Dusk is actually amazing and already has such a perfect atmosphere that the graphics just melt away. This feels so wrong to me, but I guess it might work better for some people.
I loved the original back in the 90s. But hooboy, playing it now feels rough. Mouse look hadn’t been invented yet (or at least, not popularized) and UI experimentation was still a thing. Remember, the OG System Shock released only a year after Doom (in which moving the mouse “up” moved your character forward.)
I love this reboot. It keeps so much of what made the original great and sands off a lot of the rough edges. I wish they’d made inventory management a little less clunky (it’s a little too true to the original there), but that’s really my only complaint.
If you like immersive sim games like Deus Ex or Dishonored, I highly recommend it.
I never played the original but I really enjoyed the remake. The art style is beautiful and the gameplay holds up well. The only thing I didn’t like were the hacking sequences, they look nice but are overall pretty boring.
As a fan of Prey and immersive sims you can really see the inspiration Prey took from System Shock at every corner. I still prefer Prey but System Shock is a lot of fun as well and it’s cool to see where many of the ideas came from.
The visuals are really good but there are times when the game leaves no apparent clues as to where to go next. The path forward may be on a different floor, even if already visited and fully explored.
There’s also a point near the end when you see the door, but the interface to open it is hidden on the big location, again with no hints to where it is. In the original, the areas are comparably minimalistic, making it easier to notice.
But you need to know what you’re getting. The game looks fresh, and has some relatively minor QoL done with interactions and shooting and all (and the replaced Cyberspace), but it is a nearly 30 years old game.
And the remake fundamentally still is. A very good game that in many regards is still unmatched, but also one tremendously outdated in plenty other regards.
I’m going to play it eventually. Already bought it, just waiting to be in the mood to get started. I am curious though… how hard is it just to figure out where you’re going? That is often my biggest hurdle in these older games, even though I grew up on this kind of stuff haha.
This game rules so far. I really like the dialogue and notes system. Plus, I honestly think it looks pretty nice for such a lo-fi style. Lots of QOL stuff for a game of this type too. Definitely check it out if it looks interesting to you!
In the LaD dub did they also dub things like the incidental world callouts and such?
Honestly the main reason I played it subbed is because I already did so much of the series with it that I’m used to it, but I was happy to hear that they started doing dubs again with LaD!
In a year filled with great games, this is still my favorite game so far, somehow. Combat can feel clunky at times, but honestly the level design and the exploration is impeccable, plus SHODAN is such an unsettling villain.
I was quite surprised when I saw the reviews settling at mid-70s on average. Don’t let that scare you away, but bear in mind no hand-holding in this one.
To be specific, it’s build engine mechanics, with modern game ideas, in a cyberpunkish setting; so it’s got a little bit of all those things in it. It’s great!
Same. I was actually relieved to beat the first boss thinking it was the end but i was sent to another planet or something. Played a few minutes and it’s the same gameplay. I quit the game and deleted it.
I was disappointed by Prodeus. They’ve got a good foundation in terms of gameplay, the map design is unbelievably good, and the aesthetic is genre leading - but the enemies all just stand in one place and the gunplay just doesn’t feel as good as other boomer shooters. It doesn’t matter how amazing the former is if you haven’t nailed the latter.
I’d be keen to see them keep working on those areas but I think they’re more interested in making it a platform for modding, which is cool but kind of pointless if the game itself isn’t tight.
I disagree regarding the map design being “unbelievably good” (a lot of it was “okay” to “good” with very few standouts) but yeah.
It reminds me a lot of when Bloodstained and Timespinner came out. Both are unapologetic love letters to Symphony of the Night. Except…
Bloodstained felt just as clunky and awkward as SOTN (I should know since I replayed SOTN in anticipation) with a lot of the same “good for the 90s…” design choices and mechanics.
Whereas Timespinner straight up stole the menu. But also modernized the gameplay and filed off a lot of rough edges.
End result is that Bloodstained played like SOTN and was carried by nostalgia and influencers. Whereas Timespinner played like what we remembered SOTN playing like… but didn’t have Iga.
Same here. Games like Dusk, Project Warlock, and so forth all play like what we remember DOOM and Quake playing like. Prodeus… played like DOOM without the nostalgia factor.
You make a great point there, Prodeus is funny in that respect because it’s heavily, heavily inspired by Brutal Doom (like deliberately going for the pixelated sprites + HD level geometry dichotomy) but they didn’t really take any of the lessons from what that guy did to make the Doom enemies smarter and more fun to fight.
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Aktywne