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Topic: SSR: System Shock Kickstarter
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67414672c8729voodoo47

67414672c879b
SS2 takes elements from pretty much everything that existed at that point. it's the most original unoriginal game I know - remember, zombies, monkeys and ninjas, on a spaceship.
Acknowledged by: icemann

67414672c8931icemann

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{alt}


"Enough is enough! I have had it with these god damn monkeys on this mother fucking space ship!"

67414672c8ecdZylonBane

67414672c8f2d
SS2 is essentially Star Trek if all the humans were shitty and everything went horribly wrong. It seems to be implying that Star Treks version of the future is impossible because humans will be humans.
This is pure nonsense. SS2's future is a straight outgrowth of SS1's cyberpunk setting. Star Trek, in all iterations, has never had even the slightest connection with the cyberpunk genre.

Also SS2 was set only 115 years in the future, at the time of its making. The original Star Trek was set three centuries in the future. Even in Star Trek canon humanity had a few more wars to get through.
67414672c9543
sarge945
I think two seemingly opposite things can be true regarding the System Shock Remake. I look forward to playing it (when I have time), I did end up enjoying the backer beta, also I am not a fan about a lot of their choices and their direction. I think their choices in a lot of ways come down to taste, and in my opinion a lack of it. As many have stated, the core game is still great, but the shiny new exterior doesn't cut it. System Shock has always for me been about immersion through a realistic (as possible) depiction of the game world. This remake in many ways takes a different approach, it presents itself like a game that knows it is a game.. so to speak. I really do not like that direction and style.

The reason why I think it is a shame that they didn't listen to some of the people here, is that the community have shown great taste, attention to detail and understanding in how to fix, balance and mod things. I think SHTUP, SCP for Shock 2 shows that. It has been done with a measured and thoughtful approach, that I feel this remake lacks in some areas.

They didn't completely do a Red Dragon (compared to Mann's Manhunter), but they didn't do a The Thing either.

Edit:
On another note, if they had to go make an interactive intro, and I know this would be a hell of a lot more expensive, wouldn't it have been interesting to make the whole intro interactive. From landing on Citadel Station, seeing the people alive going about their business, kind of like a mix between the Skyrim intro and the Deux Ex Human Revolution intro? Being taken from the flight deck to Diego's office and then down to medical? A massive undertaking, but that could have given an emotional punch to what happens later. As it stands now, I do not get a glimpse into the hacker's "life" or anything else (as some have said). Oh well.. just a thought.
« Last Edit: 08. June 2023, 20:14:17 by la0s »

67414672c990aXkilljoy98

  • Company: N/A
67414672c9961
SS2 takes elements from pretty much everything that existed at that point. it's the most original unoriginal game I know - remember, zombies, monkeys and ninjas, on a spaceship.
  I mean true, though like most things it takes them and puts its own twist on them, though yeah pretty much anything is inspired by something so it isn't something to be ashamed of.

--------------------------------

Also I did some testing and here are some comparisons of the various versions we currently have access too
« Last Edit: 08. June 2023, 22:59:17 by Xkilljoy98 »

67414672c9a82ZylonBane

67414672c9ad2
Yaay, another multi-megabyte screenshot carpet bomb.

67414672c9bccNameless Voice

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Do you have dialup in 2023?  No one cares or even notices 2MB images any more.

67414672c9cc9ZylonBane

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I notice when systemshock.org's server is trickling out inline attachments at dialup speeds.

67414672ca0b0JosiahJack

67414672ca106
Xkilljoy98
Interesting how they went for a filmic color curve for the final post proccesed look.  It makes the colors more muted.  Sure that's how light behaves at brighter spots but it drains the life and feeling out of the scene.  The backer beta seems bestversion of the new area but oldest version has its light sources sourcing light better.

Hard to pick a favorite as the lighting bugs me in all of them.  I think a lot is missed by adding the slight raise to the ceiling.  It feels less like a forgotten corner of the station.  The cubby shelves are definitely better in the later ones though.
« Last Edit: 09. June 2023, 02:11:19 by JosiahJack »

67414672ca1e2JosiahJack

67414672ca232
Someone should do a raytrace mod so that all the blinken lights can actually contribute and fit the scene better.  Stands out having these fullbrights everywhere with so little lighting coming from them compared to their apparent brightness.

Lumen mod might be sufficient.

67414672cbb86sarge945

67414672cbc20
SS2's future is a straight outgrowth of SS1's cyberpunk setting.

Not only is it not really a straight outgrowth of SS1's setting, it's not even cyberpunk.

Other than the Neural Interface (which seems to largely exist for gameplay reasons), none of the elements of cyberpunk are present. There's no semblance of "low life, high tech" which exemplifies the cyberpunk genre. There's no highly-technical concepts juxtaposed against a dystopian setting.

The little we see of earth it seems mostly fine, a bit dull but not dystopian.

The closest SS2 comes to exploring dystopian idea is the mission briefing text, which is vague and short lived and all explored within the first 30 minutes or so of gameplay. Then the game becomes a space sci-fi for the next 10-15 hours and life on earth is never really mentioned again outside of something that needs saving.

If anything, society has improved since SS1 since there seems to be a functioning government with proper rule of law as opposed to corporate owned and controlled stations that essentially enforce their own will with rampant, potentially earth-destroying AI onboard.

The crux of the reason why I don't consider SS2 cyberpunk at all is because the entire plot of the story is essentially based around circumstance. This isn't like SS1 where someone's greed threatened the earth directly because they wanted to delete some incriminating files. Instead, we have people investigating a distress signal, and essentially being mind controlled into making the rest of the plot happen. It could be argued that greed was a factor - it made WBD and Korenchkin skip their biohazard checks after all - but I doubt it would have made a lot of difference to the overall plot, since the influence of the many is extremely strong and seems to influence people almost immediately, even if they are not exposed to any toxins or annelids directly. This isn't a story about corporations having too much power (to the point of having their own armies and trying to dictate policy by force, like SS1) and the citizenry being essentially terrorised by them, which is the essence of what Cyberpunk is largely about.

SS2 is, for the most part, a standard sci-fi horror story, not cyberpunk.

Does it follow on from SS1? Vaguely. It was made to largely fit the setting. But there are plenty of elements missing or changed to the point where it could fit into a separate world, too. TriOptimum could be replaced by any generic greedy corporation with no bearing on SS1. The UNN can be replaced with any earth government. Nothing in the plot really ties into SS1 directly other than SHODAN (and plenty of people would argue that SHODAN is lazily hacked into the plot in a nonsensical way, since the grove wouldn't be able to travel that far in that amount of time anyway). If WBD was a generic "grizzled veteran" with a hatred of corporations, and TriOp wasn't in the game at all and was instead some other greedy corpo, it would change practically nothing about the plot or world.

With how contrived some parts of SS2's plot are (humanity just happens to go to the same part of the universe where the grove crashed, Polito just happens to be careless and allow the AI from the data wafer into the computer system, Shodan just happens to pick some random soldier to give implants to, etc) it's very clear that the Annelid story and the earth/UNN lore was written first, and then System Shock elements were grafted onto it to make it fit the setting.

sarge945
I think two seemingly opposite things can be true regarding the System Shock Remake. I look forward to playing it (when I have time), I did end up enjoying the backer beta, also I am not a fan about a lot of their choices and their direction. I think their choices in a lot of ways come down to taste, and in my opinion a lack of it. As many have stated, the core game is still great, but the shiny new exterior doesn't cut it. System Shock has always for me been about immersion through a realistic (as possible) depiction of the game world. This remake in many ways takes a different approach, it presents itself like a game that knows it is a game.. so to speak. I really do not like that direction and style.
What exactly do you mean?

From a purely "realistic" standpoint, the remake has far more industrial looking, highly detailed level areas, less ridiculous looking (although still ridiculous) enemies, more realistic lighting, and it could even be argued that even it's more annoying features (like the endless animations) are essentially realistic because yeah, in real life I would have to actually apply a patch to myself rather than have it magically work.

I guess the big issue here is that a focus on realism clashes with the bombastic, over-the-top concepts and plot of the original game. You have what are essentially immortality machines, half-human robot cyborgs, ridiculous energy weapons, jetpack boots, a main character that is essentially a walking tank, and nonsensical maze-like level layouts, all juxtaposed against a semi-realistic looking setting. I can see how that might end up seeming very jarring and making the unrealistic elements look more videogamey. To me, that seems like the issue here, rather than strictly the art direction of the remake.

I don't think arguing for "realism" is a good position to take, as a result. Instead I usually see realism used as a crutch to lazily justify why the game is good or bad, without providing actual argumentation. Generally the Remake's graphics and presentation are fine (except maybe for the pixelation on everything, which you definitely get used to as you play it more). I'm sure even the game's detractors can agree that the game overall looks decent for the most part, even if it's not to their particular taste. The issues lie with the gameplay changes, the bugs, and the weird decisions made elsewhere (like the first-person intro and whatever botched abortion passes for the final boss fight). Some parts of it (like the controller support) are flat out broken. THAT is what people should be complaining about or using to justify not liking the game. The realism argument never made sense to me - the main character just got resurrected from death and rebuilt from scratch and people are complaining that it's unrealistic that you can see your hand regenerate?

The reason why I think it is a shame that they didn't listen to some of the people here, is that the community have shown great taste, attention to detail and understanding in how to fix, balance and mod things. I think SHTUP, SCP for Shock 2 shows that. It has been done with a measured and thoughtful approach, that I feel this remake lacks in some areas.

True, I also with they had listened more. Although I have a few issues with SCP as well, I definitely can't fault it or any of it's creators for the astronomical amount of work and care that's been put into it.

They didn't completely do a Red Dragon (compared to Mann's Manhunter), but they didn't do a The Thing either.

I haven't seen either of these, so can't comment.

Edit:
On another note, if they had to go make an interactive intro, and I know this would be a hell of a lot more expensive, wouldn't it have been interesting to make the whole intro interactive. From landing on Citadel Station, seeing the people alive going about their business, kind of like a mix between the Skyrim intro and the Deux Ex Human Revolution intro? Being taken from the flight deck to Diego's office and then down to medical? A massive undertaking, but that could have given an emotional punch to what happens later. As it stands now, I do not get a glimpse into the hacker's "life" or anything else (as some have said). Oh well.. just a thought.

Honestly, no matter how well they did it, the interactive intro would have been a mistake regardless.

They are constrained by the original game in this case. By definition, there's nothing you can do in the intro that will affect anything else in the game, because that would fundamentally change the gameplay. The only options they have to work with are the happy path where the hacker does everything they are supposed to, or an early exit where they don't and therefore get killed or otherwise end the game early. This can't possibly be satisfying, as any choices you're given will essentially be meaningless and the interactivity will be wasted. The best we could get is a largely linear path with a few failure options, and maybe a few gimmicks like characters who spout a few lines when frobbed (which would feel VERY videogamey). If you want to know how annoying a big long intro like this is (especially if it's unskippable), play Deus Ex Human Revolution. The first 20-30 minutes are essentially a long slog through unskippable barely-interactive gameplay that's so dull (especially on a second playthrough) that I see a lot of people not even bothering to replay the game because of how tedious it is.

Meanwhile, making a first-person intro comes at a cost. They either have to have a silent protagonist, or not. They can't cut the intro in a way as to imply the character talking without showing it (which is what they did in the original and it worked great). Making the protagonist silent makes the scene really awkward and strange to watch (as it is now), and having the protagonist talk directly would likely alienate a lot of people and make them feel less connected to the hacker.

I can't see any real benefit to having an interactive intro, and I can see a lot of drawbacks. It's a fundamentally bad idea.
« Last Edit: 09. June 2023, 03:40:58 by sarge945 »

67414672cbde0icemann

67414672cbe34
Firstly, have a read of the great fan fiction SS story "Free Radical". That has some great envisions of what could be both for the start of the game and after.

I think an interactive start of the game absolutely could be done right. If you look at the start of Prey for example, that gives a great sense of the world and characters. It would need to be MUCH longer and bigger. 10-30 mins worth at the very least. Have them go out in the world briefly to test their skills in an environment.

With that said though. Was it needed? Hell no. The video intro did it far better, with better world building. More is less sometimes. You don't need to give players all the answers. Give them a glimpse and let them fill in the blanks with their imagination.

67414672cc2f3Xkilljoy98

  • Company: N/A
67414672cc34d
Xkilljoy98
Interesting how they went for a filmic color curve for the final post proccesed look.  It makes the colors more muted.  Sure that's how light behaves at brighter spots but it drains the life and feeling out of the scene.  The backer beta seems bestversion of the new area but oldest version has its light sources sourcing light better.

Hard to pick a favorite as the lighting bugs me in all of them.  I think a lot is missed by adding the slight raise to the ceiling.  It feels less like a forgotten corner of the station.  The cubby shelves are definitely better in the later ones though.
Yeah I think they all have pros and cons, the Unreal alpha's darkness and music gives an interesting mood, one that I have very mixed feelings on

The unity versions washed out look is interesting and the smoke looks neat, a shame we only have like a few rooms in that demo

And I wish we had a demo of the other versions, mainly the pre-hiatus version

There are a few other versions that I don't have access to the right angle to compare

- Prototype
- Pre-Hiatus Pre-Alpha
- Adventure Alpha
- Final KS Art Alpha
- The other internal versions I am sure exist based on the differences in pre-release footage and pics in some of them

For those we just have pics and video

And I do wonder how the full game for those version was like, though IK for some it probably wasn't a full game
« Last Edit: 09. June 2023, 04:39:59 by Xkilljoy98 »

67414672cd3c3Xkilljoy98

  • Company: N/A
67414672cd420
Not only is it not really a straight outgrowth of SS1's setting, it's not even cyberpunk.

Other than the Neural Interface (which seems to largely exist for gameplay reasons), none of the elements of cyberpunk are present. There's no semblance of "low life, high tech" which exemplifies the cyberpunk genre. There's no highly-technical concepts juxtaposed against a dystopian setting.

The little we see of earth it seems mostly fine, a bit dull but not dystopian.

The closest SS2 comes to exploring dystopian idea is the mission briefing text, which is vague and short lived and all explored within the first 30 minutes or so of gameplay. Then the game becomes a space sci-fi for the next 10-15 hours and life on earth is never really mentioned again outside of something that needs saving.

If anything, society has improved since SS1 since there seems to be a functioning government with proper rule of law as opposed to corporate owned and controlled stations that essentially enforce their own will with rampant, potentially earth-destroying AI onboard.

The crux of the reason why I don't consider SS2 cyberpunk at all is because the entire plot of the story is essentially based around circumstance. This isn't like SS1 where someone's greed threatened the earth directly because they wanted to delete some incriminating files. Instead, we have people investigating a distress signal, and essentially being mind controlled into making the rest of the plot happen. It could be argued that greed was a factor - it made WBD and Korenchkin skip their biohazard checks after all - but I doubt it would have made a lot of difference to the overall plot, since the influence of the many is extremely strong and seems to influence people almost immediately, even if they are not exposed to any toxins or annelids directly. This isn't a story about corporations having too much power (to the point of having their own armies and trying to dictate policy by force, like SS1) and the citizenry being essentially terrorised by them, which is the essence of what Cyberpunk is largely about.

SS2 is, for the most part, a standard sci-fi horror story, not cyberpunk.

Does it follow on from SS1? Vaguely. It was made to largely fit the setting. But there are plenty of elements missing or changed to the point where it could fit into a separate world, too. TriOptimum could be replaced by any generic greedy corporation with no bearing on SS1. The UNN can be replaced with any earth government. Nothing in the plot really ties into SS1 directly other than SHODAN (and plenty of people would argue that SHODAN is lazily hacked into the plot in a nonsensical way, since the grove wouldn't be able to travel that far in that amount of time anyway). If WBD was a generic "grizzled veteran" with a hatred of corporations, and TriOp wasn't in the game at all and was instead some other greedy corpo, it would change practically nothing about the plot or world.

With how contrived some parts of SS2's plot are (humanity just happens to go to the same part of the universe where the grove crashed, Polito just happens to be careless and allow the AI from the data wafer into the computer system, Shodan just happens to pick some random soldier to give implants to, etc) it's very clear that the Annelid story and the earth/UNN lore was written first, and then System Shock elements were grafted onto it to make it fit the setting.

What exactly do you mean?

From a purely "realistic" standpoint, the remake has far more industrial looking, highly detailed level areas, less ridiculous looking (although still ridiculous) enemies, more realistic lighting, and it could even be argued that even it's more annoying features (like the endless animations) are essentially realistic because yeah, in real life I would have to actually apply a patch to myself rather than have it magically work.

I guess the big issue here is that a focus on realism clashes with the bombastic, over-the-top concepts and plot of the original game. You have what are essentially immortality machines, half-human robot cyborgs, ridiculous energy weapons, jetpack boots, a main character that is essentially a walking tank, and nonsensical maze-like level layouts, all juxtaposed against a semi-realistic looking setting. I can see how that might end up seeming very jarring and making the unrealistic elements look more videogamey. To me, that seems like the issue here, rather than strictly the art direction of the remake.

I don't think arguing for "realism" is a good position to take, as a result. Instead I usually see realism used as a crutch to lazily justify why the game is good or bad, without providing actual argumentation. Generally the Remake's graphics and presentation are fine (except maybe for the pixelation on everything, which you definitely get used to as you play it more). I'm sure even the game's detractors can agree that the game overall looks decent for the most part, even if it's not to their particular taste. The issues lie with the gameplay changes, the bugs, and the weird decisions made elsewhere (like the first-person intro and whatever botched abortion passes for the final boss fight). Some parts of it (like the controller support) are flat out broken. THAT is what people should be complaining about or using to justify not liking the game. The realism argument never made sense to me - the main character just got resurrected from death and rebuilt from scratch and people are complaining that it's unrealistic that you can see your hand regenerate?

True, I also with they had listened more. Although I have a few issues with SCP as well, I definitely can't fault it or any of it's creators for the astronomical amount of work and care that's been put into it.

I haven't seen either of these, so can't comment.

Honestly, no matter how well they did it, the interactive intro would have been a mistake regardless.

They are constrained by the original game in this case. By definition, there's nothing you can do in the intro that will affect anything else in the game, because that would fundamentally change the gameplay. The only options they have to work with are the happy path where the hacker does everything they are supposed to, or an early exit where they don't and therefore get killed or otherwise end the game early. This can't possibly be satisfying, as any choices you're given will essentially be meaningless and the interactivity will be wasted. The best we could get is a largely linear path with a few failure options, and maybe a few gimmicks like characters who spout a few lines when frobbed (which would feel VERY videogamey). If you want to know how annoying a big long intro like this is (especially if it's unskippable), play Deus Ex Human Revolution. The first 20-30 minutes are essentially a long slog through unskippable barely-interactive gameplay that's so dull (especially on a second playthrough) that I see a lot of people not even bothering to replay the game because of how tedious it is.

Meanwhile, making a first-person intro comes at a cost. They either have to have a silent protagonist, or not. They can't cut the intro in a way as to imply the character talking without showing it (which is what they did in the original and it worked great). Making the protagonist silent makes the scene really awkward and strange to watch (as it is now), and having the protagonist talk directly would likely alienate a lot of people and make them feel less connected to the hacker.

I can't see any real benefit to having an interactive intro, and I can see a lot of drawbacks. It's a fundamentally bad idea.

I understand your pov and I agree with a few things, but disagree with others, I mean it is scifi horror, but it has some cyberpunk themes, in ways  the original did and in the UNN, though most of the UNN stuff is in the short story

It is true that it start out as not a SS game, I think it works as a SS game, but I can understand not liking how things are tied in and feeling like things are more circumstantial, which may be true, but regardless I still think the game is good, even if not perfect.

It isn't the same as SS1 and one could argue SS1 had more of it but I guess it depends on how you view it

Also I wouldn't call SS1's enemies, weapons, art, etc "ridiculous", just stylized.
« Last Edit: 09. June 2023, 04:37:28 by Xkilljoy98 »

67414672ceef4sarge945

67414672cef64
I think an interactive start of the game absolutely could be done right. If you look at the start of Prey for example, that gives a great sense of the world and characters. It would need to be MUCH longer and bigger. 10-30 mins worth at the very least. Have them go out in the world briefly to test their skills in an environment.

I would argue the tutorial is one of the weakest parts of Prey in terms of gameplay and repeatability, but it's mostly forgivable because it's pretty short, and because it naturally leads into the big "window smash reveal" afterwards, rather than just being a 20-30 minute tutorial + lore dump.

I understand your pov and I agree with a few things, but disagree with others, I mean it is scifi horror, but it has some cyberpunk themes, in ways  the original did and in the UNN, though most of the UNN stuff is in the short story

Okay, so it's not COMPLETELY not cyberpunk, but those elements basically disappear once the game actually starts (once you reach medsci1), it's essentially all condensed into the first section. I tried to explain that but may have been a bit too heavy-handed with my explanation.

It is true that it start out as not a SS game, I think it works as a SS game, but I can understand not liking how things are tied in and feeling like things are more circumstantial, which may be true, but regardless I still think the game is good, even if not perfect.

It isn't the same as SS1 and one could argue SS1 had more of it but I guess it depends on how you view it

I agree the game is very good, and they have done a pretty decent job (all things considering) of tying it to the SS world on a peripheral level. But I still think it fits more closely with a "Star Trek but Dark" theme, especially when you reach the Von-Braun.

Also I wouldn't call SS1's enemies, weapons, art, etc "ridiculous", just stylized.

They are definitely stylised. But if you're arguing from a point of realism, they are beyond ridiculous. I was using this as an example of why the realism argument is stupid.
« Last Edit: 09. June 2023, 04:54:38 by sarge945 »

67414672d01f8RoSoDude

67414672d025d
The realism argument never made sense to me - the main character just got resurrected from death and rebuilt from scratch and people are complaining that it's unrealistic that you can see your hand regenerate?

The problem isn't realism, it's that the idea behind the cyborg conversion chambers was totally changed. Now they're Quantum Bio-Reconstruction machines I guess, where before they were autodoc restoration chambers that SHODAN repurposed to create cyborgs from corpses that her minions brought over. Having them clone/reconstruct you is SS2 lore retrofitted for the remake.

Also I wouldn't call SS1's enemies, weapons, art, etc "ridiculous", just stylized.

I mean, have you seen avian mutants? Autonomous? Come on, the game's aesthetics and tone are pretty out there. I think it works in a pulpy kind of way, but "ridiculous" is an apt descriptor for the enemy designs.
Acknowledged by: JosiahJack

67414672d0562sarge945

67414672d05bb
The problem isn't realism, it's that the idea behind the cyborg conversion chambers was totally changed. Now they're Quantum Bio-Reconstruction machines I guess, where before they were autodoc restoration chambers that SHODAN repurposed to create cyborgs from corpses that her minions brought over. Having them clone/reconstruct you is SS2 lore retrofitted for the remake.

This makes absolutely no sense in the actual lore though. They probably make more sense as QBRMs.

Either way, the realism argument was what was presented so that's what I talked about.

67414672d0679voodoo47

67414672d06cd
realism no, but it (kinda) has to make sense within the constraints of the (said) universe.

67414672d0886sarge945

67414672d08ea
realism no, but it (kinda) has to make sense within the constraints of the (said) universe.

QBRMs already make sense in the universe, and cyborg conversation chambers don't?

67414672d09b2voodoo47

67414672d0a00
never liked qbrs even in the second game, they are incredibly gamey, and even the in-game explanation is not really making it any better.

so lets take that and put it into the remake because why not, riiight?

67414672d0d39sarge945

67414672d0d9f
Neither QBRMs or Regeneration Bays make any sense whatsoever narratively. Arguing for one over the other is extremely silly.

In the case of a regeneration bay, a cyborg is essentially required to pick you up and dump you in one, not check the switch, and have SHODAN not notice or do anything about it when you've clearly died and come back, likely on camera, many times. It requires a monumental fuck-up of insane proportions on the part of SHODAN to even allow this. She has robots all over the station, making all sorts of adjustments to all sorts of systems, but she can't send one to flick a switch on a regeneration bay for her highest priority target? Or just order all cyborgs/robots not to interact with your body at all until a Cortex Reaver comes along to convert you by themselves, no conversion chamber required?

QBRMs have the same problem. The Biomass can sense everyone's thoughts, and essentially knows everything that any of it's members knows. So it should know whenever one of it's minions kills you. And then when you come back - well there goes the "Xerxes shut them all down but I've DISCREETLY put them back online" idea. All it has to do is send one hybrid with a pipe to smash up the QBRM (or, if that's not possible, station a Rumbler there to kill you over and over when you respawn - a fate worse than death I'd imagine) and the whole plan is foiled.

Both mechanics are monumentally stupid narratively, and are literally only there for the sake of gameplay (awful gameplay, I might add, but gameplay none the less).

Again, I don't see why this is such a large issue. You're saying that one piece of videogame nonesense doesn't make sense in the case of the world, but another piece of videogame nonesense does.

I have no doubt that in some alternate universe, they have just released the System Shock Remake and changed it from using QBRs like the original to these new "Regeneration Bays", and I have no doubt some purist, probably with a username like nvidia47 (nvidia was a failed graphics company in that alternate reality) is now complaining that QBRs made perfect sense and that the new regeneration bay mechanic is stupid because it requires plot nonesense.

Because at the end of the day they are essentially the same mechanic with all the same narrative pitfalls and contrivances. They only exist to make the videogame work.

But I know this really has nothing to do with criticising the narrative in either version of System Shock. The Remake has QBRMs and the original did not, therefore they are inherently bad and the old mechanic is inherently good. I know how this argument works.
« Last Edit: 09. June 2023, 09:13:08 by sarge945 »

67414672d0efbvoodoo47

67414672d0f4b
no, what I'm saying is this;

number of people who would complain if SSR regen used the SS1 mechanic = 0
number of people complaining SSR regen now uses the SS2 mechanic ≠ 0

this is pretty much the running theme with SSR, you look at something, and go, just.. why? it's like they really have put all those bits in just to be annoying, hey, lets make sure this is going to be a 7/10, not more.

just for the record, I don't exactly like the original SS1 mechanic either, but replacing it with something equally (or more) gamey doesn't really make it any better, so might as well just leave it alone.


when in doubt, DON'T.
« Last Edit: 09. June 2023, 09:31:51 by voodoo47 »

67414672d10a7sarge945

67414672d1109
I agree that replacing it for no reason is probably not the smartest thing they could have done. If you want to argue that it was unnecessary, you're probably right. It was likely done by some artist because it's "cool" with no real consideration of the lore surrounding resurrection chambers.

But it's also really not worth complaining about, given than it's one effect you might see ~10 times in an entire playthrough, replacing a narrative contrivance that doesn't make sense with another narrative contrivance that doesn't make sense.

All I'm saying is, if this is enough to make someone not play the remake because "it ruins the narrative" or whatever, they are probably not looking at it objectively and were likely never going to play it anyway.

The REAL unforgivable sin regarding resurrection chambers is how unskippable all the death cutscenes are. Repeatedly dying to the first Cortex Reaver in flight deck was made all the more frustrating by the ~30 second long death cutscenes every time.

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enough to make me not play, no. annoying, yes.

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This is it!!! I dont care if I've said that 642 times over the past years. This is it!
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