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That's still unclear. Do you mean they attack in similar ways? Like charging or shooting?
We are re-recording all the voice over with professional voice actors
I really don't see why this is such a strong requirement for people.
VO in T/T2/SS/SS2 was great and pro-radio-announcerlike VO in modern games (often) sucks imho. Maybe i just don't get theatricality.
Hello Nyarlathotep and best wishes in your work.I just want to try to encourage you to not listen too much to fans or try to please everyone - look what have become to gaming industry with such kind of attitude. Multiplayer, eww. Do it the hard way) And yet - the more LGS people you get engaged the much, MUCH better. That's what i'd dream of.
SS1 VO was done by LG staff, with expectedly terrible results
You are full of wrong. I've heard truly terrible voice acting in video games, and SS1 doesn't even come close to the bottom of the barrel. The actors, for the most part, sound like exactly what they're supposed to be-- someone recording a message into a microphone.
while it's very true that the origs are exactly what they realistically would be (regular people recording their voice), you should also realize that when doing a game/radio show/movie/whatever, you actually don't want realistic voices, you want voices that sound good when recorded (and replayed).
The simple fact that SS2 was leagues ahead of SS1 in this regard should tell you everything.
Surely they SHOULD listen to the fans. It's not listening to the fans that produces rubbish such as the Thief reboot.
To not be an embarrassment to the franchise like the Thief reboot was. After SS3 comes out, I want to be able to tell someone that System Shock is one of my favorite games, and NOT have them say, "What are you talking about? That game sucked" and then have to grimace and say, "No, not THAT System Shock."
My respect for you actually planning to create something with the IP you got. I mean that. Thank you! We want new Shock games just as much as anyone and it feels good knowing the future of the franchise is in the hands of the original developers.Alternatively you could diverge from the original. You could try to introduce some clever new mechanics through the backdoor. Like being able to switch between the real world and cyberspace any time and cyberspace is this digital mesh version of reality. Nobody really liked cyberspace as it were. So there's room to improve. This is a really good idea - we have some thoughts concerning cyberspace but hadn't considered this possibility.
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.We definitely won't be ignoring them, integrated graphics will be supported. It will take more work on our end to ensure compatibility and it definitely won't be the ideal experience, but the game will run.
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.When we first considered the project we came to the same crossroad and ultimately decided to hand the project over to Paul Neurath and OtherSide Entertainment. Many of the original devs are part of his team and I couldn't think of a finer or more appropriate group of people to bring their vision of SS3 to life. As far as scope goes I disagree, with SS1 we've been given the blue print to a solid foundation. We've all played the game and have identified the flaws and weaknesses that made the experience inaccessible to users in 94 and people who play the game today. By rebuilding the game from scratch and addressing these issues we believe we'll be able to deliver an amazing experience that will be both faithful and innovative. It's certainly a tall order but no where near as demanding as building an entirely original game.Based on that I actually liked the approach of those released remake screenshots/mockups. Keeping the abstract and original mood, with some touchup. I'm not sure how much of those shots are actual shots and how much of them is photoshopped. To keep abstract feel I'd like to see the game look exactly (to the pixel) like those screenshots (DOF and bloom effects aside, I expect those to be configurable so I'm not talking about that).I'm happy to say that those are all straight screen shots from the engine - no photo shopping here. All the post processing effects will be adjustable. We know a lot of people don't care for blur, aberration, etc...personally I like the look
Pretty sure he means an in-game document you discover, likely in the first room, that acts as an on demand tutorial, and implemented with simulation in mind to some degree (hence "Tri-op employee manual"). Not certain though.The plan is to have a printed version of the TriOptimum Employee handbook accompanying the Big Box CE as well as a .pdf version bundled with the game.
Story-wise, i would love to see a stretch goal where a "what-if-mode" would be introduced. This would be unlocked after completing the canonical ending. You could play as different people, and different scenario's would be played. What if Bianca Schuler would have arrested Edward Diego on time? You could play as her, gathering evidence, and depending on how well you do you could have different outcomes.This is a really cool idea we're discussing but would most likely come after the release of the game as an expansion pack. Same idea as Half-Life: Opposing Force and Blue Shift.Enemies in SS1 were honestly quite generic. Most of them looked the same. I would like to see certain enemies made more unique. This is a design element we're going to stress. For instance expect to see variants on enemy types, for the Mutants there will be both male and female versions mutated to various degrees. Maybe some "experiments" were left in the over a bit longer than others?
manual saves- autosaves/checkpoints are fine, but let us save the game manually where we want, and when we want as well. I need to be able to quicksave and terminate the game quickly when I see my boss coming.keep any potential console UI/controls simplifications out of the pc version- while I understand that the UI and controls may have to be reworked further to allow proper control on consoles, any such modifications should be exclusive to the console version (having one key perform many different actions based upon how hard you press it and on what it is currently pointed at is beyond awful, yes, I'm looking at you Fallout4). I'm aware this is extra work, but it's work well worth it.Manual saving would be my preference as well - However, I have seen some good arguments for checkpoint saves merely as a tool to build tension and fear. What did you think about Alien: Isolation? Do you think it would have been as good if you could save at any moment? Maybe manual saving is a feature available in the first two difficulty levels but not the hardest level? Thoughts?We're working very hard on the UI, in all honesty it's probably going to be the most challenging part of development - rest assured we're avoiding anything that even remotely resembles Fallout 4's "UI" - yikes.