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>> No.7462283 [View]
File: 1.30 MB, 1214x1286, Games - Maps - System Shock, Citadel Station.png [View same] [iqdb] [saucenao] [google]
7462283

>> No.6999806 [View]
File: 1.30 MB, 1214x1286, ss1 map.png [View same] [iqdb] [saucenao] [google]
6999806

>> No.6731568 [View]
File: 1.30 MB, 1214x1286, systemshock1.png [View same] [iqdb] [saucenao] [google]
6731568

System Shock 1

>> No.6433756 [View]
File: 1.30 MB, 1214x1286, System Shock 1 Map.png [View same] [iqdb] [saucenao] [google]
6433756

>> No.6429318 [View]
File: 1.30 MB, 1214x1286, ss1 map.png [View same] [iqdb] [saucenao] [google]
6429318

>>6429304
Take that back, 1 is better than 2 in almost every way, better gunplay, better music, better level design, no boring RPG elements, diagetic character progression, player augments similar to Deus Ex, the best UI ever made.

>> No.6368168 [View]
File: 1.30 MB, 1214x1286, ss1 map.png [View same] [iqdb] [saucenao] [google]
6368168

>>6359580
>a PC Megami Tensei game will never be made in the System Shock/Ultima Underworld engine
That's actually a really neat idea. How would demon party members work, seeing how SS1 and Ultima are solo affairs?

>> No.6239593 [View]
File: 1.30 MB, 1214x1286, ss1 map.png [View same] [iqdb] [saucenao] [google]
6239593

>>6239482
>>6239484
>>6239501
Modern level design trappings are what I'm seeking to avoid, but I'm trying to systematize what makes it so unengaging. For me, peak level design is found in games like Thief and SS1 because of the labyrinthine maps, although a fast paced fps doesn't allow for methodical gameplay.

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