voodoo47 on 9/11/2008 at 21:20
my eyes started to bleed.
Nameless Voice on 10/11/2008 at 01:17
The motions look to be a bit better quality, but argh the interface...
redrain85 on 10/11/2008 at 04:07
I've only ever seen videos of the PS2 version, never played it.
Based on what I've seen, I can't believe some people praised the interface as being "improved". Watching that video ZB posted a link to . . . one word. Yuck.
The only thing I like better (to a degree) is the redone cutscenes. I actually don't like the new opening cutscene, but the updated Helios ending was fairly cool. I especially liked the new music. However, the scene could have done without JC looking like he's walking with a drunken swagger. :weird:
Nameless Voice on 10/11/2008 at 08:58
The visuals on those cutscenes were impressive, but the pacing was totally wrong, ruining their flow entirely compared to the PC versions.
kodan50 on 12/11/2008 at 07:51
On the same topic though of Dreamcast. I've often wondered what it would take to play either flavors of System Shock on it. I've only got SShock1, so I know the entire engine would need a significant upgrade. If I could code though, I've love to take over TSSHP and use that as a base. unfortunately, I can't code my way out of a wet, torn, and horribly disintegrated paper bag.
System Shock 1 spawning enemies, and it looks like it saves these enemies into the map, and in turn saves the map entirely. This also helps with consistency with triggers, puzzles, and environmental conditions. The engine rewrite would have to cram all these different values onto a 200 block (or 244 on a hacked VMU), which only gives us what, 100, 122 kilobytes? (1 block is equal to 512 byte chunks, I believe.)
Nontheless, this would make quite an impressive project, and quite a fun one.
EvaUnit02 on 19/11/2008 at 11:43
Quote Posted by kodan50
On the same topic though of Dreamcast. I've often wondered what it would take to play either flavors of System Shock on it. I've only got SShock1, so I know the entire engine would need a significant upgrade. If I could code though, I've love to take over TSSHP and use that as a base. unfortunately, I can't code my way out of a wet, torn, and horribly disintegrated paper bag.
Forget the console port of SS1. Give it a SS2-esque interface + mouse look.
When I tried playing SS1, it felt like SS2's two interfaces combined into one. I could easily see myself enjoying it if the movement and aiming wasn't so goddamn awful. FPSes on Xbox control better.
I'm not a fickle-minded individual, but everyone's tolerance has limits.
cosmicnut on 19/11/2008 at 13:03
What I would say is, remember the age of the game. It was release around the time of Doom2, a game far inferior that limited your vision to a single axis and didn't allow you to jump!
EvaUnit02 on 19/11/2008 at 13:14
Quote Posted by cosmicnut
It was release around the time of Doom2, a game far inferior that limited your vision to a single axis and didn't allow you to jump!
It's been 9+ years since anyone had to put up with those constraints in Doom 2.
Really, has one even tried to visit EA Mythic to hunt through their Origin archives for the SS1 source code?
Nameless Voice on 19/11/2008 at 13:51
Quote Posted by EvaUnit02
It's been 9+ years since anyone had to put up with those constraints in Doom 2.
I was recently replaying Doom 2, with GZDoom (OpenGL version that can run at high resolutions), and I was more disgusted than anything else that it had mouselook and jumping and being able to look up and down enabled by default.
I'll stick with the original keyboard controls, thank you very much.