Sure, it makes the world more clearly 'artificial' and gamey, but you could make sense of where you were going. In old-school design philosophy, one of the key tenets of a great game was readability. There aren't hundreds of different accent lights and bump maps. Look up gameplay of the original, and despite its janky graphics, it's highly readable. This is distinctly a problem with the Remake. That sounds good on paper, until you're trying to quickly register where to go while making your way through tight corridors.ĪLSO READ: Metroid Prime's First-Person Perspective Still Rocks By trying to capture the same look of its predecessor but with modern fidelity, a single square hunk of wall in System Shock is more detailed than some whole characters in a PS3 game. It's not that the levels themselves are too complex in layout, but rather, the visual design and landmarks. Unifying the codebase enabled us to remaster both games at the same time, which provides a consistent gameplay experience between the two games, including a new user interface.I like to think of myself as having a fairly solid sense of direction, and I struggled to get my bearings over two hours into exploring the demo. That meant a big challenge: creating a unified engine for Homeworld 1 and 2. But for Homeworld 1, that meant we needed to bring it into the HW2 engine. For Remastered, we wanted to expand on that as it was the most technically advanced engine between the two games. "Homeworld 1 was originally released in 1999, and Homeworld 2 followed a few years later in 2003 along with a new engine that added new features and functionality. A remaster is always the same exact game running on the same exact engine, but with higher-quality assets (including, but not limited to - textures) that is intended to run on modern platforms at higher resolution/framerate. Originally posted by TBombadil:This is not a remake but a remasterThis is factually incorrect. IMO there is no issue with these "pixelated" or "low" textures, I like the retro feeling they offer. This is not a remake but a remaster keeping the retro feeling of the original game at the same time. The retro aspect of the game is something explicitly intended and clearly informed to backers and users by the devs. The blocky textures of the past were a limitation, not a feature. The entire point of the remake is to bring the old game up to modern standards for modern audiences. We already have a retro version of System Shock- the original game. Originally posted by ZylonBane:The "retro feel" is exactly why it's a godawful, bad, no-good design decision. NewDark SS2 supports this and it works perfectly well. This entire issue could be so easily resolved if Night Dive just added a Texture Filtering on/off toggle to the graphics settings. The fact of the matter is that if you're going to use pixelated textures in your game, you have to do it as part of a top-to-bottom cohesive aesthetic, like Devil Daggers, or it's going to look weird and broken, like the System Shock remake demo. The "scope"? What does that even mean? The combat I think we can assume is still in an alpha state. Updating the control scheme and using modern graphics rendering techniques and actual 3D modeled enemies easily counts as modernizing the game. Modern games span everything from Hollow Knight to Red Dead Redemption. The level design, the combat, the scope of the game, the graphics beyond just the textures, none of this stuff is up to snuff for a modern game, and it's not supposed to be.This argument is half-baked nonsense, because there's no such singular thing as a "modern game". Originally posted by Coldhands:Sharpening the up close textures wouldn't even begin to make System Shock feel like a modern game. This is the version they originally pitched in their Kickstarter. The game you wanted was the re-imagined version Nightdive ran out of money trying to make after switching to UE4. They're remaking System Shock so that it looks and feels more like you remember it back in 1994. The level design, the combat, the scope of the game, the graphics beyond just the textures, none of this stuff is up to snuff for a modern game, and it's not supposed to be. Have you actually played the demo? Sharpening the up close textures wouldn't even begin to make System Shock feel like a modern game. I think the folks trying to say that this remake is supposed to bring the game up to "modern standards" are really grasping at straws. Originally posted by Colen Bardbarian:I love it, gives it a retro feel.The "retro feel" is exactly why it's a godawful, bad, no-good design decision.
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