ah, the nostalgia meme
Its not supposed to scare you with gfx or sound. Those are just nice additions, and basically pathetic crutches if you dont have the gameplay. The main thing here are the mechanics, basically constant recource drainage. But you need to play longer (past the tutorial) for it to show.Well it's subjective you know. I don't have any nostalgia for SS2. I went into it for the first time in 2017 with current day biases. Its atmosphere failed to capture me with its lowpoly modes and constantly blaring music. I mean... what atmosphere? Sure, it gets better if you turn down the music all the way but that's hardly a solution. Not saying the game is bad. It's just not for me.GentlemanCthulhu
I like Prey a lot, to the point that I've completed it (including the really good expansion) multiple times, but IMO it doesn't hold a candle to SS2. The oozing atmosphere of helplessness and mystery of SS2 is unmatched. While I can say that SS2 is a survival horror game, Prey didn't elicit similar feelings to me. It's a good game in its own regard but pales in comparison with SS2.
I somewhat agree about the ss2 music, though. Some levels have the music working against them, atmosphere-wise.
And also for Warcraft movieThe guy who made that made the Game of Thrones music, by the way.
That's just ridiculous. The music was more subtle in Thief, but music is a prominent and hard-hitting part of every other Looking Glass immersive sim. Same goes for Deus Ex; like, hello, that game's soundtrack is iconic.Music has no place in a first person "immersive sim".
System Shock 2 - Rebalanced Skills and Disciplines v1.00
by RoSoDude
SS2-RSD aims to rebalance the game's RPG systems and provide more meaningful differentiation in character development. Highlights include new repairable batteries and prisms, a rearranged Heavy skill weapon progression with the Stasis Field Generator as the starter weapon, adjusted tech skill requirements and weapon statistics, reduced unlock costs for the situational Tier 5 psionic disciplines, and a handful of tweaks to resource distribution in the maps to support the reworked skills and allow for more diverse equipment choices. The Energy skill retains its natural synergy with Maintenance, while Heavy is more closely tied to Repair and Exotic to Research. Standard weapons retain their potency and versatility from SS2Tool/SCP, but require modification to reach their potential and must be managed more carefully to conserve ammo and weapon condition. Maintenance tools are less effective on weapons with high skill requirements, French-Epstein devices no longer obviate investment into Modify, and not all organs can be researched at skill level 1. Low-tier psionic disciplines are less potent at low PSI, while the highest tier is more affordable. Replicator prices are higher on Hard but lower on Impossible, and the nanite cost to use Surgical Units now scales with difficulty. Most important of all, the Laser Rapier has its ambient buzzing volume restored from vanilla.
SS2-RSD is built for SCP Beta 4 (and hopefully beyond), which is probably required. All changes are made via DML, NVScript, and Squirrel Script for maximum compatibility with other mods, with no edits to gamesys or mis files. Load SS2-RSD above SCP with Blue Mod Manager. Recommended for use alongside SS2 Repairman, but should be loaded higher in priority as SS2-RSD overwrites one of its scripts. Requires SS2 v2.48 patch or above. Not compatible with Secmod.
Really, it was the perfect time to start modding SS2 -- not the lockdown so much as the fact that NewDark 2.48 has insane potential for modding. You could make edits to the object hierarchy via DML injection before, but now you can also create new objects, metaproperties, and stims, as well as write custom scripts with the robust squirrel scripting extension that all get loaded at runtime. It's extremely powerful stuff.
The SS2Tool patch (included in Steam/GOG) does the following to weapon balance (some from ADaOB):Yo, are there any good weapon rebalance mods?
Would like to do a X playthrough, but the fact that game gets piss easy once you get the assault rifle is bumming me out and putting off.
It's mostly what I've thought while playing SS2 as well. It wasn't a bad game, but... that's it? That's what everyone is talking about? I played SS2 shortly after finishing SS1, and it was like I jumped straight into a pool of decline. No matter how I looked at it, it seemed like massive casualization – gone was the intricate level design, gone were many of the actions you could take, even the difficulty seemed very significantly lower... SS2 had better graphics, obviously, and better UI (which was pretty shit in SS1 truth to be told), but those are minor things compared to what was lost.Every single time I try to play System Shock 2 I keep telling myself that I should be playing System Shock 1. I end up turning it off and playing neither. I think something died inside me.
BUT MUH PIPE PUZZLESIt's amusing that years later a watered down version of SS2 named Bioshock was marketed as an FPS for intelligent players.
It's mostly what I've thought while playing SS2 as well. It wasn't a bad game, but... that's it? That's what everyone is talking about? I played SS2 shortly after finishing SS1, and it was like I jumped straight into a pool of decline. No matter how I looked at it, it seemed like massive casualization – gone was the intricate level design, gone were many of the actions you could take, even the difficulty seemed very significantly lower... SS2 had better graphics, obviously, and better UI (which was pretty shit in SS1 truth to be told), but those are minor things compared to what was lost.Every single time I try to play System Shock 2 I keep telling myself that I should be playing System Shock 1. I end up turning it off and playing neither. I think something died inside me.
System Shock 2 - Alarming Cameras (SCP Minimod) v1.00
by RoSoDude https://rosodudemods.wordpress.com/
This mod adds a new feature to the camera alarm dynamics in SCP:
-Unless the security grid is hacked, cameras activate the alarm when they are destroyed
-Remote Electron Tampering allows the player to circumvent destruction alarms for 5 seconds + 5 seconds per PSI
-The old alarm-shortening effect for Remote Electron Tampering has been removed
Requires SCP Beta 4 (and hopefully supports future versions). Overwrites psi power descriptions, so will minorly conflict with other mods that change those.