But that's missing the point. The whole appeal of RPGs, and immersive sims in particular, is their ability to accommodate for different playstyles. Granular difficulty sliders just take this approach a bit further.
I would be extremely happy if non-braindead puzzles are on the table at all.Puzzles being subject to difficulty settings is a long past 90s thing anyway, I doubt it's on the table.
Hiding cheats always struck me as counter-intuitive.Ain't even a "cheat", implied to be a bad thing by name and hidden away out of sight
Only got time for bite-sized games these days
Hiding cheats always struck me as counter-intuitive.
Yes.Is your attention span and memory that bad that you can't play bigger games this same way?
Between work, gym, social events and the weird desire to rant about vidja on the internet way too much I haven't played a game in nearly a week
Rofl. I played exactly 4 small games over the past year.Lol, I barely play one game in a month or two these days. Nioh was the last one where I plowed 30+ hours into it before taking a break.
Elias Ravanetti
Freelance Concept Artist at OtherSide Entertainment
Character design for System shock 3
Elijah McNeal
Freelance Concept Artist at OtherSide Entertainment
Lead Environment/ Level Artist
Austin, TX
The OtherSide Entertainment Austin studio is looking for a Lead Environment/ Level Artist to join our team working on System Shock 3 in Austin, Texas. The ideal candidate will know how to create new assets as well as integrating them into a cohesive look that supports gameplay needs. The Lead Environment Artist will report to and work closely with the Art Director to build environmental assets in Maya and implement them into the level using the game engine. The Lead Environment Artist may also be called upon to troubleshoot levels alongside Game Designers, optimize game performance and work with other members of the team to improve the overall quality of the product as well as mentoring other team members.
- Experience working with various game engines, especially Unity 3D.
And yhass, as you expected:
Well, it's quite obvious it's going to get released, after all, there's a publisher and investor standing behind Otherside and SS3. Starbreeze investing 12 millions dollars, anyone? While there are more than one cases of kickstarter scamming.After the collapse of the System Shock reboot, I'm fine with Unity. This one might actually get released.
We'll cross that bridge when we get there (Underworld Ascendant).After the collapse of the System Shock reboot, I'm fine with Unity.
Shit devs using kinda bad engine. Even if same devs used the best Engine out there, it would still have awful optimization. But hey, it's easier to blame the engine than the dev, since some people here loves to suck some developer's cock.I dont get the hatred towards Unity, seen plenty of Unreal 4 games that had awful optimization too.
I dont get the hatred towards Unity, seen plenty of Unreal 4 games that had awful optimization too.
The problem with Unity is that it makes it incredibly easy to make something resembling a game, hence an incredible amount of amateurish stuff can be found made in Unity.I dont get the hatred towards Unity, seen plenty of Unreal 4 games that had awful optimization too.
It's still pretty early in development, so I can't say much about what the team officially has planned for SS3.
But, based on the thoughts at OtherSide and the general approach they've been taking, I think the game will lean closer towards "an exploration game" rather than a combat game. There's a lot of great and fun shooter games out there, and System Shock doesn't need to be another one of those...