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System Shock is a complete remake of the genre defining classic from 1994 built by a team of industry veterans. 

Remember Citadel.
System Shock is a faithful reboot of the genre defining classic from 1994 built by a team of industry veterans. 

Remember Citadel.
System Shock is a faithful reboot of the genre defining classic from 1994 built by a team of industry veterans. Remember Citadel.
21,625 backers pledged $1,350,700 to help bring this project to life.

Feedback Responses and BackerKit

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More info on that video...

Hi everyone, Jason here. Last week, after seeing a lot of feedback regarding the video, I took to Discord and quickly wrote up a response to concerns I was seeing, and thanks to some loyal fans, it was reposted in various places. In case you missed it, here’s what I wrote: 

So, the engine change and visual change are unrelated. Things would pretty much look the same in either engine, but the big difference is performance. The visuals are still a work in progress and know that I'm listening. What you see in the video is a rough style we are experimenting with to push crisper visuals. Art direction was a lower priority for the engine change since we wanted to be sure the technology could do what we needed first. Now that we have the pipelines set for getting art into the engine, we'll be iterating on the style and mood.  

The other thing I heard was people were worried that the gameplay was becoming stripped down due to the simple combat shown in the video. Gameplay wasn't a priority for assessing the engine since, again, everything we've researched indicates Unreal can offer the same (if not better) foundation for the gameplay systems.  

We're only 20% through our vertical slice, and there's still a lot to do. The next steps are getting interesting creature and environment behaviors, while also iterating on the hacking puzzles, cyberspace, weapons, and items. This is a big game, so we're trying to tackle these components in order, starting with a solid tech foundation and an effective the process for getting art into the game. For now, we chose to bring art in we could finish quickly so we can get the other departments (like design) testing their stuff in engine. More elaborate and iconic art is coming, but remember, for this early stage of v slice, it's about establishing a solid foundation to build upon.  

Oh, another thing worth mentioning is that the UE4 video represents 1.5 months of direct content creation, whereas the unity demo had about 6 months. That was another reason for the switch, content took too long to get into unity. Not exactly the fault of Unity, but as you can see, it's easier for our team to create content in Unreal.

                                         

Questions/Feedback                           

Q: Why UE4 instead of Unity?
                                                                   

Jason: Unity is a great engine, as is Unreal. When we started researching engines, Unreal ultimately was the best fit for the content we wanted to make. The team found we were able to get the content into the engine with the visual fidelity and target performance more easily. Basically, for our team and project, Unreal will enable us to be more efficient and aligns better with our goals. Another big draw was its console performance… which I’ll talk about below.                                               

Q: Great, now you are making a console game with a PC port...  

Jason: Whoa there! We never said that, and even if we didn’t switch engines, the game would still come out on consoles. Personally, I’m a PC gamer through and through (mainly because I can’t aim well with a controller). System Shock is being made for PC gamers first. It would be a shame if only PC folk could appreciate our game, so we’ll be bringing it to console as well, but PC is the main target for everything we do.                                        

Q: What does “Faithful Reboot” mean? What are you changing from Shock 1?  

Jason: When we started working on this game, we had a few choices. Initially we were planning on doing a straight 1:1 remake, but we soon realized this would be our opportunity to introduce the Shock universe to a new generation of gamers that might have missed the opportunity to appreciate Shock. After having numerous meetings with the original Shock 1 devs about the story, levels, etc, it became clear there were a lot of things they would have done differently. 

Early in development, we started meeting with those former LGS guys and started asking the question “What would you do differently with today’s technology?” The answers were overwhelming. I think the funniest answer was “Less grenade types for sure”. At that point we realized this needed to be a reboot, but maintain the spirit of Shock 1. Whenever we look at the design, or art, or audio even, we ask ourselves “What would LGS do?”. The answer becomes clear after understanding LGS was about innovation, trying new things and bringing together concepts unheard of in games before them. We see ourselves as maintaining that tradition, and chat with the LGS guys to ensure what we’re doing holds up to their expectations. The mutant frozen shatter stuff is a good example of that. 

So what’s different? We’re changing very little of the story other than refining the dialogue and plugging plot holes. Gameplay will be different, but more of an evolution of the original to get combat feeling more reactive and systems with an expected level of depth. Again, a lot of these changes come down to understanding what LGS would do if they were making Shock 1 anew today. 

Levels will harken back to the original game thematically, but the layout will see a pretty big change to apply modern level design principles for pacing and exploration. We’re not going to dumb things down, but we also don’t want to ignore the last 20 years of progress level design has made. 

Oh, another thing that we’re a big proponent of is to assume the player is intelligent, and not hold their hand every step of the way. We’ll start the game off teaching you the basics, but then you’ll be on your own to figure things out. A big part of the fun from classic games was figuring things out yourself, and we think that’s what most of you would prefer :-)    

A group photo from last week at GDC with: Larry Kuperman, Stephen Kick, Joe Fielder, Paul Neurath, Warren Spector, and Jason Fader
A group photo from last week at GDC with: Larry Kuperman, Stephen Kick, Joe Fielder, Paul Neurath, Warren Spector, and Jason Fader

                                                           

Q: Things look untextured and bland.   

Jason: This was a VERY rapid pass on art stuff and is not final. There’s still a lot more work that will be going into art, as well as bringing in the more iconic nuances of Shock 1. We’ll post more updates on art once things are further along.

Q: Things now look like a generic scifi shooter  

Jason: Keep in mind, this video doesn’t really show off the gameplay we’re going for. Combat is a thing you’ll do, but there will be LOTS of other options to take as you play. We know some players will walk to just run and smash a lot of faces, and they’ll be able to do that, but for the thinking player, they’ll have a diverse set of gameplay tools to tackle situations in hackery or stealthy ways. Without getting into too much detail, the station is essentially a living character, and the player can learn how to use aspects of the station to their advantage. I’ll be sure to share more about the gameplay systems as things get further solidified.  

Q: Will there be any hud?  

Jason: Definitely! Not sure what the HUD will look like currently, and we’re chewing on a few options. We probably won’t have a finalized HUD until the end of v slice or early in the production phase.  

Q: Will you still be launching on Linux? Mac?  

Jason: Yup! That goal has never changed. When we say “PC”, we mean Windows, OSX, and Linux.  

Q: Do you plan on porting to Nintendo Switch?  

Jason: Hard to say right now. It depends on what kind of demand there is for it.  

Q: Are you planning to reboot SS2?  

Jason: Oh boy, one game at a time. Let’s see how this game goes and then board that ship when we get to it ;-)

                                                                     

Audio

                                                                      

Q: Why does Shodan sound that way? (girly, smurf, distorted)

Jonathan: To disclose- I can’t speak to the intentions behind the processing, as thus far in the process Terri Brosius has provided her VO with her own processing. But I can speak from an audio direction standpoint, and how we felt that these lines fit in the context of the game… 

Terri is unique in that she is SHODAN in a much deeper way than most voiceover artists are their characters. Back in the original Shock days, she wrote her own lines and directed herself. She knows SHODAN’s character better than just about anyone. As such, we have been directing her only as much as we need to and she gives her own take, given how close she is to the character of SHODAN. 

From an audio direction standpoint, what I can say is that when we received the SHODAN lines for the latest video, we all got chills. My skin crawled, even hearing the voice outside of the context of the rest of the video elements, and that hit my mark. There are some subtle differences for sure, especially in the quality of the processing of the voice. However, none of these differences felt outside the bounds of what SHODAN is or could be. To speak specifically to her voice raising pitch, historically SHODAN’s voice has always modulated pitch, both low and high. There may be some new inflections that arise, but nothing that we feel is outside the bounds of what SHODAN means, both technically and emotionally.  

Q: The music isn't "synthy" enough.  

Jonathan: Both because of the history of System Shock and its importance as a sci-fi game, synthesizers are crucial part of its aural soundscape. Because of exactly this reason, when we began work on System Shock, I began accumulating external and analogue synthesizers, modular and otherwise, to build System Shock’s score. They’re my babies! :) Aside from the piano, the music in the trailer is about 90% built out of these synthesizers and processed guitar work. For the trailer, it’s pretty cinematic, so two things about that:

First, before working on this trailer there was a lot of internal discussion about what the goals of this trailer was and what we could best do to achieve these goals. The track that you are hearing are indicative of these goals - nothing more or less. A trailer is a different beast than a game is, and seeks to accomplish different things for a different audience.  

Secondly, System Shock is a wide game from a gameplay perspective; just as there is exploration, combat, hacking, storytelling, and creepiness, there is music to match all of it. Some points may call for theme, some for spooky ambience, and some for punchy electronic music. Just like Jason has to do, we are all constantly asking ourselves “What would System Shock be if LGS was making it in 2017?” As such, there will be some necessary alterations that come from 20+ years of innovation and improvement. But if you’re open to a faithful modern interpretation that tries to capture the essence of what defined System Shock in its time, then maybe you’ll find some enjoyment from the more punchy electronic music found in combat in the game. :)

Jonathan's modular synth board, aka his "Babies".
Jonathan's modular synth board, aka his "Babies".

                                                                  

BackerKit

Q: Where is my Backerkit survey?  
                    

Karlee: We have currently been soft launching the surveys, and you should receive your survey within the next 48 hours if you haven’t yet already. If you need Backerkit support, please contact: 

https://system-shock.backerkit.com/faq#contact-us

Q: How long will be Backerkit and funding be up for?  

Karlee: More than likely this will be an available feature to use until launch.

                                                                    

We hope that this answers a lot of your questions and concerns, but please feel free to leave us a comment about your thoughts.

Signing off with excitement,  

╰(°ㅂ°)╯

Karlee Meow

Andy Barker, Jeremy Hughes, and 116 more people like this update.

Comments

    1. Mikuru Beam 2 days ago

      Says "We found a survey for (EMAIL), but the project did not send your survey yet. You will receive an email as soon as the project is ready" for me as well. :(

    2. Thrakker 2 days ago

      Guess I can't edit, but I received a twitter response from Nightdive that they're still working with BackerKit on the missing surveys, and the art book is indeed cheaper for original KS backers.

    3. Thrakker 2 days ago

      I emailed via the BackerKit FAQ page support request and just got back a generic response from BK, not Nightdive

      "Thanks for writing in, and my apologies for the troubles. The reason you haven't received your survey is that it's not ready yet. Once it's ready, you will receive a link to it.

      I hope this helps. Please do not hesitate to reach out if you have any other questions."

      Also, I notice on the BK slacker site, that the art book is $35, but they only had us add $25 during the KS campaign. Seems like all pledges are more expensive there, though, so hopefully it's $25 once I actually get my survey/ability to pick addons. Can anyone who already got their email confirm?

    4. Netzbummler 3 days ago

      Same here. "We found a survey for [xxxx@xxx.net], but the project did not send your survey yet. You will receive an email as soon as the project is ready."

      With all due respect, folks, do get your act together!

    5. Joey 3 days ago

      Yes, when I use the lost survey field, I get "We found a survey for (EMAIL), but the project did not send your survey yet. You will receive an email as soon as the project is ready."

      Two weeks after this update was posted where "you should receive your survey within the next 48 hours if you haven’t yet already".

    6. Andre 5 days ago

      I received my backerkit email with no issues. But sometimes they get lost. You can search fro the project and request a lost survey here. https://www.backerkit.com/are_you_a_backer

    7. Patrick Jarvi on March 15

      I don't want "crisper visuals" I wanted matte, pixelated, graphics like the original video this Kickstarter was based on showed. The only reason I backed this Kickstarter was due to the style of that original video.

    8. Leo Borg on March 13

      So when will the invitation to BackerKit come?

    9. Joey on March 13

      Still haven't gotten BackerKit survey, still get "We found a survey for (EMAIL), but the project did not send your survey yet. You will receive an email as soon as the project is ready."

    10. Missing avatar

      John on March 12

      @Jouni Lahtinen System Shock released after Doom (and Doom 2). Doom's levels, fwiw, are incredibly abstract and don't actually make sense from a "logical" perspective.

      I don't really think the level design in SS was too abstract (outside of Systems Engineering :O) when you take into account the limited space available on a circular space station and the need to cram a ton of stuff into it. The main problem that I had was that the limited textures and geometry made it so that every hallway looked the same and made it hard to figure out where you were without constantly checking the map.

      I think that for many people the Metroidvania level design is the main draw of the game (and is arguably the only thing it holds over the sequel). My dream for this is that they stick to that style of level design (even if they change the actual layout), but until they clarify what they mean it's pretty easy to come to the conclusion that they're aiming for the Half Life/Bioshock school of "Linear shooter with faux-exploration and dead ends."

    11. Jouni Lahtinen on March 11

      @Judicator I honestly think one of the biggest issues SS1 had was the level design; It felt less like a space station more like a Wolfenstein maze. Seriously, take a look at one SS1 maps and ask yourself; Does this make any sense?

      Also; SS1 was released before DOOM, so in perspective the phrase 'modern level design' includes everything from DOOM and Half-Life to BioShock and System Shock 2; It doesn't mean 'this will be a corridor shooter'.

      Remember, the Kickstarter pitch DID specifically state all these changes were being made. It never said 'this is a carbon copy with pretty graphics'.

    12. Judicator on March 9

      I don't know. I feel like every time NDS try to address our concerns they get worse. I also don't want to bash people's work and their efforts.

      They always say that they need to change aspects of the game while my point is that there are little to no aspects of the game that need to be changed.
      The game is excellent still for today's standards. I can understand there could be something to ADD to SS1 but not, as I said, something to be changed, replaced, modernized.

      Your meaning of innovation may be very different from the one of us gamers.
      I'm still scratching my head trying to figure out how froze and shatter enemies can be considered "innovation", "a concept unheard of".

      What can be good in "get combat feeling more reactive and systems" unless you are trying to make a run & gun or a twitch shooter?

      "Levels will harken back to the original game thematically, but the layout will see a pretty big change to apply modern level design principles for pacing and exploration".
      Seriously?
      What's so good in modern level making? What's so good in corridors-like levels?

      I think that there is room to EXPAND by ADDING to the excellent base of System Shock.
      That I can see it as an improvement. On the contrary changing, modernizing it by looking at modern games is simply wrong especially when 90% of them are several steps back from SS1.

    13. Missing avatar

      benedict carter on March 9

      Thanks Jason, great FAQ.

      What you said is exactly what I would hope to read, and what you describe sounds like it should be better than SS1 to me (its one of the best games of all time, but it wasnt perfect, and weve learnt a lot about game design in the last 20 years). Im hopeful that you will soon(er or later) release another playable vertical slice like the unity demo in the unreal engine, showcasing the vision you describe so the concerns raised from the unreal trailer, and addressed by your FAQ can be eliminated and we can all go back to being incredibly excited by this project!

      Thanks, Ben.

      +1 Glenn McMath:
      "Personally I think the original SS1 was a bit of a mess in terms of controls and interface. What I love about the original is the variety of options and depth of gameplay, not necessarily how it controlled or how the interface worked. I think that updating the game could be a positive thing, but only if you don't compromise on the best elements of the original (first and foremost, the depth of gameplay) when you update the controls and systems. Clearly people here are concerned about the idea of the game being "dumbed down" or compromised, and I share that concern. Hopefully future updates will clarify how you are retaining the complexity/depth of the original game and put our minds at ease."

      +1 Necdet Orkun Osken (inventory, controls)

    14. Roy Evers on March 9

      I echo the level design sentiment. Dont make convenient shortcuts to in every level (remember skyrim ugh...). Make interesting to navigate places. Use signs to show where things are, like in real life. And definately reward exploration. Again ill use skyrim as example: exploring a dungeon for hours, finding an hidden chest and be rewarded with the steel sword of shock that you already found a hundred times before. This might be modern game design but It totally killed this game for me. No point in exploring the nice looking world.

    15. Walsa on March 9

      "We’re not going to dumb things down, but we also don’t want to ignore the last 20 years of progress level design has made. "
      Well, if you look at all "modern" game design, all of them are corridors with little choice. all of them take you back to the start of the "map" for "convenience" and that is something I hate with all my heart. I want levels to feel like level, not holding my hand an telling me where to go next in the most obvious way., I want to think, to explore, to find my way out, like in the first system shock. To find hidden routes, o multiple ways to achieve my goals.

      Don´t simplify the game, work over what you have and improve it, its not the same thing.

      " The music isn't "synthy" enough. "
      What you have shown us in the trailer is not synth, in the sense of what it means in a system shock vive. I want punch, i want beats, i want catchy music.

      here you have the original music, to refresh your minds https://www.youtube.com/watch…

      And about Shodans voice, well I think you overdid with the effect applied to her.

      I baked for a remake of the original game not a re-imagine of "what it could have been with modern standars". That group of word means a lot of negative things in this days.

      The demo and all the things you tell us in the campaign pointed in that way, don't lose your original goal.

    16. Shaun Gupta on March 9

      Left my rather lengthy feedback here in two parts. =oP http://forums.nightdivestudios.com/index.php…

    17. Shaun Gupta on March 9

      @Charlie4077, all tiers $25 or more appear to have the Digital Tri-Optimum Handbook. From early descriptions, this should be the manual you speak of (I envision it like Claw Marks from Wing Commander or something similar). The Big Box Collector's Edition (and higher) also have a physical Tri-Optimum Handbook. I don't see the physical version as an addon on BackerKit, but if there's enough demand, who knows - they might add it.

      @Zack @Kitarraman @Matti Peltoniemi, according to stuff I've seen on Discord, Art Book is still coming - no idea when tho'.

    18. 3noneTwo on March 8

      @OldManGrim: "Personally when I backed this project I was hoping for something similar to what Black Mesa for Half-Life is."
      Black Mesa took liberties with the original source material as well. Some content was improved from the original, some was cut outright. It respected the original game, but also recognized the parts that needed to change (the upcoming Xen section being the biggest change of all).

      System Shock has room for improvement and refinement. I'm sure we'll recognize the core experience from the original, but we have to accept that some things need to be changed.

    19. Missing avatar

      Glenn McMath on March 8

      I have to echo Matteo on one point: sometimes the original creators of works aren't the ones who best understand what made the originals successful/compelling/etc. I mean no disrespect to the original SS1 team (quite the contrary, I have a huge amount of respect for them), but this phenomenon has been seen over and over in many different media. Sometimes reboots are better handled by super fans of the original than the original creators. I'm not saying you shouldn't be taking advice/feedback from the LGS vets, just keep this in mind.

      Personally I think the original SS1 was a bit of a mess in terms of controls and interface. What I love about the original is the variety of options and depth of gameplay, not necessarily how it controlled or how the interface worked. I think that updating the game could be a positive thing, but only if you don't compromise on the best elements of the original (first and foremost, the depth of gameplay) when you update the controls and systems. Clearly people here are concerned about the idea of the game being "dumbed down" or compromised, and I share that concern. Hopefully future updates will clarify how you are retaining the complexity/depth of the original game and put our minds at ease.

    20. Charlie4077 on March 8

      What I'm interested to know is if there will be a paper manual. You know, the manual? The thing that games used to come with that shared interesting little tidbits about the background and lore of the game in addition to being an overview of the controls? The cool paper thing inside the case that literate people glanced and and smirked as they thumbed through?

      I miss manuals...

    21. Missing avatar

      Mirko Sainz on March 8

      If I remember correctly we have been talking about a classic mode with all the old school gameplay without skill tree etc. It's glued to my mind that you said there will be an old school mode. I hope I remembered this correctly. If I am wrong I hope you consider to add this mode. I would like to play the game comparing both modes.

    22. Alex Valero "Danda" on March 8

      "Personally I'd recommend not worrying to much about making all of your backers happy all the time. Since there are often going to be people on both sides of a lot of these discussions, trying to make everyone happy all the time isn't a very realistic goal."

      This. I wouldn't want to miss more cool early looks like the Unreal Engine video because some fans overreacted!

    23. Missing avatar

      Zack on March 8

      Any word on when the art book will be added to the backer kit?

    24. Missing avatar

      Devin Smith on March 8

      Personally I'd recommend not worrying to much about making all of your backers happy all the time. Since there are often going to be people on both sides of a lot of these discussions, trying to make everyone happy all the time isn't a very realistic goal.

      I would just focus on on the design/art direction that you discussed above, and not worry about defending every little decision that you've made.

      Also, I loved the Shodan recording, very excited that Terry is part of this project. Keep up the great work!

    25. Alex Valero "Danda" on March 8

      I trust the developers and I know that this early look was just a way to say "hey, we didn't waste a ton of time switching engines!", but I guess that they are now aware that some people are very sensitive about this. We've seen great series ruined before, but in most cases they were owned by people who didn't love them in the first place. I think System Shock is safe in their hands.

      I don't think there's a lot of people here thinking "I loved System Shock mostly because of all the grenades!", but I know that some people are still touchy with what happened with Deus Ex: Invisible War. "The melee combat doesn't look good to me." Yeah, but you'll only be depending on that crowbar until you get your first gun, right? Even if the melee combat was that bad (and it won't: remember the demo), just relax: the game will be more than a sum of its parts.

      Also, a closed beta is planned before the release. If something was *really* wrong with the game, you'll hear about it before the game is released, and hopefully it will be fixed.

    26. Missing avatar

      David G Brown on March 8

      Well I'm a little surprised that people needed to be explained that the video was a proof of concept with the Unreal and not the a actual game.
      Glad to hear that the music isn't there yet, the one in the video just sounded out of place for the game to me.
      I'm hoping to see what they do with hacking. I hope that its close to the original and not simplified to death.

    27. capt_carl
      Superbacker
      on March 8

      I want Jon's rig.

    28. Kevin Matheny on March 8

      Wow, I missed all the controversy. Now that I've seen the video, I can comment.

      It looks great, sounds great and SHODAN is creepy as hell. I'm really looking forward to playing this game.

      I hope that the HUD you come up with is user-configurable - that was one of the things I really liked about System Shock.

      Nice work, keep it up.

      - Kevin

    29. Necdet Orkun Osken on March 8

      Unreal is a very strong engine and it was used for many great games before unity, I like unity but with UE4 they can create a great remake of System Shock Unreal engine is easier to customize that's probably why most developers choose it

    30. Missing avatar

      Tony Vincent on March 8

      As far as the technicalities and designs etc, that are involved in making a "modern" game go...well, I'll leave that to those that know about these things. Personally, for a 65-year old Granddad who played this great game all those years ago (when I had all my original teeth and a "shock" of non-grey hair!) I find myself getting excited again...a prospect us silver-surfers sometimes forget....every time I read something new about the process. If this "reboot" is only 50% as good as the original (Unity\Unreal notwithstanding) then I, for one, will consider my money well spent.

    31. Missing avatar

      OldManGrim on March 8

      "...but we also don’t want to ignore the last 20 years of progress level design has made."

      I wouldn't call ALL of the last 20 years progress... I wouldn't even call HALF of it progress.

      Personally when I backed this project I was hoping for something similar to what Black Mesa for Half-Life is.

      Too many artistic liberties taken will lead to a totally different game- which is not what I signed up for.

      I'll be keeping my fingers crossed... after all this can't be as bad as the 2014 reboot of Thief... or can it?

    32. Jean-Luc Picard on March 8

      Level design definitely doesn't feel like it's improved over the years, quite the opposite, so I'm eager to see what "modern level design principles for pacing and exploration" means exactly. When I hear something like that I think "corridor shooter" for the most part. I know you wouldn't stoop that low so looking forward to elaboration.

    33. Matteo Enrico Neviani on March 8

      P.S. And, I must agree, the music, the atmosphere, the animations, movements, fog and lightining effect, etc. from the 1st trailer were MILES ahead of the last video. As I wrote, I get that you didn't delve into the artistic rendering, but you will eventually. And if you can't recreate the same feeling with UE4, you may as well ditch it and go back to Unity, because otherwise it would only hurt your public image.

    34. Docahbear on March 8

      The one thing that me and my wife were at odds about with the video from last week was that collision and combat don't seem like they're all together there yet. We both understand that the game is still pre-alpha and lots of work is still needed but one thing that would be nice would be a more savage animation type to the enemies. Something that makes them appear terrifying just from how they move. I remember when I first played Fallout 4 one of the things that stood out to me the most and made me like the game was the way feral ghouls lunged at you and attacked with reckless abandon. The video didn't really give us the best look at what these monsters will do to the player in retaliation (they kind of just stood there and got their heads caved in the whole video) but I'm sure the final project will be a massive improvement. Love your work so far! Can't wait to play the final product!

    35. Matteo Enrico Neviani on March 8

      Uhm...and sorry for all the mistypes, I didn't proof-read it before posting my comment.

    36. Matteo Enrico Neviani on March 8

      The first game's interface was kinda of a mess and definetely need some polish, and I totally understand the reasons behind the art looking less refined since you switched to another engine mid-production, therefore you had to basically start anew save from the assets that can be converted.

      On the other hand, tho, some of your claims raise some eyebrows, and for good reasons. The whole "we are converting it to consoles to allow other people to play isn't true. You are doing it for business reasons, being the console market a large and profitable one, which is something perfectly fine, as long as it doesn't mess with the game interface to accomodate an hybrid solution that would make the PC experience less good do to compromises. Just go the Dragon Age Origins route, where the interface was clearly meant for PCs and they made somehow of a decent adjustment for consoles. They didn't mess up with the controls because they wanted it to be good on both systems, resulting in the minimum common denominator, which is a thing lots of games do (**COUGH**COUGH**Bioshock**COUGH**COUGH).

      About the comments from LGS and "ignore 20 years of progress", those genuinely worry me.
      I think that too many developers nowadays don't get what even THEIR OWN old games had that made them so good, and that's technical limitations.
      There's a reason Jack White used to play old, untuned guitars and formed a Rock Band with a drummer that lacked any formal knowledge of the instrument, and that's because he knew that working with challenges would help him make something truly special.
      As strange as it sounds, it has been proven again and again and again that, when artists that made somehting truly great in the past gain acccess to new technology to create something more close to their original vision, the result is weaker than what they made when constrained by limits.
      Think Ridley Scott and Prometheus. Is it better than Alien? Is Chronicles of Riddick better than Pitch Black?
      It happens with gamest too. Kickstarter backers should know better than everyone else. Too many "spiritual successors" turned out meh. Were LGS tasked to do the same thing today with new technology, chances are that the game would be worse, not better.
      I'm not suggesting you to avoid adding improvements to the game, but remember that most of what you define in terms of "advancements" in level design, inventory handling and gameplay that came out in the last 20 years is actually a step back, not a progress.
      Just adress what you genuinely feel were actually bad design choices at the time, and don't try too hard to please new players, because, you know what? If you take a look at all the Kickstarted game that tried doing that, you'll see a lot of failures and a lot of ruined reputations.
      There's a reason Inafune's second Kickstarter attempt was a total failure. Do not ruin your reputation following the same missteps. Stay true to what you promised to backers, which is a FAITHFUL adaptation of the game, not a "faithful" adaptation.

    37. Necdet Orkun Osken on March 8

      Things which should be improved from previous games quick item selection and inventory management, it was a problem for both games you need go inventory to change use items or weapon loadout specially in battle. I believe what original developers meant by "to many grenade types" you don't need different grenades for different types one grenade can change its type even player may add new types when new blueprint found or new skill aquired. Original developers knows better as they created the game . With new game engines and technology games have better game play even when you play on PC you can have 10 quick slots for items so have more items and weapons than 10 would be problem ,you can mod or hack some weapons to add new functions you don't need to add different items for that, also you don't need a different key for every action new engines allow you to use few key , action button helps you tackle obstacles ,take cover or search depending where you are in game world. Bioshock and Deus ex best games in sci-fi and they have better gameplay than System Shock because it was created long time ago. It's better to have a solid gameplay and easy controls, you can take time to play and use different tactics than struggle with controls and inventory. This game will be great if everything works fine. A classic rebooted.

    38. Missing avatar

      Maestro on March 8

      Thank you for alleviating my fears with this post. Rock on!

    39. Missing avatar

      Kitarraman on March 8

      Sorry to ask this again, but what happened to the artbook promised as an extra reward redeemable on backerkit? And, as Andreas already asked, why do I have to pay shipment twice if I want to get a physical reward?

    40. Andreas Gabler on March 8

      Hey Guys, I have question about Backerkit: Why do I have to pay shipment twice when I want to add a T-shirt to my physical reward?

    41. Missing avatar

      Callum Hutchinson on March 8

      Hey guys! Don't worry too much about the naysayers here - they're concerned because they love the game so much, and while you won't be able to please everybody, I'm confident you can make something that stays faithful to the original while expanding upon it in creative ways. For example, I loved the exploding liquid nitrogen barrel to freeze enemies, as well as the fact that level geometry looks much more natural now - ie, an actual layout for a space station.

    42. Roy Evers on March 8

      Not too happy with what I am hearing. My favorite games of all time are Deus ex and system shock. Considering that I still heavily play a lot of SP games this is very telling. Games with interesting rpg systems, many avenues of approaching things and juicy exploration. Modern design principles do not a good game make. I feel games have gotten progressively simpler, less interesting and less challenging. Less grenade types? I want more! Hearing you want to use the "progress" in gaming since SS1 makes me scared for this title. A lot of this so called progress is the exact opposite in my mind. I will not lose hope, but I remain sceptical until I see more.

    43. Missing avatar

      automaticjerk on March 8

      The thing to remember when dealing with level design, whether it's System Shock or whatever, is that the feel of the level is the most important thing. Citadel station didn't look like a space station would, what with all the ramps and everything. We all knew that. It didn't matter, though, because it felt like one. All those offices with upturned furniture and nothing else, the small movie theater on floor 2(?), elevators you didn't have to use after a certain objective was met, but you still could. It's the little things that matter. Oh, and laser rapiers. They also matter.

    44. Missing avatar

      Gordon Clarke on March 8

      With regard to grenade types: I personally didn't feel that there were too many. I was able to put all of them to good use in many different ways. The one problem I did have with them is that, more often than not, I managed to kill myself with them. That's probably more to do with my own lack of skill, though.

    45. Missing avatar

      Gordon Clarke on March 8

      Honestly, I look forward to seeing the changes that will be made in the remake. Even so, I'd also like to see some familiar areas of Citadel Station make a comeback wherever possible. Considering the team behind this, I'm confident this won't be a disappointment, and I can't wait to play it!

    46. Missing avatar

      Matti Peltoniemi on March 8

      Well this puts some concerns to rest, but at least one burning question remains: Where is the artbook from backerkit?

    47. Tommaso Bosco on March 8

      I would like to receive the last unity build as an extra :p

    48. Missing avatar

      John on March 8

      Until this is elaborated on, I can only read it as 'we WILL dumb level design a little bit, just not as much as other games'.

      I don't think many people backed a System Shock 'faithful reboot' out of love for 'modern level design principles for pacing and exploration'...

    49. Andrew Tuckett on March 8

      "Levels will harken back to the original game thematically, but the layout will see a pretty big change to apply modern level design principles for pacing and exploration. We’re not going to dumb things down, but we also don’t want to ignore the last 20 years of progress level design has made."

      I'm not a fan of modern level design principles and feel that designers make incorrect assumptions about players motivations as they move through levels. Like for example - making levels easy to navigate - The game ends up having simple maps to navigate but all the intrigue goes out of the experience. Why would Shodan want to make things simple for the player? Why would lighting indicate where to go next? Unless it is a Shodan trap playing with expectations that is. You need to invert player expectations built up by the last 20 years of modern level design and take advantage of player expectations to craft better level design.

    50. Missing avatar

      Noel Patterson on March 8

      I can't wait for this! And would love a Nintendo Switch version too, my long-haul flights could do with something scary to play when the lights go off :-).