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I think one of the strengths of the original, was the class-less design, where you could, more or less, play the way you wanted. It was a RPG in another, more direct way. To me, Shock 2 felt a bit sloppy, with the RPG elements. It felt like a step backwards. Where a lot of the emergent gameplay was based around what you poured your points into.
My reaction was as harsh as it was because I expect every commercial remake to be inferior and take a shit on the original, and I'm not seeing exceptions here. Night Dive studios is asking $900,000 for something that appears to be a cash-grab no different from any other remake or reboot.All the red flags of a badly 'modernised' remake and cash-grab are there in the demo;The title of the original entry in the franchise is recycled, it's called 'System Shock' now - but it's not System Shock.Style over substance; it showcased new graphics while there was barely any gameplay to speak of. If that's what they want to show off in a kickstarter demo, then you already know where their focus is and what kind of audience they're going for.Sluggish 'realistic' movement with slow animations for doing stuff. This is a bane in modern games.Overly dark areas and too much bloom and unnecessarily bright effects that are just an eyesore. Once again a staple of modern games; using bloom only because you can, and it's a cheap way to make graphics look 'updated'.Generic, forgettable orchestral score.Yes it is pre-alpha, but I don't think the developers' priorities will change much from what's seen here. In my view Night Dive's heart is in the wrong place with this project.
To me there is a difference between remastering, rebooting, and modernising a game. Remastering is to take the original and improve its quality while keeping its style and function intact. Rebooting is to take the same basic idea and create a new implementation of it. Modernising is to take the original and implement modern ideas that are contemporary. I don't object to remastering or rebooting a game if the final product looks and plays better to the original. Modernising is a different matter however; 'modern' is just what is modern, contemporary, and commonplace in today's games, and it's not necessarily good. Modern FPS games do not set a good standard and have numerous trends that are simply tedious.Modernising System Shock is self-contradictory, because System Shock as a game is so different from the average modern FPS. It is such a far stretch that one could consider 'System Shock' and 'modern FPS' as two different genres altogether. It was a game made in a different time and a completely different mindset, and for a different audience. It's arguably 'old' because nothing similar has been released in a decade or two, but this doesn't mean it needs to be modernised. System Shock is its own genre and it has its own philosophy, and I feel that by implementing modern ideas, they're taking away from System Shock and drowning it into a sea of generic modern shooters, where it will not stand out.By modern ideas, I mean mostly the things I already mentioned. I will list them again:Realistic slow movement and clunky animations. Perhaps someone thinks this makes a game feel immersive, but I feel the opposite; it makes it feel contrived, besides of course making the gameplay annoying.A minimalist HUD that no longer displays much information aside from health. Again, if this is for 'immersion', I disagree strongly. Even if the original HUD was slightly obtrusive, it made me feel much more immersed as a hacker who sees various information displayed in his/her vision and hits buttons to customise it to his/her liking. Let me see the weapon status, object description, and minimap on the HUD; that's what I got the neural implants for in the first place.Overly flashy and often too dark, too high-contrast graphics, with too strong shaders. This is in contrast with the original art style which had softer colours and lighting. While not technically detailed, it was friendlier for the eyes and was more interesting to look at with all the colours and nuanced details in the textures. I wish 'good art style' and 'detail' were not equated with 'excessive shaders' and 'more polygons'. Realistic graphics with 'realistic' shaders just takes away from the original art style and drowns it into a sea of other realism garbage. I believe you can have better graphics even if you tone down the shaders and overbright lighting a bit, and focus more on the colours and details of the environment - even if that means it's going to be 'photo-unrealistic'.Orchestral music. Must everything these days feel like a dramatic Hollywood film that tries to be really deep and greater than life? I liked System Shock as the funky, colourful cyberpunk fantasy it originally presented itself as. Why make it into another Alien: Isolation?In short, a 'good' remake in my book would highlight and build upon what made the original's gameplay and art style interesting, things which by definition make it different from most modern games. The original was far from perfect, owing to the lack of mouselook and having a billion different keys for standing, crouching, etc. and having an obtrusive HUD. However modernising it by adding clunky animations and removing everything from the HUD isn't making it better. What would have made it better is simplifying the movement controls while still letting the player move around and perform actions swiftly, and perhaps shrinking the HUD a little bit so you can still see the information but it won't get in the way. You get the idea.
Can you describe what a proper remake would look and play like?
110% agree with Aurora on this one.A proper remake retains the overall feel gameplay wise of the original + follows a similar style. It also retains a similar atmosphere. Music should be similar.Good examples:* Dune 2000 (remake of Dune 2)* Metroid Zero Mission (remake of Metroid 1)
But, with all that said, I still don't think you've answered my question.You've pointed out things that you think are terrible - but you haven't given me YOUR version of what would work.I could obviously just assume you want the opposite?Unrealistic fast movement and slick animationsA HUD that blocks half the screenDreary bright visualsThat doesn't seem to be what you really want though.Could you elaborate about what YOU consider a realistic version of a modern System Shock?
I did say what I thought would be good. I will repeat myself:Swift and responsive movement. I don't care if it's 'unrealistic', I'm playing a game not a walking simulator. It's the future and my character has cyber implants and stuff anyway, if I have to make a case for 'realism' (I'd rather not, of course).A HUD that still shows most of the information but doesn't obstruct the whole screen. This is possible with a bit of redesigning and higher resolutions. Why do you think I want the HUD to cover half the screen when I specifically listed this as a flaw myself, anyway?Not 'dreary bright visuals'. I thought the remake had too much contrast, as in dark areas where you cannot see shit, and then on the other hand really bright details and lights with dreadful bloom effects that blind you. What I want is not 'dreary and bright' but 'soft and colourful'.
All the red flags of a badly 'modernised' remake and cash-grab
Realistic slow movement and clunky animations. Perhaps someone thinks this makes a game feel immersive, but I feel the opposite; it makes it feel contrived, besides of course making the gameplay annoying.
A minimalist HUD that no longer displays much information aside from health. Again, if this is for 'immersion', I disagree strongly. Even if the original HUD was slightly obtrusive, it made me feel much more immersed as a hacker who sees various information displayed in his/her vision and hits buttons to customise it to his/her liking. Let me see the weapon status, object description, and minimap on the HUD; that's what I got the neural implants for in the first place.
Overly flashy and often too dark, too high-contrast graphics, with too strong shaders. This is in contrast with the original art style which had softer colours and lighting. While not technically detailed, it was friendlier for the eyes and was more interesting to look at with all the colours and nuanced details in the textures. I wish 'good art style' and 'detail' were not equated with 'excessive shaders' and 'more polygons'. Realistic graphics with 'realistic' shaders just takes away from the original art style and drowns it into a sea of other realism garbage. I believe you can have better graphics even if you tone down the shaders and overbright lighting a bit, and focus more on the colours and details of the environment - even if that means it's going to be 'photo-unrealistic'.Orchestral music. Must everything these days feel like a dramatic Hollywood film that tries to be really deep and greater than life? I liked System Shock as the funky, colourful cyberpunk fantasy it originally presented itself as. Why make it into another Alien: Isolation?
This might come as a shock to you, but not everyone likes RPG (or even some that do can still recognize that not every darn game needs to be one). I'm one of them. There are plenty of RPGs, there's even one in the shock universe already, and likely another one coming. SS1 wasn't one and doesn't need to be turned into one either.
You think System Shock 2 is a RPG?
It is.
"System Shock 2 was almost a role-playing game. Almost. They had the character stuff down, the skill stuff down, but you never really made a choice, in my opinion. The ending was set; your path was set. If, at one point, there was a moment where you could've made one decision that changed the ending, that would've made it a barebones role-playing game, and a good one."
The story is completely railroaded, there's little use to attributes and skills outside of combat or combat-like situations, there is no interactive world-building, no NPC interactions, no factions to ally with, no choices and consequences, nothing.
At times like this we need the opposite of an acknowledge button.
Lack of end choices does not make negate something from being a RPG. By that definition all JRPGs (bar a few here and there) aren't RPGs. That's just silly.
Hell yeah it is. SS1 wasn't really. You never level up, or upgrade stats of any sort and you don't have any skills that advance over time (beyond the players ability at playing the game). I'd call the first one more of a straight up survival horror with FPS elements.