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Thread: System Shock Remake - Reviews, Impressions & Hot Takes

  1. #26
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    Quote Originally Posted by Brethren View Post
    Came over here to see what the diehard Shock fans think of the remake. Do you guys like it, in general, or not? I'm hoping this isn't similar to when Thief 2014 came out for all the hardcore taffers over in ThiefGen.

    I haven't played the 1st SS since it was released, and I'm enjoying the remake. Got through the first level and a half or so, and everything seems good so far. But I'm guessing it's not perfect for all the traditionalists who've been around since the beginning.
    I'm enjoying it. I have no problems with the pixelated graphics at all - since I still play the original regularly, the graphics aren't something that makes or break a game for me, all I care is if I'm having fun. And I am having fun. I had already finished the backer beta a couple of times, the final game is more polished and has a few differences that make it better.

  2. #27
    Member
    Registered: May 2004
    I haven't actually gotten my copy yet. I think I chose GOG or something, so they probably haven't gotten around to distributing the keys there yet.

  3. #28
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    Quote Originally Posted by Starker View Post
    I haven't actually gotten my copy yet. I think I chose GOG or something, so they probably haven't gotten around to distributing the keys there yet.
    Have you checked your Backerkit account? Because I never received an e-mail with my Steam code, but when I went to Backerkit my code was available there.

  4. #29
    Member
    Registered: May 2004
    Oh yeah, looks like it's there. They really should have sent an e-mail or something, though.

  5. #30
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Looking forward to getting stuck into this. I never played the original, but I've been hearing good things about the remake.

    First impressions... not great. Some kind of controller conflict meant the mouse cursor was continually flickering between its actual position and the top left corner of the screen, rendering everything involving a menu completely unplayable. I solved it by disabling controller support in Steam, and now I can actually play the game. Hopefully just teething problems, not a sign of things to come.

  6. #31
    Zombified
    Registered: Sep 2004
    I think I'll wait for the first big patch.

    Quote Originally Posted by ZylonBane View Post
    faith in humanity
    can't lose it, never had it in the first place.

  7. #32
    Member
    Registered: Apr 2000
    Location: The Docks
    I had a funny glitch, I died coming out of the elevator from Medical into Research, and the elevator music continued, right through my death, reload and resurrection back in Medical. I had to actually go back to the elevator, return to the Research level, and then leave and get a certain distance away from the elevator before it faded out. That music is really maddening to listen to for such a long period of time.

  8. #33
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Hahaha! That's a great bug. I've encountered a little jank besides the controller issue, mostly little things like enemies can attack you freely while you're locked into the healing animation in the medical booths, but on the whole, having a blast so far.

  9. #34
    Member
    Registered: Dec 2006
    Location: Washington DC
    Quote Originally Posted by Brethren View Post
    But I'm guessing it's not perfect for all the traditionalists who've been around since the beginning.
    Just finished it. Overall I like a lot of the ways they changed the game to match modern design sensibilities, while some of the things they left intact from the original are questionable, so my complaints aren't really traditionalism- though some of the changes do feel unnecessary and for the worse.

    Good:

    -The combat is much improved. Many of the enemies in the original might as well have been turrets, but here they're mobile and aggressive, with a greater variety of behaviors depending on enemy type. Corner-peeking is still a solid strategy but many enemies will close the distance quickly or shoot if you expose yourself too long. It's much more similar to SS2, although the additions of weak spots and model-based hit detection make it more modern than that. It's a solid change that makes the game actually a shooter, and not purely an adventure game.

    -Puzzles are very similar but a bit more in-depth. The wire puzzles in particular have been reworked in a way that's easier to understand but takes longer to resolve; more analyzing and less guess-and-check. Also a good improvement.

    -I remember there was some grumbling about the levels being darker, but I like the changes. They're still visually distinctive from one another, but the darker baseline on some levels means there's more variation in lighting within the level. I never found myself stumbling around in the dark. The one major change I noticed, visually, was the Bridge no longer having the Giger-esque patterning on the walls.

    -With modern graphics and a better map, I found it easier to keep track of the level layouts. It really isn't a maze, there's just a lot to explore, and the increase in visual fidelity helps to distinguish same-y corridors.

    -The mission progression and story beats are all faithful to the original, and the re-recorded audio generally sounds great.

    -The weapon roster has been greatly simplified, but I didn't find myself missing anything. The weapons that are in the game are more distinct from one another than their SS1 counterparts, and there are fewer straight upgrades.

    Mixed:

    -The enemy roster is more of a mixed bag. A few new ones have been added, but some are conspicuously redundant- the Invisible Mutants on deck 3 are now just cloaking Zero-G Mutants, and the Mobile Laser is just a Hopper with treads. The Mantis Assassin is a totally new enemy, and a joke at that, because it has so much chatter there's no way it can take you by surprise. Still, I do really like that the enemies have varied attacks now, and they feel more different from one another.

    -Cyberspace is much improved, but software upgrades are gone so it gets repetitive quickly (by your third cyberspace adventure you've seen everything there is to see), and it isn't clearly communicated how some of the software works. I was never actually able to get Recall to function.

    -While I like the revised audio logs on the whole, the Kickstarter backer ones are typified by scenery-chewing, and made all the more obvious by having a 'KS-' prefix on the audio log. Plus, some of the new logs seem unnecessary and fanservice-y, like one that addresses a plot hole in SS2.

    -The implant system is also simplified for playability, and I appreciate how they reworked some of the implants (eg the Sensaround). But some of them are a little wonky; the target analyzer in particular requires you to hit a key to analyze the target, requiring close range and line of sight so it's probably already shooting at you. Seems like the sort of thing that should just be automatic.

    -The grid inventory is clearly inspired by SS2 and the conventions of modern FPS-RPGs, but I found it to be a pretty substantial change. Weapons are large enough, particularly with upgrades, that I could never carry more than 3-4 of them at a time, and that did feel constraining since all your ammo, patches, grenades, and scrap also take up space. I liked that they added a little cargo chute that moves between levels so you can bring some stuff along, but it's quite small, and the new weapon upgrade system encourages you to hang onto weapons. I also found it hard to distinguish between cylindrical patches, cylindrical mines, and cylindrical ammo; everything that isn't a weapon blurs together.

    -The game is generally faithful to the original map layouts, for better or for worse. There are alterations here and there, and yet some of the more frustrating elements (like the long slog through the southern end of Executive, which you'll have to do multiple times) were left unchanged. But I don't find it nearly as mazelike as some people describe.

    -The resurrection system now works across decks, unless you play on the hardest difficulty. In original SS1 and SS2, if you hadn't activated the resurrection machine on a given deck, you died and had to reload a save. Here, you'll just respawn on a different level at no cost other than the tedium of getting back to where you were. I found myself often reloading saves rather than using the machine, but if you play the game as intended there's no real challenge.

    -The graphical style. Yeah, I know, they wanted it to look retro. But the realistic effects and lighting make the deliberately pixelated textures look to me more like the Unreal engine is struggling to load high-res textures. It's disappointing because the game looks really good in some areas- I especially love the First Contact esque targeting lasers on cyborgs spearing through fog- but seeing those textures up close in animations never stopped being a jarring contrast. YMMV.

    -While I like that they kept the story beats the same, the lack of any sort of objective log or even in-game notes is an odd choice. I imagine a lot of first-time players are going to get lost, and keeping a notepad and pen by the computer (let alone console) is way less acceptable in 2023 than it was in 1994. The audio logs and emails are clearer about conveying critical information, but if you miss one you might wander around stuck for a while.

    -The music is more moody and atmospheric, except when it isn't. I don't know if a remake of the original soundtrack would really be fitting to the game's style, but on some levels you have quiet ambient that suddenly explodes into distorted guitar riffs when an enemy sees you.

    -Enemy respawning is very high on each level to start with, but enemies stop respawning altogether once security hits 0%. It makes backtracking through prior levels tedious rather than tense. It's a nice touch that you can see a 'cage' pop up into the level to disgorge a respawning enemy, but I had enemies regularly respawning in the same room as me. Also, one time I got caught inside the cage and dragged into the void, which was funny.

    Bad:

    -Animations for everything. A five-second movement-slowing animation every time I pick up an audio log or USB stick. An animation every time I recharge off an energy station or cure radiation, and a longer one for using a medbay. It gets old, and the long animations discourage using patches or throwables in combat.

    -The economy is a really unnecessary addition. I had to spend a fair bit of time grabbing and recycling junk to afford weapon mods, let alone ammo or healing items from the vending machines. Maybe they added this system just to be more like SS2, but SS2 had me finding credits regularly. Here, I found next to no credits and had to recycle for almost all of it.

    -A bunch of minor QoL issues. Some text is hard to read. The menu distortions when injured make it harder to find and apply a healing item under stress. When reloading a saved game, corpses don't seem to enable physics until visible, so I'd go around a corner and freak out as a corpse settles into a more comfortable pose. No apparent key to split stacks of items. A room on the Flight Deck with no escape (a dead end up a grav shaft that can't be reversed). No legend for some of the objects on the map.

    -The intro is a bit janky, but the bizarre final boss fight and end cutscene might constitute the worst finale I've seen in the last few years.

    tl;dr Not going to blow anyone's socks off, but a solid 7/10 or 8/10 remake. It's just a bit incoherent, with multiple design philosophies clashing- in some areas it's a faithful remaster, in some it's a modernized remake, and in others it's trying to be a different game altogether; given the game's development history this isn't all that surprising. I'm fairly happy with what we got, but I have to wonder what could have been had they stuck to the original Kickstarter.
    Last edited by catbarf; 31st May 2023 at 18:48.

  10. #35
    PC Gamering Smartey Man
    I <3 consoles and gamepads

    Registered: Aug 2007
    Location: New Zealand
    SHTUP textures look better than the ones in this game. The pixelated Boomer Shooter art choice clashes with the tone of the game. It works something for unga-bunga classic Doom-inspired FPSes, not this.

    Technical complaints:-
    -No surround sound. Even Dark Engine games from two decades ago had surround.
    -No HDR.

    Wishes:-
    -Melee block and parry would've been very welcome additions.

    Quote Originally Posted by Brethren View Post
    Came over here to see what the diehard Shock fans think of the remake. Do you guys like it, in general, or not? I'm hoping this isn't similar to when Thief 2014 came out for all the hardcore taffers over in ThiefGen.
    This wasn't a big AAA publisher game made for mainstream console audiences, it's a AA indie made for veteran fans. Any assumptions over fan reception compared to Teef shouldn't be in the game galaxy.

    If this was made by a mainstream console publisher's in-house studio it'd probably have stuff like the Bioshock quest arrow and loot glint.
    Last edited by EvaUnit02; 31st May 2023 at 19:17.

  11. #36
    New Member
    Registered: Oct 2020
    Location: Russia
    Quote Originally Posted by henke View Post
    Wow that's not even the part I intended as ZylonBane-bait. I'm on fire today!
    Look at you, henke: a pathetic creature of meat and bone, panting and sweating as you run through my newly rtx-lightened corridors. How can you challenge a perfect, immortal System Shock 1994?
    In a few minutes my cyborgs will have you, and will bring you to an electrified interrogation bench where you'll learn more about pain than you ever wanted to know.

  12. #37
    Member
    Registered: May 2009
    I pretty much agree with catbarf on everything.

    Maybe some people like how colorful it is, but I think it's pretty extreme. I installed ReShade and desaturated the hell out it, which makes it look a billion times better.

  13. #38
    Member
    Registered: Sep 2001
    Location: The other Derry
    Quote Originally Posted by catbarf View Post
    -While I like that they kept the story beats the same, the lack of any sort of objective log or even in-game notes is an odd choice. I imagine a lot of first-time players are going to get lost, and keeping a notepad and pen by the computer (let alone console) is way less acceptable in 2023 than it was in 1994. The audio logs and emails are clearer about conveying critical information, but if you miss one you might wander around stuck for a while.
    On this point, I'm glad it's a remake and not a re-imagining.

    Getting lost and not knowing what to do next are an important part of the System Shock experience. You're supposed to explore what's open to you, read all the logs and messages, and figure it out. It's satisfying, and it's not even that hard. You don't need to be clever to progress, just thorough. Figuring it out on my own was central to enjoying SS1, so much so that I haven't played SS1 past the opening level since the Kickstarter was put up, in the hope that I'd forget what to do as much as possible before playing the remake.

    I also don't understand why taking notes is a big deal. It's such a basic life skill.

    -Enemy respawning is very high on each level to start with, but enemies stop respawning altogether once security hits 0%. It makes backtracking through prior levels tedious rather than tense.
    So far I like the change. It gives you a reward for finding all the cameras, which can feel grindy, but not as grindy as re-clearing the same areas over and over. All the backtracking I did the first time I played SS1 was definitely tedious!

    I generally agree with all your other points except the music, which definitely falls into the bad category for me.

    Thanks for the good writeup.

  14. #39
    Member
    Registered: Nov 2003
    Location: The Plateaux Of Mirror
    Some of that stuff is difficulty dependent I think too. Getting lost for instance, apparently if you lower the Mission difficulty setting you get waypoints telling you where to go next. Combat apparently affects respawning (not sure if you can still disable it), upping the Cyber difficulty apparently means that death in cyberspace = death in reality. I'm not sure what else the settings change or if there's a good explanation of them online anywhere.

    Edit: Oh, hi Google.

    https://guides.gamepressure.com/syst...e.asp?ID=68675

  15. #40
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Ok I'm 2.5h in, still in the first level. Guys, I'm STUCK! Do I need a logic probe to use the circuit/wire puzzles? I managed to fill up the bar on the side on one of the wire puzzles but nothing seemed to happen.

    I made it farther than this in the demo. Did they make this harder since then?

    edit: nevermind, had a shower and a revelation. Figured out how to get past the first puzzle. Still don't know what logic probe is for tho, is that just if you wanna bypass the whole thing? I ran around the whole floor looking for one, thinking it was essential.
    Last edited by henke; 1st Jun 2023 at 02:25.

  16. #41
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    I don't know what puzzle difficulty are you playing with, but I'm playing them set to 3 and I've had no major issues with them. Sure, it may take a little longer to solve them, but I enjoy the challenge. I suppose a logic probe will instantly solve them, but I haven't used one yet - you'll find your first ones on the Research level. I've collected five so far, so I can try using one on the next puzzle.

    For wire puzzles, you're supposed to get the power bar to fill up until it stays between the two markers. The 'maze' ones, it's obvious, just build a path connecting the two glowing points - the number of pieces that can't be rotated individually makes it a lot harder. For those I usually work backwards, and start building the path from the end and work backwards until I get to the starting point.

  17. #42
    Member
    Registered: Jun 2002
    Location: melon labneh
    Quote Originally Posted by catbarf View Post
    -The economy is a really unnecessary addition. I had to spend a fair bit of time grabbing and recycling junk to afford weapon mods, let alone ammo or healing items from the vending machines. Maybe they added this system just to be more like SS2, but SS2 had me finding credits regularly. Here, I found next to no credits and had to recycle for almost all of it.
    Adding an economy is so contrary to what I feel are the values of System Shock 1 (and to what makes it my favorite game of all time™ over SS2 and any subsequent immersive sim) that I refuse to play the remake for this reason alone.

  18. #43
    Member
    Registered: Mar 2001
    Location: Ireland
    I haven't played the final release yet, but I'll repeat my opinions from playing the backer beta: Apart from a few annoyances, the game is pretty good from the moment you reach Medical to the moment you find that final terminal on the Bridge.
    (In other words, the intro's pacing was bad, the finale was truly awful, but the game between those two points was solid.)

    Not a huge fan of the extra pixelation filter, but I stopped noticing it after a while. Missed the music, but I'm hoping someone will be able to mod that back in soon enough. Oh, and I don't get why the Maintenance deck isn't dark any more.

  19. #44
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    Quote Originally Posted by Briareos H View Post
    Adding an economy is so contrary to what I feel are the values of System Shock 1 (and to what makes it my favorite game of all time™ over SS2 and any subsequent immersive sim) that I refuse to play the remake for this reason alone.
    You can simply ignore it, it isn't a fundamental part of the game. You'll only miss out on the opportunity to buy some weapon upgrades, that's all. And it's not like the original had weapon upgrades in the first place (and the upgrades in the remake aren't that important anyway, they don't add a significant advantage).

  20. #45
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland


    this meme brought to you by TafferKing451

  21. #46
    Member
    Registered: Apr 2000
    Location: The Docks
    Another kind of annoying glitch, I'm finding after getting resurrected and going back the through levels where I've already been, the AI I've previously killed go thru their death animation again when I first enter a room. You're expecting to enter a safe/quiet area and suddenly there's movement, and it's a bit unsettling. Seems like that would be a really easy thing to fix, but I have seen this in other games before too, so maybe not.

  22. #47
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    You don't even need to be ressurrected in order to see that. Just reload. Or change levels. You get that ragdoll effect when you reenter a room.

  23. #48
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by henke View Post
    Wow that's not even the part I intended as ZylonBane-bait. I'm on fire today!
    Your low standards are truly a breathtaking conflagration.

    For the benefit of anyone reading this thread who's been fortunate enough thus far to have avoided exposure to the remake's intro...

    The remake replaces SS1's introductory cutscene with a playable intro. This is one of those things that I'm sure sounded cool in concept, but utterly failed in execution. You're forced to aimlessly wander around your tiny apartment while waiting for your pixelated laptop to decide it's okay to click it, at which point you trigger a strangely robotic capture sequence where the hacker remains rooted to his chair as TriOp goons bust in and capture you. No dramatic music during this scene, no player motion. It all feels very perfunctory and honestly a bit unfinished.

    Then you wake up on Citadel and it's more of the same half-assedness. Diego shows up as a hologram for some reason, orders you to hack SHODAN, and... you do. Right then. Takes like 30 seconds of sitting there watching the hacker's hands flying around doing random "hacker" things. There is no player interaction with any of this. It's both boring and ridiculous. He literally opens up a menu and switches the Ethical Restraints switch from On to Off.

    So to compare the two...

    Original Intro: Tells the player everything they need to know about who they are, where they are, and what's happened to them, all to the beat of a thumping soundtrack, in two minutes flat. And the intro is optional. You don't even have to watch it.

    Remake Intro: Tells the player less about what's going on, wastes your time, no music, replaces the original perfectly sleazy-sounding Diego with an eyeless elder vampire Diego, makes the hacker weirdly voiceless, and makes the process of hacking SHODAN look laughably trivial. All this in a minimum of four minutes if you skip everything that's skippable. This entire sequence is mandatory. You cannot choose to just start on Citadel.

    Alfred Hitchcock once described drama as "life with the dull bits cut out". Whoever put together this sequence desperately needs to learn this lesson. The original intro is a masterfully assembled montage, showing only the bare minimum necessary to grasp each scene before moving on, all threaded together by Terri Brosius' lovely voiceover. The remake intro, by dire contrast, is predominantly "the dull bits". No music, no voiceover, just a clunky mess that answers the question, "What if you made a playable intro with no gameplay?"

  24. #49
    Member
    Registered: Mar 2001
    Location: Ireland
    Pretty much everything ZB just said.

    The very start of the intro, where you're a camera zooming through the city, is fine. I just hate everything from the point where you gain control. Especially having to wait for your laptop to finish in real time for no reason while trying to quickly start a new game.

    Even more annoying because I actually think the rest of the remake is good, but it really starts off on a bad note. Was one of my main pieces of feedback in the backer beta, and was obviously ignored.

    (Then again, a lot of people seem to like the new intro?)

  25. #50
    Member
    Registered: May 2004
    One unabashedly positive review with some major spoilers:


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