SSR: System Shock Kickstarter

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663e827c75b9a
icemannQuote
I love the idea of remaking games in general. Shame the indie remaking scene has all but died. Was quite popular from 2000 - about 2013. Used to be championship contests (over on retroremakes.org) with money prizes.

Now companies crack down on it more (eg like with AM2R and Pokemon Uranium last year). You can still get away with it as long as you go with something from a company that doesn't exist anymore + the game rights never went anywhere + name your game something different.

They present a good challenge if your into games development, to attempt to try and recreate them programming wise, without any source code to go from, and to only have what you've seen and played yourself to understand from a gameplay perspective how everything works (much like how porting of games to other systems used to be done back in the 80s and 90s by smaller companies). As you get each gameplay element right it all slowly falls into place bit by bit. Really fascinating stuff.

I love it.
663e827c75d57
JosiahJackQuote
Agreed, it's a ton of fun.  Takes a while, but that just means the fun lasts a long time.

I'm finding it interesting the sharp contrast between NDS's interpretation and my own.  I especially like all the machinery bits in their version.  I hope it turns out.
663e827c75f19
edxQuote
Something that was mentioned about the SS1 source code in the Reboot discord channel, and that I think I didn't see mentioned here:

Stephen (CEO) - Tuesday 13th at 2:53 AM
@Gumbemanden Source code is getting close, we're going to release two versions, one unmodified and one we've spent the last few months cleaning up

An upcoming source port will most likely replace the Enhanced Edition on Steam
663e827c75fde
icemannQuote
Good find :D. Very good find.

I'd love to see some SS1 source ports.
663e827c76208
icemannQuote
In more sadder news, I just received this Kickstarter update for the reboot:

In March of 2016, Nightdive Studios released our video of our vision of System Shock Remastered. Done in Unity it was an immediate hit with almost a half million views on YouTube. In June of 2016 we launched a Kickstarter campaign to make the vision into a reality. It was tremendously successful with over 21,000 backers contributing over $1.3 million to the campaign. We put together a development team and began working on the game. But along the way something happened.

Maybe we were too successful. Maybe we lost our focus. The vision began to change. We moved from a Remaster to a completely new game. We shifted engines from Unity to Unreal, a choice that we don’t regret and one that has worked out for us. With the switch we began envisioning doing more, but straying from the core concepts of the original title.

As our concept grew and as our team changed, so did the scope of what we were doing and with that the budget for the game. As the budget grew, we began a long series of conversations with potential publishing partners. The more that we worked on the game, the more that we wanted to do, and the further we got from the original concepts that made System Shock so great.

Ultimately the responsibility for the decisions rests with me. As the CEO and founder of Nightdive Studios, a company that was built on the restoration of the System Shock franchise, I let things get out of control. I can tell you that I did it for all the right reasons, that I was totally committed to making a great game, but it has become clear to me that we took the wrong path, that we turned our backs on the very people who made this possible, our Kickstarter backers.

I have put the team on a hiatus while we reassess our path so that we can return to our vision. We are taking a break, but NOT ending the project. Please accept my personal assurance that we will be back and stronger than ever. System Shock is going to be completed and all of our promises fulfilled. 

Stephen Kick




This does not sound good at all, and touches on much of what we've be debating as of late.
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