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"Our intention is to ship exactly the game that was promised, with as much of the features that were promised as we can, in a timeframe that will get it out as fast as we can. Our expectation is probably Q1 of 2020."
April 6th, next Friday - it's a huge updateLots to show & tell & hearI'm as anxious as everyone else is, we're still pulling in the final pieces.
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. The other is that there just is something about original SS1 look that is unparallelled. The mood it invokes. Redoing it realistically would probably result in something feeling a lot different. Which also would make it questionable doing SS1 in the first place, rather than SS3.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). What I mean is what I like to call the interactive concept art look. Dishonored really nailed that for me. It was like playing concept art. A lot of times I could take a screenshot of that game, and looking at the shot it was like "wait a minute, is that concept art or an actual shot".That may not be everyones cup of tea, but personally I've always enjoyed concept art, and find it mostly looks better (or more mood invoking and wanting to be in the world) than the actual games. I'm guessing due to a certain abstractness they often have, that lets the mind fill in stuff. In the case of SS1 I think triggering those mental buttons is a good match. The pixelated (from no texture filtering and sprites) look and the more abstract world did that back then, and the "concept art look" from the mockup shots could be the ticket to achieve the same awe inspiring mood and immersion again, while using higher quality texturing and 3D detail.
And I read somewhere that the release of the sourcecode is imminent. I hope it's for real and we won't get marketing blahblah.
I can only hope that the System Shock "scene" becomes as lively and large as the likes of Quake or Doom, through whatever means possible.
FPS games like Doom/Quake are built around combat and small, self-contained maps.
I think I've played that one many years ago - was a mixed bag, if memory serves. the problem with these addons is that they never seem to fit into the original game smoothly, and always feel like something that has been just tacked on (as that's what they essentially are). having no voiceovers is not helping much either.