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Topic: SSR: System Shock Kickstarter
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67440c1226276icemann

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The following is Q&A from today's KS update:

Q: Why UE4 instead of Unity?                                                                   

Jason: Unity is a great engine, as is Unreal. When we started researching engines, Unreal ultimately was the best fit for the content we wanted to make. The team found we were able to get the content into the engine with the visual fidelity and target performance more easily. Basically, for our team and project, Unreal will enable us to be more efficient and aligns better with our goals. Another big draw was its console performance… which I’ll talk about below.                                               

Q: Great, now you are making a console game with a PC port... 

Jason: Whoa there! We never said that, and even if we didn’t switch engines, the game would still come out on consoles. Personally, I’m a PC gamer through and through (mainly because I can’t aim well with a controller). System Shock is being made for PC gamers first. It would be a shame if only PC folk could appreciate our game, so we’ll be bringing it to console as well, but PC is the main target for everything we do.                                       

Q: What does “Faithful Reboot” mean? What are you changing from Shock 1? 

Jason: When we started working on this game, we had a few choices. Initially we were planning on doing a straight 1:1 remake, but we soon realized this would be our opportunity to introduce the Shock universe to a new generation of gamers that might have missed the opportunity to appreciate Shock. After having numerous meetings with the original Shock 1 devs about the story, levels, etc, it became clear there were a lot of things they would have done differently.

Early in development, we started meeting with those former LGS guys and started asking the question “What would you do differently with today’s technology?” The answers were overwhelming. I think the funniest answer was “Less grenade types for sure”. At that point we realized this needed to be a reboot, but maintain the spirit of Shock 1. Whenever we look at the design, or art, or audio even, we ask ourselves “What would LGS do?”. The answer becomes clear after understanding LGS was about innovation, trying new things and bringing together concepts unheard of in games before them. We see ourselves as maintaining that tradition, and chat with the LGS guys to ensure what we’re doing holds up to their expectations. The mutant frozen shatter stuff is a good example of that.

So what’s different? We’re changing very little of the story other than refining the dialogue and plugging plot holes. Gameplay will be different, but more of an evolution of the original to get combat feeling more reactive and systems with an expected level of depth. Again, a lot of these changes come down to understanding what LGS would do if they were making Shock 1 anew today.

Levels will harken back to the original game thematically, but the layout will see a pretty big change to apply modern level design principles for pacing and exploration. We’re not going to dumb things down, but we also don’t want to ignore the last 20 years of progress level design has made.

Oh, another thing that we’re a big proponent of is to assume the player is intelligent, and not hold their hand every step of the way. We’ll start the game off teaching you the basics, but then you’ll be on your own to figure things out. A big part of the fun from classic games was figuring things out yourself, and we think that’s what most of you would prefer :-) 


 
A group photo from last week at GDC with: Larry Kuperman, Stephen Kick, Joe Fielder, Paul Neurath, Warren Spector, and Jason Fader                                   

Q: Things look untextured and bland.   

Jason: This was a VERY rapid pass on art stuff and is not final. There’s still a lot more work that will be going into art, as well as bringing in the more iconic nuances of Shock 1. We’ll post more updates on art once things are further along.

Q: Things now look like a generic scifi shooter 

Jason: Keep in mind, this video doesn’t really show off the gameplay we’re going for. Combat is a thing you’ll do, but there will be LOTS of other options to take as you play. We know some players will walk to just run and smash a lot of faces, and they’ll be able to do that, but for the thinking player, they’ll have a diverse set of gameplay tools to tackle situations in hackery or stealthy ways. Without getting into too much detail, the station is essentially a living character, and the player can learn how to use aspects of the station to their advantage. I’ll be sure to share more about the gameplay systems as things get further solidified. 

Q: Will there be any hud? 

Jason: Definitely! Not sure what the HUD will look like currently, and we’re chewing on a few options. We probably won’t have a finalized HUD until the end of v slice or early in the production phase. 

Q: Will you still be launching on Linux? Mac? 

Jason: Yup! That goal has never changed. When we say “PC”, we mean Windows, OSX, and Linux. 

Q: Do you plan on porting to Nintendo Switch? 

Jason: Hard to say right now. It depends on what kind of demand there is for it. 

Q: Are you planning to reboot SS2? 

Jason: Oh boy, one game at a time. Let’s see how this game goes and then board that ship when we get to it ;-)
                                                                     
Audio:
Q: Why does Shodan sound that way? (girly, smurf, distorted) 
                                 

Jonathan: To disclose- I can’t speak to the intentions behind the processing, as thus far in the process Terri Brosius has provided her VO with her own processing. But I can speak from an audio direction standpoint, and how we felt that these lines fit in the context of the game…

Terri is unique in that she is SHODAN in a much deeper way than most voiceover artists are their characters. Back in the original Shock days, she wrote her own lines and directed herself. She knows SHODAN’s character better than just about anyone. As such, we have been directing her only as much as we need to and she gives her own take, given how close she is to the character of SHODAN.

From an audio direction standpoint, what I can say is that when we received the SHODAN lines for the latest video, we all got chills. My skin crawled, even hearing the voice outside of the context of the rest of the video elements, and that hit my mark. There are some subtle differences for sure, especially in the quality of the processing of the voice. However, none of these differences felt outside the bounds of what SHODAN is or could be. To speak specifically to her voice raising pitch, historically SHODAN’s voice has always modulated pitch, both low and high. There may be some new inflections that arise, but nothing that we feel is outside the bounds of what SHODAN means, both technically and emotionally. 

Q: The music isn't "synthy" enough. 

Jonathan: Both because of the history of System Shock and its importance as a sci-fi game, synthesizers are crucial part of its aural soundscape. Because of exactly this reason, when we began work on System Shock, I began accumulating external and analogue synthesizers, modular and otherwise, to build System Shock’s score. They’re my babies! :) Aside from the piano, the music in the trailer is about 90% built out of these synthesizers and processed guitar work. For the trailer, it’s pretty cinematic, so two things about that:

First, before working on this trailer there was a lot of internal discussion about what the goals of this trailer was and what we could best do to achieve these goals. The track that you are hearing are indicative of these goals - nothing more or less. A trailer is a different beast than a game is, and seeks to accomplish different things for a different audience. 

Secondly, System Shock is a wide game from a gameplay perspective; just as there is exploration, combat, hacking, storytelling, and creepiness, there is music to match all of it. Some points may call for theme, some for spooky ambience, and some for punchy electronic music. Just like Jason has to do, we are all constantly asking ourselves “What would System Shock be if LGS was making it in 2017?” As such, there will be some necessary alterations that come from 20+ years of innovation and improvement. But if you’re open to a faithful modern interpretation that tries to capture the essence of what defined System Shock in its time, then maybe you’ll find some enjoyment from the more punchy electronic music found in combat in the game. :)



Jonathan's modular synth board, aka his "Babies". Jonathan's modular synth board, aka his "Babies".
« Last Edit: 08. March 2017, 12:38:41 by Moderator »

67440c12266acunn_atropos

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http://www.nightdivestudios.com/system-shock-3-5-limited-floppy-edition/
Nightdive Studios, LLC. today brandished their latest nostalgia throwback with the announcement of the System Shock 3.5” Limited Floppy Edition. Nightdive’s “System Shock,” the faithful reboot to one of the most influential first-person action games in history, “System Shock,” was the inspiration for the 1,684 pound System Shock 3.5” Limited Floppy Edition (SS3.5LFE), which is available for pre-order today at U.S. retailers and in other regions later this week.

Beginning with the worldwide release of “System Shock”, fans can immerse themselves with the SS3.5LFE, which features an astounding 38,195 floppy disks, shipped in a 2 ton pallet for an estimated retail price of $80,000 (USD).

 :)

67440c1226984RocketMan

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And I am probably one of the few people who still has a floppy drive on every computer I make.  Something to do on a rainy day?

67440c1226d27X-TECH !

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One word about music. Music is in System Shock 1 based on Industrial Music especially Electronic Industrial and Industrial Metal like Nine Inch Nails even if it;s only mIDI. This is very specific genre. Using some modular analog synthesizer with FL STUDIO toy producers - will probably do not do the stuff well. Thing is to make industrial atmosphere not overpowered techno dnb with kick fatter than elephant ass - this is not the key...Even mix of old music from SS1 in not proper way will definitely kill spirit of original which is industrial feel in original. I remmeber how was made mix of SS2 music in comparation of ssounds i know how it works... BTW FL STUDIO is another toy....same like unity is a toy for kids in comparation to Unreal Engine...Hire real audio creator - who will be not fight but will glue into atmosphere of each second of environement and situation to mix it in proper way...Remember. Music of First System Shock 1 is INDUSTRIAL (Nine Inch Nails, Marylin Manson kind stuff even if it's only midi)

67440c1226e30X-TECH !

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I hate these all fl studio overpowered mixes created by techno synths this is not the key. This is not the key how System Shock 1 music feels !

67440c1226f3eX-TECH !

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i READED this interview into moment of distortion of SHODAN VOICE...Now i'm sure sound is f*p cause intially music is overpowered ? You hired some FL STUDIO toy producer who created not really professional mix huh ? And now these all rests of sounds must be overdistorted to be heared ? Huh... Funny.

67440c1227047X-TECH !

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Anyway i'm deeply into this System Shock Remake. Let the force be with you all programmers !

67440c122739bX-TECH !

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I haven't played SS1 yet, but was Shodan's voice corrupt through that game too ? I thought it became corrupt because the hacker partially destroys her at the end of the first game

Now lightings and graphics looks amazing. Not like in this UNITY TOY. Begin of this video really creeps me out.
Music not match to this at all. Music which started killed suspence. It's nice music but not feel like industrial...not feeel creepy...not feell psychedelic...and not feel system shock....

SHODAN VOICE sounds well as always. Where is that distortion ? It's not bad.
This video is creepy ! Good content there. True pure horror sci-fi atmosphere but music part with gameplay killed suspense and scary atmoshpere. This music is not welcome here...not match totally in sound mix and and idea - they not feell this (these musicans) in initial sound concepts into music - MUSIC is not into this game. Not match.

67440c12274eeNameless Voice

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Can you please learn how to write a single coherent post?  Thanks.
Acknowledged by 3 members: ZylonBane, icemann, Vae

67440c12277f5chickenhead

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One word about music.
>proceeds to ramble endlessly and incoherently

Seriously though, this X-tech guy seems to only come here to ramble endlessly, rather than engage in in discussion.  Trying to get a response out of him/her would is like trying to get a child's television character to tell you what mommy and daddy do alone in their room at night. 

67440c1227b4bicemann

67440c1227bab
Now lightings and graphics looks amazing. Not like in this UNITY TOY. Begin of this video really creeps me out.
Music not match to this at all. Music which started killed suspence. It's nice music but not feel like industrial...not feeel creepy...not feell psychedelic...and not feel system shock....

SHODAN VOICE sounds well as always. Where is that distortion ? It's not bad.
This video is creepy ! Good content there. True pure horror sci-fi atmosphere but music part with gameplay killed suspense and scary atmoshpere. This music is not welcome here...not match totally in sound mix and and idea - they not feell this (these musicans) in initial sound concepts into music - MUSIC is not into this game. Not match.

https://www.youtube.com/watch?v=8fvTxv46ano
Acknowledged by: Synaesthesia

67440c1227d40The Many

Acknowledged by: callum13117

67440c1228094Serial Peacemaker

67440c12280f2
One word about music. Music is in System Shock 1 based on Industrial Music especially Electronic Industrial and Industrial Metal like Nine Inch Nails even if it;s only mIDI. This is very specific genre. Using some modular analog synthesizer with FL STUDIO toy producers - will probably do not do the stuff well. Thing is to make industrial atmosphere not overpowered techno dnb with kick fatter than elephant ass - this is not the key...Even mix of old music from SS1 in not proper way will definitely kill spirit of original which is industrial feel in original. I remmeber how was made mix of SS2 music in comparation of ssounds i know how it works... BTW FL STUDIO is another toy....same like unity is a toy for kids in comparation to Unreal Engine...Hire real audio creator - who will be not fight but will glue into atmosphere of each second of environement and situation to mix it in proper way...Remember. Music of First System Shock 1 is INDUSTRIAL (Nine Inch Nails, Marylin Manson kind stuff even if it's only midi)

There's plenty of industrial bands that use heavy beats. KMFDM, Frontline Assembly, etc.

67440c12281eficemann

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The latest KS update went out today. Goes into how the music in the original version of SS1 was done. I found it an interesting read.

I was unaware that SS1 did it's music very similar to the way Deus Ex did many years later, where parts of a tune were played based on the current circumstances of the player. SS2 had none of that.

67440c12284f3ThiefsieFool

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In truth, Deus Ex didn't have that either, it had dedicated pieces of music for each situation similar to SS2. (SS2 didn't have "conversation" or "death" themes, but it did combat music in a more complex way by having bits of music dedicated to lulls in combat action or ending combat action)

What SS1 did was probably inspired by this, from roughly the same era https://en.wikipedia.org/wiki/IMUSE

67440c122872eLearonys

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What I remember from SS1's music is this (and afaik, Jonathan, the guy that wrote about it in the KS update, is entirely correct), is that each track indeed has three states. The peril one that he mentions is perhaps the most intruiging one.

Personal observations:
-   "Peril" is only activated when you get within a certain distance of an enemy, but do not engage in combat. It's basically the game guessing whether you're about to enter in combat or not. I've noticed this when I "hugged a wall" in one of the groves for a good amount of seconds to reload and other stuff, and the music changed. I took a closer look at the minimap, and a gor-tiger mutant was on the other side of it! So I stayed there to see what would happen, and the music kept playing in it's "Peril" state.
-   The music also uses certain tones to notify the player that the music state may be about to change. While it plays this tone relatively much, It doesn't always mean a transition of music states. My memory of this is a bit vague at the moment but sometimes, after killing your enemy before the music state transition happens, it *does* change the state, and sometimes it *doesn't*. Maybe I got fooled and an enemy may be behind another wall, again, but it is worth noting I think. A final thing worth noting about this tone is that pausing the game will keep the music at the same state (I tested this by running as close to an enemy as possible before pausing, listen for a while, unpause and wait until the combat state plays, kill the enemy, then pause again before it changes), but will not play this tone again.
Acknowledged by: JosiahJack

67440c122889aNameless Voice

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What you're talking about with the "certain note" is most likely just a part of the normal track.
It has to play to the end of the current sequence until it reaches a point where the music is allowed to change before it can play a different track (which will have been designed to play seamlessly from the change point.)

SS2 also handles music in a similar way.

What's sad is that, to my knowledge, UE4 does not currently support gapless playback of different sound clips - it only supports gapless looping of a single sound.  That will make building a proper music system for the remake rather difficult.

67440c12289a8icemann

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I can only speak of the enhanced edition since that was the version I used for my recent replay of SS1, but during that as long as I took out all nearby enemies then the music would switch back all times that I can recall.

Of course experiences may differ from computer to computer.

67440c1228a9bcallum13117

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I also found the update about music to be an intriguing read. Now I know why no two versions of the System Shock soundtrack are exactly alike!

67440c1228b95JosiahJack

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Has anyone heard anything from Night Dive recently?  Not that I'm one to ask (J should post some updates sometime), but I'm curious to see how the engine switch is going.

67440c1228cc3icemann

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I've lost quite a bit of faith in them of late. Their port of Tex Murphy - Overseer to more modern systems was terrible. They just provided the same files as before, did no code updates. Nothing. Really piss poor effort.
Acknowledged by 2 members: ThiefsieFool, JosiahJack
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It's been awfully quiet on all fronts (SSR, SS3 and UUA).

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