You can read and reply to posts and download all mods without registering.
We're an independent and non-profit fan-site. Find out more about us here.
If you haven't listened to the track we collaborated on with Zircon, check it out and let us know what you think. The game won't be purely orchestral.
We're making it for you guys and all the Shock fans first.
Please, don't make this game for us. Make it for the people that still need to experience a true Shock game. We simply don't need this remaster, we already know of the Enhanced edition and fully embrace it. All we could possibly need is a Source code release.
Speak for yourself. I need new (good) Immersive Sims. I don't actually intend to play SS1 ever again, after only one playthrough. I have quite a few problems with it (some of which I went into in the level design thread) besides the obvious issue of controls. If done right, this could get many replays and override the original as a play experience.
We simply don't need this remaster...
Sounds like you don't actually want a remake of System Shock 1, you want a SS 2ized version of Citadel Station.
Ignore him. We don't even know who he is. We think he wandered in with the cleaning crew.
Ayyyy, someone feels entitled and can't get his daily system-shock fix anymore <:^)Hey... Pssht... Nobody on this world owes you anything. If you think you deserve this game more than anyone else for whatever reason, you don't. Isn't it ironic how you call me an E-janitor aswell... think about it.Which makes me think... again, you made a baseless and empty insult. And you still wonder why people don't take you seriously. He's gonna call me dense after said this... Oh, the sheer irony... Oh wait, he's not gonna reply at all because he knows he's lost at this point.
3. Introducing more gameplay elements/mechanics such as RPG leveling, crafting, etc is not going to detract or alter the core experience. We have very talented designers on our team that won't violate the foundation of what makes a Shock game what it is. The elements that we've proposed are not final, if they don't work out, they won't make it in the game - but the most important thing is that we didn't wan't to deliver the same exact experience you've all had playing Shock before.
But you actually made it a stretch goal. Doesn't that turn it into an obligation to deliver it, should the stretch goal be reached? Kickstarter rules probably don't bind you legally to deliver them but it's still a promise for which people will have paid you their money for.It's things like that, that (I believe unneccessarily) sour the impression you leave in my mind. People who got burned before might interprete it as dishonest, others take it as a chaotic information or planning policy. I tend to the latter but I also have been burned before and look at such inconsistencies as warning signs. I appreciate that you are talking to us as a developer instead of a business/pr clown but when you are dealing with a cult franchise like System Shock in this day and age, projecting integrity and consistency is essential, imo. Please consider this constructive feedback as it's not meant as an attack. For you and for me, I wish you to succeed!
3. Introducing more gameplay elements/mechanics such as RPG leveling, crafting, etc is not going to detract or alter the core experience. We have very talented designers on our team that won't violate the foundation of what makes a Shock game what it is. The elements that we've proposed are not final, if they don't work out, they won't make it in the game - but the most important thing is that we didn't want to deliver the same exact experience you've all had playing Shock before.
Having people like Zylon as a moderator kinda rules out being able to take the site admins seriously.
And I hate that remix linked. I am not a fan of new age trance at all, with the warping, dub-step etc. Give me 90s/2005 trance any day of the week over new age stuff. Gives me headaches.
I wish. But not all of us have ZB's hilarious dry wit.
I actually interpret it as keeping an open mind and doing what is best for the game, rather than feeling locked into a mechanic or design choice that wasn't working. I find Kick's honesty refreshing, in that regard.
4. I've been developing games since 2007 - went to school for Game Design (not business), worked at a AAA, shipped a few titles, started my own studio and resurrected my favorite franchise along with almost 100 other titles over the last 4 years. I understand the game and what it means to the community and the industry - I've put together a team of the most experienced, passionate, and committed developers to remake one of the greatest games of all time and my hope is that even if you don't back us, I hope you enjoy the final game. We're making it for you guys and all the Shock fans first.