LESS T_T
Arcane
- Joined
- Oct 5, 2012
- Messages
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Here's that System Shock 25th anniversary stream:
26:57 - "SALT THE FRIES!", all-nighters of LGS, and the legendary brown couch.
36:35 - Rob tells the visual development of the enemies. Also regrets about Cortex Reaver couldn't properly realized in-game due to technical limitations.
43:43 - Elevator dance time. The ambush of mutants was the work of Tim.
44:58 - Moving stars was last minute addition.
56:04 - Rob's another regret is the bridge level, that didn't live up to Giger inspirations due to technical limitations.
1:08:30 - How SHODAN's gender came to be. Later Terri tells there was a male test voice of SHODAN before she was hired to do it.
1:27:47 - SHODAN wants to kick the butts of GLaDOS.
1:32:47 - Tim explains how SS1's enemies, with the same-y behaviors and abillites, are differentiated, it's all character (visual) design and placement (level design).
1:35:16 - When asked about unused vending machine texture and why it was cut, Tim explains that they wanted the station to look like a real space station with all those objects, but at the same time they didn't want to put things that are not interactable as they expected to be. So the vending machine and other unused assets are casualties of that process. Tim and Warren talk about the dilemma comes from the promise of interactivity in immersive sims, and that it is still a problem today. Warren and his SS3 team were having that discussion last week, because Warren pushed that a lot more things can be interactable in SS3.
1:42:52 - NDS's Danielle asked about Deep Cover, the unmade Looking Glass game (System Shock + Thief + James Bond), and Tim couldn't tell much about it because he was at other team (the unmade LGS Thief 3). Terri remembers she was asked if she can do Russian accent, think that was for that game.
1:44:58 - Who designed the hacking puzzles? The colored wire one was by Doug Church, the grid one was by Tim. Tim thinks the wire one is a better puzzle. Also talks about Doug and other MIT gangs' favorite pastime activity: lockpicking. Warren says a programmer at Otherside Austin who is an MIT graduate also can do lockpicking. (Btw the engineer is Hannah Walker, gameplay engineer.)
1:56:18 - Tim, when asked about Thief 2014, says he intentionally avoided to play it so he doesn't have to talk about it. And he talks about stealth game genre in general, probably somewhat meaningful since Boston team is working on a stealth game.
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