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Yes, we get it, you have very low standards for game design.
Was this game literally made by toddlers?
In the complete absence of any in-game justification for such a feature, I think it's an entirely appropriate reaction.Just the devs yet again throwing in some nonsensical "cool" thing with zero regard for whether it actually makes any sense.
I just played some of the backer beta. My prior criticisms still stand, this is still a badly directed game, made by people with questionable design taste (to be nice). Often when trying to remix or change an old idea, they fuck it up.One okay addition I found was the weapon upgrades, at least the one time I encountered it. The beta with 2 in combat feels pretty hard, it looks like a shooter, but doesn't play like one. It is more deliberate and fiddly, that might be cool, but for new players, with experience from Bioshock, it might be a problem. The game spawns a lot of enemies, in Research it loves to drop in Sec-Bots, but is stingy with ammo and med patches. It feels a bit unbalanced for normal, I would say.Anyway, my main point is, that I encouraged a friend to play the demo. His experience really confirmed one of my "fears". This is a really hard game to get in to and play. He had trouble finding out what to do, where to go, and remembering where he had been. Identifying important items, navigating the inventory, understanding the vaporize/game economy and so on. He told me, that this game seemed like it was made only for people who had played it before.He is by no means a novice, even if immersive sims aren't his jam. I think that is going to be a massive problem for them, the game is extremely bad at teaching how it's systems work and most of all what to do. It is almost as if the game, by adopting a lot of modern conveniences, seems schizophrenic in how it is old school in other ways. It is simply not consistent. I think they should have put in an objective system, a way for the keycodes to pop up, when you approach a relevant keypad (or have a place to list them) and so on. I think that would help new players a lot, because this game is really hard to get in to. There's this strange feel about the game, where it is informed by a lot of what has happened since Shock 1 came out, and has adopted some of it, which makes the omissions feel way worse. You have a crafting system, you have your "interactive intro", inventory management, weapon upgrades, "cool" player character animations and so on, but in other ways it is really old school. I would've prefered everything being old school and congruent.. this is so uneven and confusing. Which leads me to agreeing with the points in the videos Zylonbane posted, the game feels more confusing and less obvious to play. Also one last gripe, why the fuck is the death and reviving animations unskippable. It is very tedious to rewatch them over and over (yup I suck).
To me as someone who has played SS1, this doesn't seem any more confusion or less obvious to play or navigate, so IMO if anyone has issues with the remake, they would also have issues with SS1 and how it plays
One of the points of the remake wasn't to fix that? Making it more accesible for audiences that don't want to switch their brains to "90s-mode" while playing this?
I have played System Shock since it was released in '94 numerous times, and know it very well. I of course feel kinda home here, but there is something about this remake and it's presentation, that makes it more confusing. However my points above are mainly about new players. I think this game will get slammed by reviewers.Something that might be worth discussing, is how Nightdive perceives System Shock 1. Kick has repeatedly called it a survival horror game, it seems almost like the way Ken Levine kept calling Bioshock a SHOOTER, to not scare away the audience (it of course also turned out to be mainly a shooter). For me, even on harder settings, the original game and also Shock 2 (though to a lesser extent) encouraged exploration. Shock 1 was part first person adventure game, along with everything else. I feel like this remake is tuned so much to be a survival horror game, that it might discourage players from exploring. I might be wrong, but when you are restrained on resources, and the game is pretty eager to spawn hard enemies, the way you play become more careful. You might not feel inclined to go exploring. That might be fine, but I think it needs to be balanced a bit.
Also distance seems off, the mutants can get hits in while you aren't in range.
I'm unsure, I'm not a developer on the project at all.
To each their own I guess but I played the beta and my knowledge of SS1 helped me beat it no problem, so idkBut yeah I think calling SS1 a Survival Horror game isn't accurate at all (same with calling Bioshock a Shooter), it gives a false idea of what the game is like and maybe that is why they got rid of the original music, idkAnd yeah SS1 and all Immersive Sim games encourage exploration.For me I did have difficulty at times my first time through, though playing it more, it got easier, and I never felt discouraged from exploring but rather actively explore to get more stuff. Maybe it is a difference in how we both played it idk.
Ah okay. Cool. Okay, I stand corrected. After turning of the robot production on Research and fighting off the 6-7 sec-bots cluttered outside the respawn point, I got a foothold, and from there it has turned more managable (I know it is a beta). The reactor level btw. looks pretty good, and for me strikes a good balance in creating a challenge for the player that doesn't seem unfair.
By the way is it me, or have they coded the melee weapons almost like they were hit scanning weapons? In that you only hit precisely where the cursor is pointed? In other games there's a larger hit box on melee weapons that simulate the swing of the weapon? Here swing and the specific point of impact are separate. It seems like the swing is only 1. an animation and 2. a way to show how hard your hit/wind up. I experienced being hit by a mutant, which moved my aim, so it was a couple of pixels beside the head of the mutant, which caused the swing not to hit at all. Also distance seems off, the mutants can get hits in while you aren't in range. If that is the case, that is pretty poor implementation of a solved problem.