June Update
Welcome back Hackers,
We were all very busy this month providing support for the Alpha Demo as well as taking part in a number of online events. Stephen took part in a number of live interviews you can check out here if you missed them.
Guerilla Collective:
Watch Interview Here
Gamestar:
Watch Interview Here
Stephen was also a special guest on Matt McMuscles’ show where they discussed first-person shooters, the history of Nightdive, Chex Quest, Doom Eternal, and much more for over 2 hours! Be sure to grab a cold drink and some snacks before starting this one!
Watch Matt McMuscles’ Here
On to System Shock!
Enemies
This month we focused almost exclusively on Enemies! All of the modeling, rigging and animations are mostly complete. Textures and FX are being worked on before implementation and finally any Polish work that needs to be done.
Here are just a few that we’d like to share!
Virus Mutant
We stayed very close to the original design with the biggest difference being that it plucks the puss-filled sacs from its chest before throwing them towards you. When you watch the video pay attention to the liquid swirling around inside his growths.
Mantis Assassin
This enemy almost made it into the Alpha demo but we ran out of time before we could implement him. We loved the assassin so much that we decided to create a melee only variant with his arms replaced by mantis-like claws that can attack the player from close to mid-range. These guys like to lurk in dark corners awaiting the Hacker as they have difficulty closing distances.
Shock-Bot
We upgraded the Shock Bot to look as though they were designed for military or security applications. Once the body is destroyed the head section will detach into a flying drone that will continue to hunt you down. These will replace the Flier-Bot from the original.
A Peek of What is to Come
This month, we thought it would be interesting to show the work in progress of the Reactor level. We would also like to welcome back Robert Simon to the project!
Here is an in-progress Reactor hallway that we are using to test set designing.
Reactor WIP
Now here is the original to compare the aesthetics.
This is where larger props are conceived, for example, the on-rail crane and another computer console.
Then Robert goes in and paints over the space to imagine the props in the Reactor hallway.
Reactor WIP Paint Over
Here is a closer look at details that are being tested in the level.
Maybe soon you will be able to experience it first hand!
Demo
Have you had the chance to play the updated demo? Make sure to access your backer alpha key through Backerkit if you have not yet! As long as you have Steam selected for the platform, you will get access to the demo on Steam (this can always be updated before we close out surveys).
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See you next time!
You should play the original, it has a bit of an awkward control scheme but it's hard to put down once you wrap your mind around it.So... I just finished Prey and was thinking of giving SS1 or SS2 a go, but then I see this remake isn't vaporware. You guys have been following this, so should I wait?
I'm not much of a replayer, so I won't play both the original and the remake, that's for sure. Would it be a good idea to play SS2 before the SS1 remake? SS1 seems more interesting to me due to the level design, as I hear.
You should play the original, it has a bit of an awkward control scheme but it's hard to put down once you wrap your mind around it..
They're currently using the original soundtrack and voice acting as a placeholder, so they'd be quite retarded not to include it as an option if there's no legal hurdle. Otherwise, mods will fix it.The original music is also essential to the experience. If NightDive doesn't use a faithful rendition at least as an alternative option, it's not System Shock. The fact that they've decided to go with some more subdued and nondescript sound track instead is already a sign that they don't really get the style and personality of the game.
That's understandable. So long as they don't try to insert too much new writing or make it too generic and cinematic, it should be fine.They're currently using the original soundtrack and voice acting as a placeholder, so they'd be quite retarded not to include it as an option if there's no legal hurdle. Otherwise, mods will fix it.
But in the last interview the designer said they were going to add new voice overs with new writing, so I don't know how that would work with the original voices.
I can see how some might find it vexing over time, but given when the game was released, it has a remarkably complex dynamic music system. There are so many subtle additions to the main patterns, localized ambients, and the transitions between levels of action work very well.The original music was nice but not well suited to play continuously during gameplay, imho.
Would it be a good idea to play SS2 before the SS1 remake? SS1 seems more interesting to me due to the level design, as I hear.
July Update
July flew by Hackers, but we haven’t forgotten about you!
CONTENT WARNING, this update is gory!
We’ve been exceptionally busy working on a few of the last remaining features which include one of my favorites, DISMEMBERMENT!
Yes, the gore system is finally going in and we couldn’t be more excited to show off our progress. Dismemberment will amplify the power of the weapons and take combat to new heights of horror.
Swin, the newest recruit to the Shock team has been busy creating new blood particles and fx while chopping up and sculpting the bits of skin and sinew that make up the guts of our organic enemies.
Here are just some of the individual pieces you’ll be able to dismember from our humanoid mutant.
The pieces that are left over will be treated as physics objects that will react to additional gun-fire and explosions.
Putting that all together gives us a wonderful sneak peek into our custom made dismemberment system.
This update is short, but we have some additional treats to share!
This afternoon at 3pm PST/6pm EST Swin will be live streaming on the Nightdive Twitch channel some of the sculpting and development of the dismemberment system, so stop by and hang out!
https://www.twitch.tv/nightdivestudios
Also, the Noclip documentary series just released an interview with Stephen Kick, CEO of Nightdive Studios. If you wanted a more in-depth look into how and why the System Shock Remake was started, funded, then delayed, then rebooted, look no further.
Noclip: https://youtu.be/pE97vZLC_fA
Also, our friend Mandalore released this retrospective look and review of System Shock: Enhanced Edition just this morning! He also takes a look at the Alpha demo of the remake and gives us some insightful critique and suggestions on how to improve the experience? Do you agree? Please let us know what you think on our Discord server.
Mandalore Gaming: https://youtu.be/OnOd7srBk-g
Also, an update for System Shock: Enhanced Edition drops today!
We fixed a bug where you couldn’t write custom messages on the map, oops! :O
Finally, GOG is offering a special promo on both Shock and Shock 2 today, so if you haven’t had a chance to play either one there isn’t a better time to pick them up!
Shock Sale: https://af.gog.com/promo/system_shock?as=1649904300
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See you next time!
Well System Shock was considered an horror game at the time... System Shock 2 was considered one of the most scary game ever made. Even Doom (1993) was considered a scary game. Now we have Doom Eternal, a gay coloured Mario-clone "spiritual" successor of Doom, and Bioshock Infinite, a spiritual succesor of System Shock.... How things are changed during the years.