For some reason new Sparq effect looks much worse than the old one.
I really wish the industry would learn its lesson of never swapping engines mid-project (even Unity) - is there even a single case where it has worked out just fine?
Something unique about the original System Shock is that managing the user interface in real time can abstractly simulate the player character performing actions in the world. Take reloading as an example. You need to mouse over to the weapon tab, unload your gun of any remaining rounds, and select the desired ammo type. Each step in the sequence is instant, but will take a variable amount of time depending on the user's familiarity with the controls and preparedness in combat as they mouse to the correct buttons. This simulates the player character opening an ammo pouch, either ejecting or retaining the magazine in case of a dry/tactical reload, and inserting the new magazine. Someone with minimal experience with firearms will perform this sequence rather clumsily, but a trained user will keep their ammo stores ready and be able to efficiently reload their weapon in the heat of battle, just as the player can improve their speed at reloading in the UI. A reload hotkey streamlines this process and thus requires animated delays for magazine capacities to retain any purpose.
To this end, new animations can be a good thing in the context of a remake with a modernized control scheme if they add to gameplay (you wouldn't decry reload animations as unimmersive or time-wasting)
That's a good observation and I fully agree (and I liked how inventory - and grenades - worked in SS1, I only didn't like lack of custom bindings and no ability to switch to more modern mouselook scheme).
but in the case of medipatches, we're already talking about an item that heals slowly over time. If having them assigned to player hotkeys is a problem, then the healing effect can be slightly reduced.
Why would you prefer introducing meta-effect if adding animation of what actually happens works just fine and aligns both with game being immersive sim and devs being able to allocate resources for that?
If there must be an animation, it should just be the part where the patch is slapped on the the arm. Besides, the interaction paradigm in Thief/System Shock 2/Deus Ex/Arx Fatalis has a lot of interactivity occur without animations, but sound effects and even mouse gestures are usually enough to sell what's happening on screen. I don't need to see my character grabbing every item with meticulous and overdone first person animations like in THI4F; it's enough for the item to disappear into my inventory with a sound effect to imply that I grabbed it, even if my viewmodel shows me holding a weapon with two hands. Same principle applies for a lot of the interactions in the SS remake. Don't waste the player's time unnecessarily with repetitive animations unless it's intended to be a deliberate hindrance during gameplay.
Seems like that's what they are doing actually.
New weapon/hardware animation is something that happens at most once per item per game - that's by definition not repetitive.
The animations also arguably serve gameplay purpose - the PC is NOT some trained spec ops type, they are hacker trying to find their way and survive in a very hostile environment. It makes perfect sense for him to at least briefly examine a gun he has never held in his life, same with a new piece of hardware he's about to plug into his brain.
Imagine you pick up a completely unknown gun (assuming no prior firearm training) and try to fire it immediately:
- fuck, the round was not chambered
- shit, now the safety is still on and you don't know where it is exactly
- damn, you tried to flip the safety but accidentally ejected the magazine
- AAGH!...CRUNCH!...gurgle... you died horribly while fumbling for the magazine you dropped
So, the gameplay impact is that instead of making a beeline for that energy shield or good gun you have just noticed, and using it to fight off the obvious ambush that follows you now need to consider your vulnerability as your gifted but untrained character figures out how to use it.
Again, imagine you have this shield generator module that will shield you from most harm, but to use it you need to both secure it somehow to your person and plug into your cyber interface - presumably via USB port. While being shot at.
The animations for stuff like containers can be middle ground, repetitive, but not hindering the action - and that's how they are already.
Throwing grenades sucks massive balls, though. It's much more cumbersome than even in the original interface and not even 1% as versatile or useful.