Hollowtip on 23/10/2006 at 14:32
From what I've read so far, I've found that many people love the idea of cyberspace in SS1, but hated the execution (personally I liked the way it was done). So what I'd like to discuss is, what would you do to improve the way cspace is handled. Let your imaginations run wild, so long as it sounds like a fun/cool idea!
(Don't flame anyones ideas either, everyone has a right to thier own opinion)
C0rtexReaver on 23/10/2006 at 16:38
I thought cyberspace in SS1 was a great idea, and with the possible exception of the final battle with SHODAN (more on that later), I think it was well implemented. Sure, I'd like to see a modern graphics implementation.
As you can probably tell by my nick, I was a huge fan of the Cortex Reavers in the game. The idea of an entity with its consciousness split between realspace and cyberspace both intrigues me and reminds me of my true existance. SS1 wasn't so much of an RPG in the sense that SS2 was, at least in the character development sense, unless you want to count the collection of gadgets & software as character development.
Going off on a bit of a tangent here, but what I'm trying to get at is that I think it would have been cool if the Cortex Reavers you encounted in cyperspace, corresponded Cortex Reavers you could encountered in realspace. For instance, I think it would have been cool if there was say a CR guarding a key data-node in cyberspace that a skilled hacker could attack directly, or a less skilled hacker, and presumabley a stronger fighter in realspace, could attack physically. (CR's were pretty formidable at long range, but I found them pretty easy to deal with if you whipped out the lasier rapier and got right in their face.) This would open some
variance in gameplay.
I also think that the real-space penalties/damage for being defeated in cyber-space should have been more severe. If you were stuck at a tricky spot, you could try over and over again with little effect on your corporeal body.
As for the end-battle with SHODAN, I think that was very poorly done. At the default level of cyberspace difficultly, I could not kill her. I tried over and over and over again. I ended up replaying the entire game with higher over-all difficulty, but the cyberspace difficulty cranked-down a notch. That battle was like trying to stab a beach ball while you and it were being bounced around in a washing machine's spin-cycle. It just pissed me off, was stupid and didn't inspire me as a challenge.
-CR
D'Arcy on 23/10/2006 at 16:51
Bah, Cortex Reavers when 'outside' are just plain dumb. They get inside places from where they are unable to come out afterwards. I normally just stay outside the room where they're in, and end up killing them with the weakest weapon available, just to save ammo.
But I like your ideas regarding cyberspace, CR :)
Matthew on 23/10/2006 at 16:55
Quote Posted by C0rtexReaver
I think it would have been cool if the Cortex Reavers you encounted in cyperspace, corresponded Cortex Reavers you could encountered in realspace.
Like in the old Amiga game Interphase! :D I had hoped for that in SS too.
RocketMan on 24/10/2006 at 02:10
I wished that there had been more CR's or just that they were more mobile. Its alsmost as though LG figured they were too powerful and needed to balance the game by trapping them in a confined space.
As far as c-space is concerned, it was absolutely spectacular (especially for the time). It was beautiful, dream-like and just plain fun. I can't understand what Levine once said about ss2 having less cyberspace because some people didn't like it in ss1. I'm beginning to suspect the ones who didn't like it just got nausea from the 3-D. I know a couple of people who complained of nausea after c-space sequences.
ZylonBane on 24/10/2006 at 02:58
I didn't like it, because the controls sucked and it just plain wasn't particularly fun. "Ooh ahh" only goes so far.
descenterace on 24/10/2006 at 05:23
My default tactic for killing Reavers was to chuck an Earthshaker through the door and walk away whistling. I never really got around to using the 'shakers for anything else.
Angel Dust on 24/10/2006 at 10:16
If the controls had been like Descents it would have been much better.
C0rtexReaver on 24/10/2006 at 13:25
Quote Posted by descenterace
My default tactic for killing Reavers was to chuck an Earthshaker through the door and walk away whistling. I never really got around to using the 'shakers for anything else.
I think I saved my Earthshakers for Diego.
-CR
RocketMan on 24/10/2006 at 17:28
Quote Posted by ZylonBane
I didn't like it, because the controls sucked and it just plain wasn't particularly fun. "Ooh ahh" only goes so far.
What do you think would have made it better (not in terms of the controls)