They are making fun of her. They give her to play the SS enhanced version by Nightdive.Sam shares her experience of playing SS3 on Discord:
I rather enjoy the SS3 soundtrack, from the audio i've heard so far. The title music (which i'm not sure is public yet...) feels like a "new" version of System Shock to me, at least, while building on the old motif
At the end of the day, the audio is only as good as the mixing that's done with it, of course!
I don't know yet if there are difficulty settings planned, but you can most likely expect that the "default" experience will be pretty challenging for players expecting to be able to run in and bash everything. I don't think I have ever won a head-on combat situation with just a bludgeoning object.
Every little advantage you can get will count. ie, getting the drop on enemies, freezing them, burning them, momentarily paralyzing them, sometimes just running away
I have definitely run away in creative (and desperate) ways while plotting out how I need to progress from there
health sponge as in, they have more health than usual but aren't very smart?
I'd say a part of the real danger is, yes, they are tankier than you, but more often than not (especially in the beginning when you're working with whatever you can find), you just want to avoid combat unless you're ready for it
For anyone still dissecting the teaser, I suppose I can emphasize that affecting enemies in ANY way you can will make a life or death difference. Those extra seconds that a mutant is stunned while you squeeze past them can allow you to lock them out of an area, for example. Or if you freeze them, it's much easier to break them apart with a melee weapon.
tldr; experimenting with survival tactics, figuring out the weaknesses of the creatures crawling around, and eventually becoming experienced will grow alongside your options
I hesitate to say that you NEED to experiment to survive. I think someone could get by without killing almost anything and avoiding nearly all encounters, but it would mean you would need to be a pretty cautious player who has a strong idea of the environment layout.
So it's more like... SS3 is designed so that your playstyle should be flexible to survive. But if you're deadset on playing a certain way, you can do it, with some more informed knowledge of the area, monsters and events that may happen
During my time at OtherSide Entertainment, I worked on System Shock 3 as a Level Designer, handling level creation from initial designs, including paper mapping and grey boxing, to final iteration, including propping and pacing as well designing and implementing scripted sequences and dynamic events.
I also worked as a Tech Designer handling the designing, prototyping, and implementation of key systems for the game, utilizing both C# and visual scripting tools to prototype and implement systems.
Jonathan Fields, Level Designer
Level Designer
Company Name OtherSide Entertainment
Dates Employed Sep 2018 – Oct 2019
Employment Duration 1 yr 2 mos
Location Austin, Texas Area
During my time at OtherSide Entertainment, I worked on System Shock 3 as a Level Designer, handling level creation from initial designs, including paper mapping and grey boxing, to final iteration, including propping and pacing as well designing and implementing scripted sequences and dynamic events.
I also worked as a Tech Designer handling the designing, prototyping, and implementation of key systems for the game, utilizing both C# and visual scripting tools to prototype and implement systems.
Morning from the Shock front! Things are pretty quiet here as we continue looking for a publisher.
I'm afraid that I'm not sure which publishers are interested, since mostly Walter and Paul manage those contacts... they're out of the office continuing publisher-talks this week
Generically, there are choices to be made about what weapons and items to carry, whether you use melee, ballistic weapons, energy weapons, or grenades to deal with enemies, and whether you use patches and energy-draining implants to enhance your abilities. The gameplay systems offer a lot of freedom of approach, but you're right that there are some obvious dominant strategies that render many of these possibilities somewhat irrelevant. Enemies generally can't respond to repeated application of Minipistol rounds to the left toe, and a Laser Rapier to the face is always an effective remedy. I think the systems are genuinely more cohesive and impactful on the 3/3/3/3 difficulty, since the 7 hour time limit cuts down on a lot of degenerate strategies and turns your exploration for resources and application of acquired tools into a giant optimization problem that rewards a different and more engaging form of efficiency. You will still be barreling at enemies with the Laser Rapier a lot, but the associated health loss stings a bit more and other options become more relevant.Warren's interview about playstyle got me thinking: Did playstyle matter in the first System Shock?
I mean, it kind of did in the second game, due to its RPG mechanics and psi powers. But when I played SS1, there didn't seem to be a lot of options in the way you deal with enemies and such. I either leaned and shot or obliterated everything with the Laser Rapier.
Manage internal design team using mixed methodologies to drive direction and quality of overall experience while staying within budget and on schedule. Align company leadership on project goals and priorities. Define key project concepts and features for the experience. Manage and communicate with key stakeholders and departments to ensure IP consistency and quality. Direct writers to craft complex systems for immersive and organic storytelling. Support team with hands-on design work as needed including writing, greyboxing levels, balancing, tuning, level scripting, level creation and prototype experiences.
QA Manager
Company Name OtherSide Entertainment
Dates Employed Jan 2019 – Sep 2019
Employment Duration 9 mos
Location Austin, Texas Area
It is beautiful to follows the news about the sequel of one of my most fond game of my youth.Kyle Uberman, QA Manager at Austin team, no longer working there: https://www.linkedin.com/in/kyle-uberman-57182aa/
QA Manager
Company Name OtherSide Entertainment
Dates Employed Jan 2019 – Sep 2019
Employment Duration 9 mos
Location Austin, Texas Area
NOTE: Due to the volume of inquiries, we may not be able to respond to all applications submitted.
https://otherside-e.com/wp/jobs/
NOTE: Due to the volume of inquiries, we may not be able to respond to all applications submitted.
https://otherside-e.com/wp/jobs/
Things are pretty quiet here as we continue looking for a publisher.
Nine-month period 2019
Net sales amounted to SEK 146.2 million (132.7). The sale of publishing rights generated SEK 140.8 million, broken down as follows: Psychonauts 2, SEK 125.1 million, 10 Crowns SEK 15.1 million and System Shock 3, SEK 3.7 million.
Direct costs amounted to SEK 176.6 million (96.3). The increase is due primarily to the recognition of the carrying amounts for the above mentioned sold publishing rights as costs.
The sale of the publishing rights to System Shock 3 and Psychonauts 2 was arranged so that Starbreeze will recover its investment over time. In accordance with IFRS reporting rules, the Group has initially recognized a loss on the deal, as IFRS 15 does not permit recognition of future royalties in revenue even if these are directly connected to the sale of the publishing rights; instead, the carrying amount of the sold asset must be immediately expensed. In future periods, only revenues related to these transactions will be recognized, as all costs have thus been absorbed.
What can SS3 do better than Control with it's $10-12m budget?
From Starbreeze's Q3 report: https://www.starbreeze.com/2019/11/starbreeze-ab-publ-interim-q3-2019-report/