You can read and reply to posts and download all mods without registering.
We're an independent and non-profit fan-site. Find out more about us here.
So, basically you are saying, whenever something which was in a previous game is not present in a sequel, it's because it was unnecessary to begin with?
Also, if I recall correctly, in the longplay they said the UI was such a mess because they had the idea that everything you can do needs to be present at the UI. Including all the movements you can do.
We are both disagreeing with LGS.
"UI" != "GUI". UI means the entire user interface. Mouse input, keyboard, sounds, etc.
We've already established that other than a couple of low tunnels thrown in to provide some use for SuperCrouch mode, it was indeed unnecessary in SS1.
Now granted, Dark was created to play Thief, not a Shock sequel. But with all the modifications made to the engine in SS2, I believe they certainly could have added proning if they wanted to. Obviously they did not, because as the Gamasutra postmortem touches on, a huge focus for Irrational when designing the sequel was not repeating the mistake of SS1's overcomplicated interface. So they judged that prone didn't bring enough to the experience to justify the added control complexity.
Haven't you said yourself that you consider SS1 to be a better game than SS2?
No. But those who do believe SS1 is better do because of the plot.
Out of curiosity: did anybody reading this actually utilize "prone" when playing SS1? If yes, can you recall any situation(s)?
SS1 did not really have many respawning enemies, and if they did respawn, killing enough of them would cause enough of them to spawn in cramped areas you would never go to anymore.
If anything, lean should go as it has less practical uses than prone...
@Join usss!: is this how you yourself actually played the game or just for this demo? I would never l go prone to duck projectiles and much rather strafe into cover or try to back away. Might be a usefull alternative strategy for those door opening situations but like escaping projectiles, prone comes with the disadvantage of making you relatively immobile, which could easily backfire. I wouldn't play like that myself.
I already mentioned it's best used in certain circumstances such as when caught in a tight corridor and cannot strafe, or if there is a projectile with a wide width that cannot be strafed around (there is none of the latter in System Shock, but there is in other games).I didn't use prone in System Shock (my first and only playthrough) often for a variety of reasons:1. already battling learning convoluted controls so prone's uses are tossed to the side, at least until you master the basics. 2. System Shock's level design and enemy design didn't make the greatest use of it, although there was still plenty opportunities I found as shown in the video.3. T,G & B keys are quite far out from the WASD/movement area of the keyboard. They are inconvenient to use in frantic combat and tougher to apply to muscle memory as a result. If you've played a modern military shooter with streamlined controls however, you'll know that prone gets used all the damn time if you're a good player, as it is the optimal action to take in many situations, more so than crouch.
It was even necessary in very old military shooters like Delta Force or Operation Flashpoint but that is due to the open landscapes (hiding in the undergrowth or behind a mountain top after sniping) but you don't go prone much in close quarter combat if you are attacking/scouting.
You'll want to avoid going prone as much as possible in frantic combat situations because unlike crouching it really has serious diadvantages - you are pretty immobile, leaving you vulnerable to attacks from all sides but in front of you. Getting up again is leaving you vulnerable for a moment too and in real life repeatedly doing so would cost you a significant amount of precious energy, especially with heavy gear on your body.