a limited budget, I don't know.
Multiplayer: This is another beast entirely and while I agree that co-op would be a great feature the amount of work involved will have to be carefully considered. It is something that's been brought up in discussion that we'll explore further down the line.Level Editor & Mods: Mod support is another thing we'd love to include and would make a great stretch goal if we can determine the amount of work it will take to provide adequate tools to the community.Soundtrack: We are composing a brand new soundtrack.
Don't make me have to buy a new rig just to play.This will come down to how well we can optimize the game. With all the settings turned on to Ultra and running at 4K will require a beefy machine, but all the effects and advanced video options will be scalable from the main menu. We've had lots of problems with integrated Intel graphics so an entry level Nvidia card will probably be a minimum requirement.Please look at linux.We've tried to release as many of our games on Linux as possible, and will do the same for this game.Source Code?Will have to consult with our legal team to see if this is possible. We released the code to Strife: Veterans Edition and will most likely release the code to other titles.Scaling UII have a 4K monitor and have experienced how non-scaling UI ruins workflows.Remappable Controls.We will have this.Easy to use Mapping/Modding Tools.See above, this is wishlist territory and would require a massive amount of work.Getting to see more of the setting.Allow us to tackle problems in our own ways.Choices that Matter.We aren't deviating very far from the original design and mechanics, but I agree - I'd personally love to see more of the station. Keep the horror house feel and sound.We're completely re-designing the sounds, music, and atmosphere - it's still Shock, but it will be scarier. You'll finally get to see the full extent of Shodan's experiments on the crew members and the effect she's had on the station.ZERO Micro-TransactionsWe are saving these for our SHODAN themed Angry Bird mobile game Oh! A manual.We are building a "TriOptimum Employee Handbook" that will be a prop from the game, and include the standard stuff from a game manual.
- don't use the original level geometry.We are using the original level geo as a guide, but are fixing wonky areas, non-manifold geometry, and improving the flow overall. - unless the aforementioned concept was one whacky idea out of a dozen, please tone down the effects.The effects and various post processing features can be disabled from the video options. - here's something for a nifty stretch goal: Add a playable intro where you can experience (parts of) Citadel before Shodan's takeover. Doesn't need to be long, in fact, it shouldn't be too long, but it'd be a nice way to see more of the world and interact with some of the characters. Great idea!- add more choicesWe have to be careful about messing with the original design/puzzles too much - but if we see an opportunity to add more depth we'll consider it. - Make a serious effort to fix cyberspaceWe are completely redesigning cyberspace.- I'm glad you got Terri on board, but please ditch the rest of the voice overWe are re-recording all the voice over with professional voice actors - for the demo we are releasing to the public we will be using remastered versions of the original VO, but it's temporary.
I don't have much to say except this: make sure there are proper difficulty settings.We love the multiple difficulty levels in Shock and will be implementing a similar system.
-Try to nail combat harder than in the original game, as it is the core of the game yet was a little underwhelming If we're being honest here, even with all the player choice and freedom of movement. We want the combat to be visceral and the weapons to have weight. One of my personal wishlist goals is to have a dynamic dismemberment system similar to dead space or the original soldier of fortune. There are so many great weapons in Shock, each one should damage enemies accordingly.I also propose the typical hand-holders can be added exclusively to lower difficulties. Add new modifiers for navigation, namely objective markers. Great idea.
The idea of a prop-like manuel for the game amuses me greatly and I'm hoping it isn't going to require too high a reward tier to obtain..
While it might be interesting to see Citadel remade with realistic modern AAA standards, I see two issues. One is that the amount of work seems out of scope. If there were budget and manpower to do that, they might as well have done SS3 themselves. The other is that there just is something about original SS1 look that is unparallelled. The mood it invokes. Redoing it realistically would probably result in something feeling a lot different. Which also would make it questionable doing SS1 in the first place, rather than SS3.
with the small exception of the hw requirements (intel gpu people are numerous, and I'm not sure whether ignoring them completely is such a good idea), I quite like what I see so far.
Enemies in SS1 were honestly quite generic. Most of them looked the same.
lets not make this into a corridor rail shooter with System Shock textures.
the levels need to feel like a real space station, not just "rooms where monsters jump at you". this was (very) ok 20 years ago, but would be almost comical nowadays.
or people disliked it, fix it, and don't listen what the hardcore purists say
WTF, System Shock has some of the most visually distinctive enemies in any game I've ever played. They had to be visually distinctive due to the low-res sprites used to depict them.Here's a list of SS1's enemies. Tell us which ones you think look mostly the same. And no, "has arms and legs" doesn't count as looking the same.