Played through the demo last night.
The obvious stuff first: Visuals and music. People have gone into this numerous times before. I have personally made my peace with the visuals. They are slightly more colorful but all in all, they are very much in line with the original. I still think Nightdive did itself a big disservice by not doing more with the original music. Especially considering how the rest of the game tries to stay true to the original. There are small hints of the original music here and there (I think they remixed the cyberspace track and there is also the elevator music, which is kind of a comedic relief thing), but all in all the action in the original hits different with the music in the back. I guess there will be mods sooner or later that will address this and even if there won't be you could just set the music volume to 0% and put on the original music in the back. There are plenty of modern remixes out there.
But whatever, here are my real issues:
- loooong animations here and there; never really cared for that. It's actually one of my main gripes with lots of modern games. I guess the healing station animation is interesting for some sort of trailer or whatever, but if you use it two or three times in the game, you've seen enough of it, really. Makes you really appreciate the snappy responsiveness of System Shock 2, where you click the healing station and that's it. Same thing with some of the consumables. These already take a while to work in the first place (at least healing does), but now you also have to wait through the animation first, which is kinda meh, but whatever.
- wire puzzles: These were my main issue with the demo. They were already cryptic in the original but the remake is actually worse at (visually) communicating what the point of these things is. Mostly because the power level of the individual wires isn't really properly visible. I think they have a very small green and blue marking at their respective outlets, but the problem is also it's not really clear what the goal is. Going in completely blind you'd assume the goal is to fill the little bar at the bottom, but actually, you have to bring it down to a specific level. I had the hunch that the required level might be related to the blue marking below the bar, but I solved one puzzle (by accident) and the whole thing closed too quickly for me to get what was actually going on. So in the end, I didn't really understand what I did right.
- combat could use some more oomph I guess
So far so good. These are not big issues. Some people just expect those animations I guess (?) and the wire puzzles can (and should) be fixed. Combat feedback could perhaps be improved, but generally speaking, that's not really the game's main issue. I suspect that System Shock will struggle severely due to one reason:
Its design (both level and "quest") is straight from 1994.
All the other stuff (animations, combat, visuals, whatever); that is all just noise. With some goodwill, people will get past that. Not the design though. This is the one thing that will burn, I'd say, around 80% of whoever picks this game up. And that might actually become a problem for Nightdive.
Now I, personally, have zero problems with the design. I like it even. I finished the original and had a blast doing so. Overall, I liked the demo so I guess I would also like the full game. The Kickstarter was about a remake so this "issue" is inherent to the nature of the project. But let me be a little provocative and ask you this:
Can you see a single big magazine reviewer finish this game?
Can you see someone coming from Bioshock finish this game?
I would even say it will be difficult for System Shock 2 fans to get into this (given that they haven't played the original - which is a substantial amount of the fanbase).
This remake is basically a dungeon crawler from 1994 in a modern action game suit, nicely dressed up as an experimental genre.
Now for a very specific audience (like myself) that's fantastic, but I'd reckon that 80% of players will tap out. And that will show in the reviews. And that's a smoking gun right there.
Of course, we can always say "Well, fuck those reviewers, they don't know what they are talking about!" but considering how long it took to develop this game, it might actually turn out to be a problem for Nightdive.
That is what I fear with this.
I'll be really curious about those reviews. Especially the negative ones. I could see people homing in on various technical shortcomings like combat feedback, but in all honesty, I think the main issue for most people will be the fact that they already get stuck on medical. Forget about reactor. Forget about flight deck or beta grove. They gotta get out of the medbay first.