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Thread: System Shock Remake Demo Available Tomorrow

  1. #151
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    In Storage Room #5, on the upper level. In the back and on the right, it's on top of a console.

    This patch seems to have solved an issue I had with the shotgun, where pressing 'T' wouldn't swap the ammo type. The only way to do it was to go into the inventory, empty it, then select a different ammo type.

    Also, I now think that the Skorpion is the new Flechette, and that the AR is the new Skorpion. Unfortunately, it's missing a full auto setting. And a larger clip.

  2. #152
    Member
    Registered: May 2003
    Location: Minecraft
    Thanks, I'll go and grab it.

    I think you're right as they give you the Skorpion far earlier than the original. As for the assault rifle you can acquire a full auto upgrade later on. I passed on it as I felt I didn't have enough ammo to justify it.
    Last edited by driver; 10th Mar 2023 at 04:56.

  3. #153
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    Quote Originally Posted by driver View Post
    I found out how to open that door after the fight with the Cortex Reaver. There's a passageway in that room that contains an assault rifle, on the wall to the left of it is a button that unlocks that door allowing you access to the lift.
    Nice. By the way, is there a recycler in Exec? I couldn't find it.

  4. #154
    Member
    Registered: May 2003
    Location: Minecraft
    I'm scouring the level but I haven't seen one. That said, there's a bulkhead door in the CPU node room that I can't open, it's the second bulkhead behind the one that opens when you disable the shield in front of the CPU nodes. There's also a bunch of doors that are 'manually locked' as opposed to 'broken beyond repair'. It suggests they might be operable but I've no idea how.
    Last edited by driver; 10th Mar 2023 at 06:49.

  5. #155
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    I couldn't open those doors either. I need to take another look in cyberspace to check if I missed something that may open them.

    And I haven't been able to find the Blaster. Is it in the Flight Bays level? At leaast it's not where it used to be in the original game.

  6. #156
    Member
    Registered: May 2003
    Location: Minecraft
    I didn't find it, but I did find a damage upgrade for the Sparqbeam where it should have been. I'm guessing that's a stand-in as it's the only upgrade for a weapon that's increased its inventory size.

    Just a heads-up, once you enter level 8 proper, you'll lose access to the cargo lift. There's one right by the elevator, so make sure you take what you need. There really should be a warning that it's your last chance.

  7. #157
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    Well, I was just being stupid. I found the upgrade and for some reason I was convinced that it was for the Blaster and not for the Sparqbeam.

    Thanks for the heads-up, but I've stopped using the cargo lift already. It's so small that I don't find it particularly useful, so I've been doing things the old fashioned way, as I always do in the original. I just haul everything from one level to the next, and drop it near the elevator.

    Annoying bug: It looks like if I drop recently modded weapons and then pick them up again, the mod is gone (even though their description says it's modded). It had happened before with the shotgun, which was supposed to have an increased clip but it's still only 6, and now just happened with the Sparkbeam. I applied the mod, then dropped the weapon to rearrange my inventory, and now it's back to the original smaller size, with no increased damage.
    Last edited by D'Arcy; 10th Mar 2023 at 13:59.

  8. #158
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    Aw, the friendly Exec-Bot in Engineering is no longer friendly I always let it live when I play the original.

  9. #159
    Member
    Registered: May 2003
    Location: Minecraft
    I'm curious about your opinion on the groves, what did you make of them?

  10. #160
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    I liked the level design and visuals, just found them to be way too quiet. In one of them I think I only found one enemy, and it was a maintenance bot. Beta Grove was a bit painful, because I still think that the suit drains energy too fast and even a low bio/radiation poisoning like 22 will still deplete your health quite fast - to the point that the only way to restore it is to use medkits, because a medipatch simply stops the health from depleting while it is active, which means that your health is being depleted at the same rate as a medipatch restores it.

    Speaking of which, have you found any environment protection pack higher than v2? In the original we can get an Envirosuit v3 in Engineering, but there was nothing at the place where that one is in the original.

    Also, I'm actually finding the AR with the full auto mod very useful. I've saved enough ammo from the previous levels to use it frequently in Engineering.

  11. #161
    Member
    Registered: May 2003
    Location: Minecraft
    I didn't find another enviro suit, V2 was as good as it got for me.

    As for the groves, I liked the expanded layout but as you said, the lack of enemies seemed odd. At first it seemed eerie, then it just felt like they'd been left out. Another thing that bothered me was, despite the fact they're supposed to be garden groves, there wasn't as much vegetation, I think the lack of grass contributed to that feeling. The other thing was the lack of weirdness (for lack of a better term) in beta grove. That place was supposed to look like an alien planet, so I was hoping they'd H.R Giger the place, but it was just the same as the others only with bio-contamination draining your energy/health.

  12. #162
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    I'm very disappointed with the whole reactor self-destruct sequence. No alarms blaring, no ground shaking giving you a sense of urgency. Not even the e-mail from Lansing telling us to head for the escape pods - I just went there because I know that from the original game. I hope that's just because this is still in an incomplete state, because it's very anti-climatic.
    Last edited by D'Arcy; 12th Mar 2023 at 10:28.

  13. #163
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    By the way, I've just put the original Shock Security level music playing in the background on a loop while playing. Sooooo much better.

  14. #164
    Member
    Registered: Aug 2003
    Location: Jafaville New Zealand

  15. #165
    Member
    Registered: May 2003
    Location: Minecraft
    Yeah, the self destruct sequence was noticeable by its absence, I can't imagine they'll omit it and it's just another feature that's not finished yet. I do hope they recreate the same siren sound as the original's was a real oh fuck sound that had a real sense of imminent threat. Which, well... there was, the entire station was about to explode.

    I can't say I can remember any of the music from the remake, it was pretty bland. An option to turn on the original's would be great but not that easy since it was dynamic. Fingers crossed it's mod-friendly upon release, I'm sure dedicated fan would like to tweak it some more.

  16. #166
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    I don't think there's any music in the Security level at all. And if there is, then it's barely playing. Also there's a bug, where we can't turn on one of the repulsor lifts because it keeps saying you need a security level lower than 50% even when the security is already 0%. And they still haven't fixed the bug where everything freezes after reloading a save, even though they said so in the patch notes. Although all you need to do is press Esc twice to unfreeze it.

  17. #167
    Member
    Registered: May 2003
    Location: Minecraft
    The discussion pages on Steam are filled with people raging about the missed release date, which is understandable to a degree, it's something like the 7th one now. If the beta backer is anything to go by they're still a ways off from being ready to release, but they've got the game there, it just needs (a lot of) fine tuning. They're never going to please everyone (stating the bleedin' obvious), but on the whole I think they've managed to get the essence of the game there and if the fine tuning is all about respecting the original rather than putting their own spin on things, then I think they can be very proud of what they've done.

    Just... the intro and ending...

  18. #168
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    No idea of what is happening, but I seem to be unable to finish the game. I take the elevator to the bridge, then I'm forced to watch the cutscene of Citadel's destruction, and that's it. I just get stuck watching the screen and even pressing Esc doesn't do anything. I just end up killing the task.

    [Edit]Solved it by entering the elevator without holding any weapon.

  19. #169
    Member
    Registered: May 2003
    Location: Minecraft
    That happened to me on both my play throughs, and seems to have happened to other people. I 'fixed' it by closing the game, restarting and trying again. I'm not sure why, but both times I could progress just fine after that.

  20. #170
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    I have absolutely no idea of what to do in the final room. I've switched a couple of levers, there's a third one on the ground floor that I can't interact with, and I see a translocator still behind a force field up there. No idea how to disable that force field.

  21. #171
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Release date got pushed back again, but at least there's a specific date this time: May 30th.

    https://store.steampowered.com/news/...38825746573847

  22. #172
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    After waiting for so long, it's not a couple of months more that is going to bother me. From the Beta, it's obvious that there is still a lot to do.

  23. #173
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    And after the new patch, the savegames are no longer compatible. So I can't finish the game and have to start over.

  24. #174
    Member
    Registered: Aug 1999
    Location: SHODAN's Ant Farm
    Are we going to get an updated demo based on the final build?

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