Launched in 1994, 'System Shock' was a great influence on the game industry in many ways. The main character, the hacker, occupied the space station Citadel, and the process of stopping the AI SHODAN that slaughtered people was not only an FPS with an infiltration action, but also introduced or established the concepts that users naturally see. It was. In particular, it was also inspired by later game developers by actively hiring the storytelling, System Shocktory, and physical effects using the unfamiliar audio logs at the time.
As such, the Kickstarter raised immediately after the news that the Knight Dive was purchased in 2016. Then, as the development suffered difficulties, there was a pause, but the outline was slowly caught as declaring the resumption of development in 2019. After postponing the launch in 2022 with Corona 19, I was devoted to development and finally I was wondering how we tried to reproduce the original story in line with the current generation.
※ On-site shooting was limited at the request of the developer
In conclusion, the system shock was innovative in that era, but now it seemed to have discovered things that had become a classic. When I first entered, I noticed the BGM with a sci-fi feeling in the 80s and 90s, and the familiar UI commonly adopted in game consoles. Like CRT TV, a combination of various machines that have not been shown in recent cinematic cinematics. The strange atmosphere was similar to the cyberpunk style but strangely different.
Even after the first step through the cinematic to the space station, the strange feeling does not go away. The graphic quality has been improved compared to the original, but the clunky places are noticeable compared to any action game of the current generation. Now, depending on the intensity or direction of the light, the direction of the shadow changes in detail, or the light reflected on the surface of the object is not a generational that reflects it in consideration of the real time. However, system shocks often felt like that the outline was revealed like the early 3D game, which was often difficult to implement real-time lighting.
If that simply did graphics, it would have been heterogeneous. However, the system shock was generally the feeling of using the feeling at that time. It was from the sound of the ear. Originally, I have made a lot of meaningful attempts in sounds such as audio logs and gleach. Should I do it?
It is even deeper to see the System Shocktory that needs to be inserted well with a puzzle, or the classic elements that are solved one by one in search of consumables or puzzles, such as ammunition, while searching for meaningless crops without explanation. It was also because it captured the classic inconvenience, such as confirming the audio log that came out in the middle without a clear explanation. However, this part was supplemented by telling us that a new log came as a mailbox, as users could not confirm.
Although it is a classic game, it is a popular employees of the epidemic, so it is basically possible to use the terrain objects or remove the surveillance camera one by 1. Rather, it was a design that was recommended if you were not used to kill in a room. There aren't many games that had no evasion in the old days.
When I faced the enemy, I had to play back at the timing of the enemy's attack, avoid it, hit it again or hide it behind the wall, and play a so-called head. When I dragged my time at that point with the feeling of avoiding it slightly, the machine that shoots a laser somewhere and the cyborgs shooting the gun appears to be defeated. Therefore, the surveillance camera somewhere was smashed in advance, and the classic control was required to attract the enemy one by one.
This classic style is actually rustic and not anachronistic. Just looking at Biohazard RE2, isn't it a good case that the old classic play core can appeal to modern times? Of course, compared to Biohazard RE2, system shocks are a bit mixed from graphics and directing, so it's hard to compare 1: 1. Although system shocks have also increased overall resolution and graphic quality, it is also very different from the first impression because of the classic technique.
Even so, I wondered if it would be stiff. Of course, even if you hit it, it is also a factor in which the enemy designs that are attacked by the number of attacks must be actively utilized by the attack, and it is an element that stimulates the horrible atmosphere. Even considering that, the blow sound and effect were flat. Considering that it gives a retro feeling, that part was a part that applied modern standards, so I thought more.
Here, without any indicators, it is thrown out without ending, and unknown hacking without heading several times. 'System Shock' is a game that is hard to say in an empty word. Rather than reorganizing the old masterpiece to the current generation users, the classics were almost reconstructed with modern technology. The direction is somewhat excessive, sometimes unkind and clunky, but the synergy of future sensitivity, dystopian fear, and classic operation, which feels like retro, is now a strange charm. This is a game-like game of the theme of The end of the human era has arrived, and it was thick enough to feel the skin as much as the dystopian theme.
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