Fenix
Arcane
I remmeber that floor - engineering? with invisible mutants. My balls turned first time I played it into peas...
wrong. there is a second layer that plays different sequences depending on nearby monsters.SS2 was also a proper horror game, unlike SS1. Having the music tell you when monsters are around isn't exactly a good thing in horror games.
Doesn't play when they're around, it plays when you take damage or hit an enemy. It also has a klaxon track for when you're low on health.
Now I understand why some people consider SS2 mainly an action game: because they played it with music on.
Even Silent Hill become a boring action game if you play in background some dumb fast paced looping music instead of a soundscape with sparse/ambient music.
Yes, there are also some scary tracks that you can miss, but I found the overall balance to be still positive, considering also that SS2 already has a good scary soundscape and that the tracks are too short and playing them in a continuous loop become boring soon.Now I understand why some people consider SS2 mainly an action game: because they played it with music on.
Even Silent Hill become a boring action game if you play in background some dumb fast paced looping music instead of a soundscape with sparse/ambient music.
Ah, excellent breakdown of the situation.
Unfortunately, turning the music off in SS2 removes far more sparse ambient tracks than fast paced tracks, making the breakdown very disingenuous.
Music is "soul" of SS2.
it's literally the first thing you hear when you start the gamewrong. there is a second layer that plays different sequences depending on nearby monsters.
fast guitar = small robot
slow guitar = big robot
bagpipe = mutant
funny distortion = cyborg
now you know!
Paging RoSoDude to the thread, maybe he can put this to rest.
it's almost like it's meant to be an action game or something. even without the music I was still somersaulting around instantly respawning enemiesNow I understand why some people consider SS2 mainly an action game: because they played it with music on.
Even Silent Hill become a boring action game if you play in background some dumb fast paced looping music instead of a soundscape with sparse/ambient music.
The best source of information on SS1's music system is this writeup by Speedy, who used it to compose the music for the ReWired fan mission for System Shock. His identification of the stems is still incomplete, however. Some layers are used for specific encounters (the associations Unreal posted are essentially correct to my knowledge) while others are based on proximity to a given enemy type.wrong. there is a second layer that plays different sequences depending on nearby monsters.
fast guitar = small robot
slow guitar = big robot
bagpipe = mutant
funny distortion = cyborg
now you know!
Paging RoSoDude to the thread, maybe he can put this to rest.
[...]
System Shock takes advantage of this by storing up to but possibly less than 49 sub-songs in a single XMI track. These are then called upon dynamically depending on the situation the player has gotten in, and will also be randomly applied to the music in order to help make the music feel less repetitive.
There’s three types of music in each track: Exploration Melodies, Combat Melodies, and Layer. Exploration contains the basic melodies played during normal exploration. Combat contains the basic melodies contained during Combat. Layers are melodies that play when specific events happen, like enemy encounters.
It's an action game even on impossible, you might as well consider UUW a survival horror game if you think SS2 is one because the resource management for both are on the same level.Now I understand why some people consider SS2 mainly an action game: because they played it with music on.
Even Silent Hill become a boring action game if you play in background some dumb fast paced looping music instead of a soundscape with sparse/ambient music.
They are not at the same level, but yes, even Silent Hill is an action game from this point of view.It's an action game even on impossible, you might as well consider UUW a survival horror game if you think SS2 is one because the resource management for both are on the same level.Now I understand why some people consider SS2 mainly an action game: because they played it with music on.
Even Silent Hill become a boring action game if you play in background some dumb fast paced looping music instead of a soundscape with sparse/ambient music.
I think it might be present towards the end of the track in the recordings I posted earlier (they're Unreal's, save for the SC VA additions): https://mega.nz/file/LBlEQTaL#5IZlRE58Ky_c3kvl-gJKsWXmnNxdhxArUNZzpM6jHBENow there's only two mysteries left I want to solve about Shock's music. The first is why does the Cyberpspace track always fuck up after the first transition (he said it was bugged, but regarding max volume) and why does every single midi outside of the game miss that hammer-on note in the medical suites?
nonstandard pitch bend range settings be like thatNow there's only two mysteries left I want to solve about Shock's music. The first is why does the Cyberpspace track always fuck up after the first transition (he said it was bugged, but regarding max volume) and why does every single midi outside of the game miss that hammer-on note in the medical suites?
for people who are physically incapable of reading text:The best source of information on SS1's music system is this writeup by Speedy, who used it to compose the music for the ReWired fan mission for System Shock. His identification of the stems is still incomplete, however. Some layers are used for specific encounters (the associations Unreal posted are essentially correct to my knowledge) while others are based on proximity to a given enemy type.wrong. there is a second layer that plays different sequences depending on nearby monsters.
fast guitar = small robot
slow guitar = big robot
bagpipe = mutant
funny distortion = cyborg
now you know!
Paging RoSoDude to the thread, maybe he can put this to rest.
[...]
System Shock takes advantage of this by storing up to but possibly less than 49 sub-songs in a single XMI track. These are then called upon dynamically depending on the situation the player has gotten in, and will also be randomly applied to the music in order to help make the music feel less repetitive.
There’s three types of music in each track: Exploration Melodies, Combat Melodies, and Layer. Exploration contains the basic melodies played during normal exploration. Combat contains the basic melodies contained during Combat. Layers are melodies that play when specific events happen, like enemy encounters.
September Update
Welcome back hackers,
It’s been a wild couple of months as we continue to work towards launching the game we’ve all been patiently waiting for. I know there has been some confusion over dates, and announcements which is an unfortunate reality of making games, but I can assure you that System Shock is on the way. We have some big news to share in the future that will help make sense of what’s been going on, and again we thank you for your patience.
What are we working on?
We are working on the final polish for the enemies, weapons, levels, and cinematics. We will post a few screenshots here, but we’re at the point where we don’t want to ruin any surprises.
Grove Dome - One of the largest assets in the game, its translucent windows will allow you to see the outside of the Citadel Station and Saturn while visiting the Groves.
Grove Vegetation - There will be many different varieties of plant life living inside the Groves.
Avian Mutant - We originally cut this enemy from the game but decided it was important to have an enemy that introduced verticality to the combat, specifically in the Grove levels.
System Engineering - Early Blockout
We will have a few updates coming to the demo which include full dismemberment across all enemies along with updated AI, new behaviors, new animations and hit reactions, updated weapon fx as well as numerous bug fixes and performance optimizations. We’ve compiled feedback from discord and the various forums and will continue to do so to improve the game. A big thanks to everyone who has been sharing their feedback with us in a constructive way, it’s greatly appreciated and extremely helpful!
Studios News
Our KEX team has been hard at work after launching the critically acclaimed remaster of Quake with Bethesda and Id Software.
System Shock 2: Enhanced Edition and it’s VR counterpart are being developed simultaneously.
Shadow Man console ports are on the way and our friends at Limited Run have pre-orders of Strife: Veterans Edition for Switch and Turok & Turok 2: Seeds of Evil for PlayStation available now. Pre-orders for the physical editions of Quake have just wrapped for both Switch and Playstation, so I hope you were able to secure a copy!
Be sure to follow us on:
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See you next time!
That looks pretty good.