Beowulf
Arcane
- Joined
- Mar 2, 2015
- Messages
- 2,027
Is there a way to distinguish between real game audio logs and KS fanfiction before listening to them?
They have 'KS' in their label I belive, but I already uninstalled the game.
Is there a way to distinguish between real game audio logs and KS fanfiction before listening to them?
Is there a way to distinguish between real game audio logs and KS fanfiction before listening to them?I'm interested in seeing how this remake handled some of the more character-driven moments in SS1.
The stories of Abe Ghiran and Biancha Schuler.
Being contacted by Anna Parovski's group of survivors.
Consulting with SHODAN's original programmer near the end of the game.
Meh.
You get some logs that you can sense are there to provide more meaningful story, than other logs; but you are not interested really in who is who or who made how far by investigating their bodies because of the retarded KS id tags.
There is also at least one KS log that mentions cat "Whiskers" and I really stopped caring after that.
The only meaningful bit is the Flight Deck resistance.
Unless the location is randomized, you can find it here:My playthrough seems to be borked - i can't find relay 428, I've run several times through all four maintenance bays, no luck and no visible damage (I even clicked through all the panels, no mention of 428 or any broken modulators). Also, cyberspace on maintenance level is really bugged, in the last room it starts to freeze heavily and it will eventually crash to desktop. Lots of fixes still needed, I guess.
Hand-held grenades have a timer, can be cooked and bounce off surfaces - useful for clearing out small rooms and making trickier throwsOh, so the grenade launcher takes the place of the explode on impact mechanic.....BUT Y THO?!!! Why add yet another item to clutter up limited inventory space to do what grenades already did originally? WHY WHY WHY?!
It seems to be randomized, judging from various videos on YT. In any case, I haven't seen any panel with ERROR written on it, fmlUnless the location is randomized, you can find it here:
No, you always had to go to all three groves, but the relay was a static position.I can't find it either. I think it's randomized or just bugged as all fuck. Also something about the groves: wasn't it in the original SS1 you only had to go in the beta grove and not the others? In this one you have to go in all 3.
That's weird. I played SS1 in 2022 for the first time and I distinctly remember that at some point you find out that all the other groves were already jettisoned and only beta remained. And I thought "Thank God." that I don't have to go to all of them. Anyway, whatever.No, you always had to go to all three groves
That's weird. I played SS1 in 2022 for the first time and I distinctly remember that at some point you find out that all the other groves were already jettisoned and only beta remained. And I thought "Thank God." that I don't have to go to all of them. Anyway, whatever.
You might be remembering it backwards. There's one grove out of four that was jettisoned (TriOp executives tried to use it as an escape pod, SHODAN remotely disabled life support and they died horribly)That's weird. I played SS1 in 2022 for the first time and I distinctly remember that at some point you find out that all the other groves were already jettisoned and only beta remained. And I thought "Thank God." that I don't have to go to all of them. Anyway, whatever.No, you always had to go to all three groves
Ehhh, out of all the remakes this is probably the most faithful. Even to the point where this is presented as being negative, somehow. But yeah, the original is still my go to.This sucks compared to the original -.-
Yep, I forgot to mention that one as well when I said they dropped the Terra Nova reference from the end cutscene. It's a little sad but what can you do.Also, TriOptimum security are no longer Enforcers, so there goes the Crusader-reference.
I mostly agree, but there are actually already mods that fix multiple facets of this system. Obviously that doesn't excuse Nightdive for their clunky implementation especially with a 8 year dev cycle but it's hardly an unfixable problem from a player point of view.I decided to go the "recycling path" to see what it's like, and HOLY HELL does it look like they screwed this up. It's WAY too tedious, the 3x3-inventory for the recycler is laughably bad, and it easily doubles the overall playtime of the game. I don't mind having a recycler that benefits me - but this presentation is BAD. Unless recyclers on other levels are larger than the one on Medical, this is gonna be a slog and a half - and I'm not sure whether it's gonna be worth it.
The inventory management I'm not that hung up on personally, I like inventory tetris in immersive sims quite a bit and taking reference from the large amount of these games that do it for the remake was a good idea imo, though I do agree that the vaporizing/recycling system needs polish because it is fairly clunky and quite time consuming as it is. That said, if you are unhappy with the how Nightdive balanced this it is fairly easy to tweak it to your pleasure thanks to mods.But the second-biggest change is inventory management. Instead of having a finite list of slots for single items, the remake went for a squarespace-themed inventory, meaning the half-infinite pockets of the original are swapped out for Tetris-esque levels of inventory management. IIRC System Shock 2 had a 'sort items'-command to clear up inventory space, yet this remake cannot do that? :/
I think the DigitalFoundry review for the game mentions that one of the options on Low disables all shadows but just putting it on Medium keeps them enabled with only a relatively minor performance drop. Unless you're playing literally at like 20fps on a toaster with the absolute minimum settings there's probably a few settings you could swap around to get some semblance of shadow back into your game, but you would know better than I what you're dealing with.Due to the fact that I'm on Windows 7 and not with an up-to-snuff machine, I'm currently playing with sub-optimal settings. Mostly it's the lighting and the (lack of) shadows that's getting to me, but I still need to fine-tune the visuals, to the point that I purposefully broke every light that I could, so that I could see things better. Still, this game looks amazing, especially once you realize that the pixelated high-res textures are intended. It's really weird to look at, but at the same time it's just the right approach for this game.
It's not though. The original didn't make you play inventory tetris, or slow you down with uncanny valley animations. It didn't look like a gay discotheque in space or make you move at a snail's pace. It also didn't force you to play in cyberspace if you didn't want to except at the very end. It also didn't have hilariously bad dialogue or voice acting which is impressive for a game in 1994 where most VA was done in studio.Ehhh, out of all the remakes this is probably the most faithful. Even to the point where this is presented as being negative, somehow. But yeah, the original is still my go to.This sucks compared to the original -.-
That really bugged me. It's like scientists on space stations have gotten stupider since the 90s.What's with the shitty dialogue too? ZOMG TEH LAZER IS POINTED AT EARTH!
That really bugged me. It's like scientists on space stations have gotten stupider since the 90s.