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Thread: System Shock Remake Demo Available Tomorrow

  1. #26
    Zombified
    Registered: Sep 2004
    the demo should become available again for all backers.

  2. #27
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    How do backers download the demo if they didn't grab it during the initial window?

  3. #28
    Zombified
    Registered: Sep 2004
    I'm guessing that's what they need to figure out.

  4. #29
    Member
    Registered: May 2004
    Backerkit?

  5. #30
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    Quote Originally Posted by Starker View Post
    Backerkit?
    That's what they just did.

  6. #31
    Member
    Registered: May 2004
    Yeah, some of the backers apparently already got e-mails and can access the code at: https://system-shock.backerkit.com/b...igital_rewards

  7. #32
    Zombified
    Registered: Sep 2004
    looks like I'm one of the lucky ones that can't, for the time being. ah well, lets hope they'll fix the win7 issues in the meantime.

  8. #33
    Member
    Registered: May 2010
    This game is a prime example of how software development should not be like... Wonder why they didn't show a bit of self confidence, and stuck to their vision, instead of trying to please everyone, and compromise the game's development so much. Now they switched to a new engine, and the game isn't nearly finished, after such a long time already. Really concerned about the future of this game, and the studio as a whole.

  9. #34
    Member
    Registered: May 2004
    Quote Originally Posted by Starker View Post
    Yeah, some of the backers apparently already got e-mails and can access the code at: https://system-shock.backerkit.com/b...igital_rewards
    Apparently, to get the demo, you have to switch your choice to Steam on Backerkit (edit your order --> edit pledge question responses --> update --> place order). Got my code as soon as I did that.
    Last edited by Starker; 21st Dec 2019 at 12:24.

  10. #35
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by chk772 View Post
    Wonder why they didn't show a bit of self confidence, and stuck to their vision, instead of trying to please everyone
    They DID show self confidence and a disregard for trying to please everyone when they tried to do a reimagining of the game instead of the straight remake they promised in the Kickstarter. It ended in disaster. Do try to keep up.

  11. #36
    Member
    Registered: May 2010
    I would call this back and forth a disaster. But, I guess that's the price you have to pay when financing your game that way. People who paid beforehand want to get what they paid for, opposed to buying a product which they consider good. Or they don't buy, if it's bad.

  12. #37
    Zombified
    Registered: Sep 2004
    the way I see it, I didn't give them money (pledged) for the remake, I gave them a reward for unscrewing the legal situation and releasing the (SS1) source code. anything else good I get out of the deal, I consider free extras.

    also yeah, changing the pledge platform to steam worked. now I only have to wait for the win7 compatibility fix.

  13. #38
    Member
    Registered: May 2004
    As long as the game is finished and is good (either in the sense of being faithful to the original or in its own right), I don't think it really matters in the long run. And it looks like it's shaping up nicely. I dig the new puzzles and I like that it seems to be open to immersive sim design, incorporating diegetic interface elements and whatnot. Oh, and inventory tetris -- really happy they went with that instead of what the original had.

    Also, I appreciate the fact that the rights could be in much, much worse hands than they are now. Any company can make mistakes, but there's not that many that learn from them and listen to criticism. And of course releasing the source code and opening up the development doesn't exactly hurt.

  14. #39
    Member
    Registered: Mar 2001
    Location: Ireland
    Do bear in mind that the Unity version was only Medical, whereas for the Unreal version they've also been working on all of the other levels (even if they've only provided Medical in the demo.)
    Wasn't one of the main reasons that they switched to Unreal because its workflow made it easier for them to create all of the rest of the levels?

    I do think the Unreal version looks better in general, but much less polished (missing animations, poor enemies, much too dark), and I still despise the awful intentionally-low-quality character textures.

  15. #40
    Member
    Registered: May 2010
    I hate that low quality texture look as well. There are things you really don't have to copy from the original. That's what I meant above: Why not show some spine, and try to improve everything, according to YOUR vision, not every single backer's vision.

  16. #41
    Zombified
    Registered: Sep 2004
    yeah, the pixelation needs to go. or be toggleable.
    Last edited by voodoo47; 22nd Dec 2019 at 15:05.

  17. #42
    Member
    Registered: Mar 2001
    Location: Ireland
    I don't think it's something that can be toggled, they intentionally made the textures that low quality. It was mentioned in one of their Kickstarter emails. They forced their texture artists to work with really low-res texture images to make it look bad on purpose.

    Quote Originally Posted by Night Dive
    Here’s a look into the approach we’re taking with textures of the game. With System Shock we want to create a quasi retro look that combines modern physically based rendering tech with a low-res, pixelated texture aesthetic that evokes the low resolution of the original game. To this end, the texel density of every object and character in the game is strictly limited to only 256 pixels per meter, to keep the level of pixelization consistent across all surfaces. Like some modern 2d games that combine old school aesthetics with modern framerates and effects, we hope to use some of the limitations of old graphical styles to give a unique feeling, evocative of how you might remember older games rather than how they actually looked.

  18. #43
    Zombified
    Registered: Sep 2004
    looks like I missed that. well, lets hope they will figure something out to make the feature more tolerable - I don't actually mind the lower resolution, but the pixelation.. just no. btw, "this needs SHTUP-SSR" was what went through my mind yesterday as I started the demo for the second time and looked at the screens more closely.

  19. #44
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Quote Originally Posted by chk772 View Post
    Why not show some spine, and try to improve everything
    Show some spine and make it look like every other sci-fi game out there?

    The pixelated textures are a way bolder choice. More interesting and beautiful. I'm glad they're sticking with it.

  20. #45
    Member
    Registered: May 2010
    I disagree. Of what use is a remake in a modern engine, when you want to maintain a Minecraft look? I don't think it's beautiful either, rather horrible.

  21. #46
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    The demo received a new update today. Whatever they did, the result seems to be that cyborg drones now detect us through walls and can shoot us through them as well. Almost got killed by those two cyborgs that are in the underground central room.

  22. #47
    Zombified
    Registered: Sep 2004
    yeah, they are aware and will fix.

  23. #48
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by henke View Post
    The pixelated textures are a way bolder choice.
    "Bold" does not automatically equate to "good". In fact in most cases it does not.

    SS1 is supposed to be an immersive sim. Shoving pixelated textures into it is the opposite of immersive.

  24. #49
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    Also not a fan of the pixelated textures. I already have the original game for that. I don't need them to keep reminding me that I'm playing a game.

  25. #50
    Member
    Registered: Dec 2000
    Location: New Atlanta, Sector 11, Building 71-G.
    Good, I always use the numpad for typing in the door codes.

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