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KickStarter System Shock 1 Remake by Nightdive Studios

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,579
They had a chance to reimagine how SS1 would look like if Doug Church and the rest of LGT were young and made it today. Instead they just did an embarrassing, ugly, unimaginative reskin or the original. I played the enhanced version of the original 2 years ago, it was fine. Nobody asked for this and if they did they are boring nostalgiafags.
They wanted to, but they didn't find anyone who would invest into their "progressive" concept. Investors instead were happy to finance their original concept they promised on Kickstarter. Since the money they got from KS were already gone that was the only option for them to keep the project afloat.

Why they couldn't just make what they promised first and then do whatever they want with the profit made from the remake? I wouldn't mind playing the game they showed, despite my low expectations - after all they aren't even Arkane, not to say about LGT. Now they're working using somebody else's money and will have to share the profit.
 

Max Heap

Arcane
Joined
Jul 21, 2011
Messages
617
I don't know. I just don't see the point of it really.
SS1:EE is pretty good as it is.

I thought the first Unity Demo was a pretty nice remake, changing certain things in the level layout but all in all keeping the spirit of the first game alive.
I'd have taken that. Like this?
....meh.
 

Trithne

Erudite
Joined
Dec 3, 2008
Messages
1,191
I don't know. I just don't see the point of it really.
SS1:EE is pretty good as it is.

I thought the first Unity Demo was a pretty nice remake, changing certain things in the level layout but all in all keeping the spirit of the first game alive.
I'd have taken that. Like this?
....meh.

Well that was the original idea.

And then they got too big for their britches and got grandiose ideas about remaking the whole thing, with new and modern RPG mechanics and completely redesigning the whole station from the ground up, and changing engine.

Then they ran out of money and had to dial it back.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,810
Something tells me half of people in this thread don't know that they are doing now 1:1 remake of original with minimal changes after they shut down their "remake" that was gonna change a lot original.

IIRC This is what people singed up for.
They are now delivering what they were supposed to do when they got money.
Also that unity demo was 1:1 level design so maybe you should actually play SS1 if you played it at all...
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,579
I thought the first Unity Demo was a pretty nice remake, changing certain things in the level layout but all in all keeping the spirit of the first game alive.
I'd have taken that.
They're doing the same, just on UE4 now.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,810
I thought the first Unity Demo was a pretty nice remake, changing certain things in the level layout but all in all keeping the spirit of the first game alive.
I'd have taken that.
They're doing the same, just on UE4 now.

?? I think they actually went back to Unity. UE4 was for their remake project which got shut down.
From what i understand UE4 is better to create graphically intensive games than Unity but Unity beats it with productions speed.
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,579
?? I think they actually went back to Unity. UE4 was for their remake project which got shut down.
From what i understand UE4 is better to create graphically intensive games than Unity but Unity beats it with productions speed.
They've been sharing screenshots for like a year. There is even a small icon in the top left corner:

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Switching to UE4 was one of the main suggestions on Kickstarter and that's the only positive thing that came out of their "detour".

UE4 is using C++ as the main language, while Unity is using C#. That's the major difference between them, so you can't just switch engines, and if you really need to it's better to do that early. In short, C# is easier, but C++ allows you to do more and efficiently. Also, both engines have different interfaces and workflow so it takes time to adapt. For example, UE4 has Blueprints.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,236
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/1598858095/system-shock/posts/2338125

November Update

Hello backers! It’s Stephen from Nightdive with this month’s update.
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This is going to be more “show” than “tell” as we’ve been incredibly busy creating final art, implementing new systems, gameplay mechanics, character pipeline and wrapping up the work we’ve done on the Adventure Alpha.

Here’s an early look at a walk cycle and some experiments with Unreal’s built-in ragdoll physics system.

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We can also use the ragdoll system to help place corpses in a believable manner, like this deceased mutant slumped against some crates.

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Next, let’s have a look at some environment concepts for the upcoming levels.

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Some of you may notice a prop/enemy that was cut from the original game in this next image ;)

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This room would act as a relaxation/meditation room offering a facade of Earth while surrounded by (now) overgrown vegetation.

Jonathan continues to apply the original textures to the BSP levels:

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Finally, we’d like to welcome Tom R. to the team! Tom will be helping out on final environment pieces like this tile that was lovingly interpreted from the original seen here:

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That’s it for this update! If you’re part of the Cyborg Elite tier be on the lookout for an email with an invite into the Adventure Alpha!

Continued Communication:

Please join us on Discord!

https://discordapp.com/invite/nightdive

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We’re in there every day answering questions!

See you next time~! ⠀⠀⠀⠀

https://twitter.com/NightdiveStudio

https://twitter.com/SystemShockGame

https://www.facebook.com/NightdiveStudios/

https://system-shock.backerkit.com/

https://shop.nightdivestudios.com/
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,236
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/1598858095/system-shock/posts/2366471

December Update

Hello backers! It’s Stephen from Nightdive with this month’s update.
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It’s been a very busy month for the entire staff at Nightdive! The System Shock team has entered full production - with the adventure alpha complete we’ve moved on to creating final assets for all elements of the game. Let’s take a look at what we’ve been up to!

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“Pipe World” is coming together really nicely thanks to all the hard work by the environment team. To help achieve a randomized look to the tiles they’ve created some new tech within Unreal that allows them to swap through the tileset on the fly enabling them to create a distinct look.

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Now let’s take a look at a very familiar room you discover right after leaving the starting area.

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If this doesn’t make you feel all warm and fuzzy on the inside you might have to check your pulse :)

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We’re also working on getting the first person arms back in the game! We’re able to re-use many of the original Unity assets in this way.

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Next, let’s have a look at some environment concepts for the upcoming levels!

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The energy conduit tile has been re-interpreted by Robb to create a more interesting look and provide some additional functionality. We also get to introduce the Hazmat wearing Tri-Optimum employee! He works in the radioactive trenches ensuring the station continues to operate smoothly. Robb has also re-envisioned the radioactive floor tiles giving them more of a “real-world” application. Instead of glowing purple diamonds we have cracked coolant pipes under hexagonal glass shields.

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Here’s a look at both tiles in the original game.

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All levels will receive additional props to flesh out the underlying narrative. For instance, Research (pictured here) will have chemical showers and places to hang decontaminated hazmat suits. OSHA is still a thing in the future, right?

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Here’s a look at the updated force bridge concept.

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Here’s one of my favorite concepts - who doesn’t love horrifying fetal mutants in glowing green jars? These types of props will help emphasize that Tri-Optimum was engaging in questionable experiments long before SHODAN took over the station....

That’s it for the Shock update!

(If you’re part of the Human Corps tier be on the lookout for an email with an invite into the Adventure Alpha!)

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Next, we have a quick announcement about the KEX team:
Blood is back and Nightdive Studios handling the game’s restoration! You can read more about that here:

https://www.polygon.com/2018/12/7/18129658/blood-reboot-nightdive-atari

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Shout Out Corner:
One last update! We’d like to congratulate New Blood Interactive’s release of DUSK! If you love 90’s shooters (like we do) you’ll definitely want to check this one out. You can purchase the game here:

https://store.steampowered.com/app/519860/DUSK/

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Streaming Update:
Here’s our upcoming streaming schedule!

https://www.twitch.tv/nightdivestudios

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Continued Communication:
Please join us on Discord!!

https://discordapp.com/invite/nightdive

3ca6fc1c92057af350ec4fbcb8c47b2c_original.png

We’re in there every day answering questions!

See you next time~! ⠀⠀

https://twitter.com/NightdiveStudio

https://twitter.com/SystemShockGame

https://www.facebook.com/NightdiveStudios/

https://system-shock.backerkit.com/

https://shop.nightdivestudios.com/
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Wonder why they didn't include this in the update:



DuKY9E5XcAA3_Rl.jpg



And what?



Clues indicate that Otherside may be considering a spiritual successor to Thief for their next project. Are they going to compete their partner, or what?
thinking.png
 

udm

Arcane
Patron
Joined
Aug 14, 2008
Messages
2,752
Make the Codex Great Again!
someone please bomb them if they announce a thief "remake"
you need to be a madman to try to remake something like Thief with its huge levels, complicated ai and such. It's pretty much impossible.

Nah Thief's AI isn't hard to recreate. TDM replicates it almost 1:1 with the 5 states of alertness. Same with the maps: if they use a brush-based editor like DarkRadiant, it should be easy to copy TDP and TMA. DromEd brushes are quite easy to measure even on maps with weird geometry, and given enough time, it's a very doable task, even for the more intricate maps like Bonehoard.

Of course, that would be too much to hope for, since Squeenix is probably going to look at that retarded PC Gamer article about which PC games are too "old" to play, and just strike TDP and TMA off the list :(
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014


I think this mutant model is always constant (with some modifications, like eyes here) over the three iterations of this project.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,236
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.kickstarter.com/projects/1598858095/system-shock/posts/2390063

January Update
Posted by Nightdive Studios (Creator)


Hello backers! It’s Stephen from Nightdive with this month’s update.

Due to the Holidays this update is coming a bit later than we would like but we’ve got some exciting things to share so let’s get right to it!

First up is a quick video preview we put together showing off the final art. There’s some confusion over the temporary art used in the Adventure Alpha video so hopefully this will clear that up!

Next up is a ton of art!

Tom has been working on rest/lounge areas for Citadel employees. These areas were designed to provide a brief respite from the oppressive cold and brutalist working conditions within the station.

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Here’s an example of how we’ll be able to palette swap chunks of the environment so they match their respective level.

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Tom is also working on a vegetation system that will allow us to create some really wonderful overgrowth in areas like the Groves.

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Here’s the original concept by Robb Waters.

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Justin has been working on creating windows that are similar to the props used in the original Unity demo. We loved the idea of being able to see Saturn from within the station and will be opening up some of the original levels to create some stunning vistas.

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Some of the exterior bits of the station will be visible.

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Jonathan has been creating a massive tileset for the reactor areas. For those who have played the original, they should be instantly recognizable. The red glowing channels will light up in patterns creating a very eerie atmosphere!

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Finally, we come to the concept art showcase!

Robb has given us our first look at the Hacker! It’ll be exciting if someone ever decides to cosplay as our beloved protagonist :)

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Here’s an update of the cyborg drone. He’s come a long way from his original concept and believe this new version is much more terrifying.

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Robb has also put in a lot of thought into how the employees on board Citadel Station will be differentiated from one another. These are the standard operations uniforms - each one will have distinct gear and load out appropriate for their job and what level they primarily served on.

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There’s a rumor that experimental weapons manufacturing and testing have been occurring onboard the station...

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Robb wanted to add some style, drama, and some heft to the flat wall monitors of the original game and I believe he’s achieved that with this concept.

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The cyberspace terminals will stand out from their surroundings with the addition of blinking lights. You can never have too many blinky lights.

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Here’s a look at what the station work chairs will look like. If you need a comfy place to rest, maybe drink some hot Earl Grey tea, and think about your ambitions of becoming Captain...well, make it so!

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That’s it for the Shock update!

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Continued Communication:
Please join us on Discord!



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Hey, did you know we stream? Tune in live on TwitchTv !

Or... catch up on YouTube

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Social Media:

Nightdive Twitter

System Shock Twitter

Facebook

Backerkit

SHOP

See you next time~! ⠀⠀
 

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