Author Topic: System Shock 2016 Reboot Gameplay  (Read 1236 times)

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oneofthe8devilz

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System Shock 2016 Reboot Gameplay
« on: June 28, 2016, 03:36:13 PM »
System Shock 2016 Reboot Gameplay

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EoceneMiacid

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Re: System Shock 2016 Reboot Gameplay
« Reply #1 on: June 28, 2016, 03:58:14 PM »
Looking good.

I really wanted to like the original. I'm a sucker for homicidal AI's with superiority complexes.

But as a game, it didn't really work for me. I didn't mind all the RPG stuff, but felt it didn't have much else going for it, apart from the atmosphere.


0x29a

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Re: System Shock 2016 Reboot Gameplay
« Reply #2 on: June 28, 2016, 04:32:13 PM »
I love both 1 & 2.
And this one looks amazing. Bit over the top, but hell... Can't wait to play it. I hope that they'll change this and that so it won't be exactly like an original... Thanks for the news!

VGames

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Re: System Shock 2016 Reboot Gameplay
« Reply #3 on: June 28, 2016, 07:22:18 PM »
I've never played any of the System Shock games so I think this would be a good game to get me into the franchise. But there are a few things I didn't like about the demo.

The gloves look stupid. I know it's cosmetic and you'll probably be able to wear what you want since it's an RPG but I had to say that.  :P

After playing Doom I now have expectations for all FPS from here on out that must be met or I will not be satisfied.

I didn't see any animations for the player's hands when opening doors or pressing buttons in this demo. This is dumb and should be applied to all FPS from here on out. Doom Guy pulled every lever, pressed every button, flipped every switch and pried opened every door that needed some prying. This added so much to the game for me and in an RPG FPS like this it should be mandatory. In all FPS for that matter.

Also after playing Doom I feel that baddies should be able to get to you no matter where you're at. If they need to climb to get to you they should. That scorpion robot thing in this demo should have climbed up that freaking ladder to kill the player. No excuses. If a dang fat morbidly obese Mancubus could get himself up onto the ledge you were on to get to you then so should every enemy in any FPS from here on out. Its freaking scary when monsters can go anywhere just like you. I was expecting that scorpion to climb up like it was some natural thing that should happen. It did not happen and I was immediately disappointed.

Better gore is also needed. The robots need to look more bashed in and the zombie guy needs to look more messed up when killed. I didn't notice any real changes to his body other then decals. This is 2016 there should be more visible damage especially when killed. His head should smash in or something when hit by that big pipe. Every monster in Doom could be ripped apart in so many ways. This should be the new standard. Especially in games like this where horror plays a major role.

Doom has set the bar very high for me.

After all that this game looks awesome. Don't get me wrong about my gripes. Just saying all FPS could learn a little something from Doom. I hope System Shock turns out great.
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argoon

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Re: System Shock 2016 Reboot Gameplay
« Reply #4 on: June 28, 2016, 08:56:42 PM »
Is your opinion and i respect that but i don't agree with you, about the character needing to be animated for all actions in all FPS games, for example Thief (the old ones)and even Dark mod have no hand animations and are still totally immersive, brings the amount of work in the animation department to higher levels making games more expensive for indies, it also makes interaction limited, something like frictional games, physics based grab pull/push system would be impossible with canned animations, i even hated that in frictionals new game, Soma, they included hands when going up or down stairs. I do agree that enemies should be able to go where you go, of course if they are physically able.

VGames

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Re: System Shock 2016 Reboot Gameplay
« Reply #5 on: June 28, 2016, 09:34:05 PM »
It's possible and should be done in all FPS. If u got people to do the job then they should do it. End of story. I can understand indie games not doing as much because of budgets, but AAA games have no excuse. And the Dark Mod would be so much more immersive if everything you did incorporated hand animations. Even the devs would have to agree on that. Doom set the bar and people should try to raise it if they can. This game can and should.
« Last Edit: June 28, 2016, 09:35:53 PM by VGames »
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EoceneMiacid

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Re: System Shock 2016 Reboot Gameplay
« Reply #6 on: June 28, 2016, 09:37:58 PM »
I really like the hand animations and glory kills too, but after a while you stop being thrilled by them, and maybe even a tiny bit annoyed that the game takes away control from you briefly every time.

The glory kills are at least brief enough to not mess with the pacing too much.
I'd rather have them given the choice, but not having them isn't a dealbreaker for me.


VGames

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Re: System Shock 2016 Reboot Gameplay
« Reply #7 on: June 28, 2016, 09:54:49 PM »
What's wrong with u? Glory Kills are freaking awesome. Without them Doom would be missing a huge gameplay feature. They not only serve a huge purpose for survival but they add so much to the overall Doom character. Brutality at its best. The Doom Guy in General is straight up brutal in every way in Doom 2016. You know good and well if u could include Glory Kills in your Doom 3 project you would. Don't lie.
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EoceneMiacid

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Re: System Shock 2016 Reboot Gameplay
« Reply #8 on: June 29, 2016, 04:09:02 AM »
What's wrong with u? Glory Kills are freaking awesome. Without them Doom would be missing a huge gameplay feature. They not only serve a huge purpose for survival but they add so much to the overall Doom character. Brutality at its best. The Doom Guy in General is straight up brutal in every way in Doom 2016. You know good and well if u could include Glory Kills in your Doom 3 project you would. Don't lie.

You don't know how right you are - it's a bullet point on my wishlist, although one with little priority.

VGames

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Re: System Shock 2016 Reboot Gameplay
« Reply #9 on: June 29, 2016, 08:01:01 AM »
It really depends on how u set up the gameplay. Doom 2016 has a go and get them mentality. If your project doesn't have that going on then yeah it's really not needed.
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EoceneMiacid

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Re: System Shock 2016 Reboot Gameplay
« Reply #10 on: June 29, 2016, 08:49:20 AM »
I'm just not entirely sure how to implement it yet.

If I get around to it, I want to make sure it interrupts flow as little as possible.
Besides, a whole lot of new animations would have to be created. There's not a whole lot of glory in having just a basic left and right punch :)

VGames

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Re: System Shock 2016 Reboot Gameplay
« Reply #11 on: June 29, 2016, 09:48:27 AM »
You're right. It will require a lot of new animations. The character animations and gore modeling would be the hardest part as would the scripting and code needed to make it all happen. A lot of work. But if you think about it. Why go through all this trouble when Doom already has all of this? You'd basically be porting something that's already available and it would definitely be compared to the original source material. So if doesn't look just as good or better you're screwing yourself and your mod. People will criticize harshly and since Doom had a team of people doing nothing but making animations and models and another team devoted to coding and scripting you're probably not gonna pull it off as well as they did. You'll need help for sure unless you want to work on just this feature for a long time all by yourself.

Keep it at the bottom of your to do list as you said it was already.
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