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If you're talking about the last paragraph that had some examples with more specific game elements then that was more of an "I would be interested in exploring" extra, while the point list was the "official" part of my list.
Improved AI - not what people usually seem to mean by that, combat (*snore*, sure it shouldn't suck but I find the other stuff more interesting), I'm talking about their sensory systems and non-combat behavior. Again see SS2/Thief. An AI that has a more simulated approach to their vision and auditory systems (sound propagation comes into play again). Some more extended patrolling, searching, etc. where applicable.
While I do agree with you Myagi, I think some of these things are probably better off in a new sequel because integrating all that into the original would alter the experience maybe a bit too much, just like the rpg-systems.
- oh, and doors closing and opening on itself should be done more...
This.
I just had a thought about something I would find interesting. What if the intro of the game were playable, rather than being a cutscene? You'd get to hack into Trioptimum's network, be subdued by cops, and best of all, see a little bit of Citadel Station before things went haywire. It goes counter to the original game, but it would be a more "modern" way to start things off. Many modern games forego cutscenes in lieu of maintaining immersion.
Just for my own clarification, you mean doors that automatically open and close when players approach them right? Not doors that randomly open and close forever like the one in SS1 hospital level?
Seeing a little more of New Atlanta would be cool. I picture Hacker staying in his/her room like a hermit, though, shopping online. Heck, they probably have delivery robots that fly goods to your house. The very beginning of Soma is kinda what I'm thinking of, except futuristic.
If the hacker is up to no good, would he or she risk leaving a digital footprint at home?