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/vr/ - Retro Games


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File: 14 KB, 220x253, Systemshock2box.jpg [View same] [iqdb] [saucenao] [google]
6390485 No.6390485 [Reply] [Original]

Any games like System Shock? 1 or 2. Or really any Looking Glass Studio game that isn't a flight sim. I played most of the immersive sims and now I'm running out of things to play.

>> No.6390520

>>6390485
ultima underworld
daggerfall
thief
deus ex
corporation/cybercop
maybe cybermage: darklight awakening and strife
also things like vtmb and e.y.e.

>> No.6390524
File: 27 KB, 320x200, 304389-terra-nova-strike-force-centauri-screenshot.gif [View same] [iqdb] [saucenao] [google]
6390524

Have you played Terra Nova? IMO, it's their most underrated game.

>> No.6390549

>>6390485
Pathways into Darkness was the original System Shock

>> No.6390569

>>6390485
S.T.A.L.K.E.R.

>> No.6390590

>>6390520
Played most of those. EYE has stood out though. I keep seeing it everywhere, but what kept me off it is I get kinda worried it'll be like most indie games these days where it's a collection of cool mechanics but there is no other substance.

>>6390524
That and the Ultima Underworld games are the 2 LGS games I have left.

>>6390549
First time hearing about that one.

>>6390569
Played it. God tier.

>> No.6390808
File: 3.34 MB, 6984x2128, EYE chart.png [View same] [iqdb] [saucenao] [google]
6390808

>>6390590
e.y.e.'s combat is quite substantial, i think you'll have a good time

>> No.6390814

>>6390808
What about everything around it?

>> No.6390816

>>6390485
Neuro Hunter
Midwinter

>> No.6390823

>>6390485
also try King's Field series

>> No.6390864

>>6390814
the progression and upgrades are very fun usually, the missions tend to give you some flexibility in how you tackle them, and the story is great
the '2011 french madmen using source engine' graphics won't impress you, but the art and sound design just might

>> No.6390885
File: 125 KB, 350x368, rsz_amigara.jpg [View same] [iqdb] [saucenao] [google]
6390885

>>6390485
**THIS IS MY THREAD IT WAS MADE FOR ME!***

I have loved this game since it came out, and finding games similar to it is incredibly fucking hard. I have found a lot of my favorite games like STALKER through bad reccs to find similar games. Honestly Prey 2017, despite how much of bashing this is gonna get here, is probably the closest in terms of what I loved about the OG game in terms of allowance for creative puzzle solving and allowing you to try absolutely anything you can think of and have a chance of it working.

I'll throw in one that I've played that hasn't likely been mentioned yet Spirits of Xanadu. It's basically System Shock 2 made in unity with absolutely no budget and 1/20th of the actual game. No, it's not good, but if you like exploring creepy space wrecks and piecing together what happened, there aren't too many places to go.

>> No.6390894

>>6390885
What about Prey 2006? Those 2 were also on my to play list.

>> No.6390912

>EYE has stood out though. I keep seeing it everywhere, but what kept me off it is I get kinda worried it'll be like most indie games these days where it's a collection of cool mechanics but there is no other substance.
>>6390808

Not OP but big SS2 fan and I've played E.Y.E. And given it a chance and... ehhhhhh? It is really complicated and the combat can definitely be fun in a sandbox it's just a very rough game and buggy in ways that take me out of the experience. It can be a lot of fun, but it's hard to level up and get very far without taking it seriously and it seemed like it was hard to take it seriously and have fun.

>> No.6390921

Haven't played this, what makes it so unique?

>> No.6390927

>>6390894
Prey 2006 has nothing in common with Prey 2017 besides being an FPS set in space. It's like a Half-Life game in the sense that it's linear and there's no choices to make in terms of character growth or inventory. Weapons are kinda neat though.

>> No.6390939

>>6390894
Haven't played it, need to though.

Also the DLC for Prey 2017, Mooncrash is highly recommended. Prey is one of those rare games that always gives you at least two solutions for every potential problem, and Mooncrash takes this a step further by adding a whole new station and a time limit/randomization aspect where you can't just rely on the same strategy you specced neuromods in the entire game.

2017 isn't a very scary game, but play it on a higher difficulty with the "survival mode" (don't worry it just enables a few more unforgiving mechanics) and you'll see the SS2 inspiration pretty plainly. It is fucking fantastic though just how much it takes that ball and runs with it. In the first area alone you can find an extra weapon hidden out of sight by going up the elevator shaft with the gloo cannon. The game's also smart enough that the electric tazer weapon can be used to ignite puddles of gasoline. Little stuff like this extends into *EVERY* aspect of the game systems, i.e. a recycler grenade can be used to remove a blockage, or how EMP grenades knock out ALL electronics in the area of the blast, not just security drones.
One anecdote from mooncrash on that is
>be me fleeing from a 10 foot tall moon shark
>Go for the security gate it can't get behind
>Realize once I get to the gate the thing is close enough that the gate will seal as it detects xenos.
>Remember I have an EMP grenade
>Switch to it once I get to the gate and toss it at the terminal
>Terminal shuts down for a few seconds, I slip through
>Moon shark smacks against the gate

I felt like a god once I realized that, and this type of shit is all over the game and it's intended.

>> No.6390959
File: 61 KB, 572x476, c336a1bca872f66d15f9efaec5677a26c82cd50048e6e9118c051e1651c00532.gif [View same] [iqdb] [saucenao] [google]
6390959

>>6390921
SHODAN. She has so many tricks and curveballs up her sleeve. Some which are just straight up bullshit. It feels like she's really using everything she can to kill you. Her voice acting is also absolutely amazing particularly in the first game. The games also have some amazing atmosphere and the story has all sorts of twists. The first game also really did a good job of pulling me in after a while. I hated it during the first 2 levels because things haven't really picked up, but once SHODAN realizes you're there it gets way better. The second game has a very obvious twist but once it happens then it goes up from there. You really have to play the first game to get the most out of the second one.

>> No.6390964
File: 1.27 MB, 870x918, Cyborg Midwife.png [View same] [iqdb] [saucenao] [google]
6390964

>>6390921
I had a fucking massive list of >'s but my browser shit out and now it's lost and it was long enough that I don't want to write it up again.
It was at least a good 20+ things.

>> No.6390970

>>6390964
When I played the first game I didn't understand why people hyped up this enemy so much. After playing the second game I now understand why.

>> No.6390971

>>6390921
Immersive sim

>> No.6390973
File: 279 KB, 128x128, 1587593573581.gif [View same] [iqdb] [saucenao] [google]
6390973

>>6390590
>EYE has stood out though. I keep seeing it everywhere, but what kept me off it is I get kinda worried it'll be like most indie games these days where it's a collection of cool mechanics but there is no other substance.
It is a...experiment. I dont agree with you on MOST indies being like this (at least the ones that actually get to stand out from the crowd), but E.Y.E. really is a massive soup of a game. It has tons of strange ideas and concepts, good to amazing ideas but most of them are implemented halfway.
Its janky, its strange and while its bug free it isnt really polished. Combat does feel great though and its fun to grow your culter into a demigod. Its an experience and one you'll probably never forget. Just be sure to upgrade your legs as soon as possible, the levels can be massive and you need that J.C. Denton cyberlegs speed to get through them

>> No.6390995
File: 98 KB, 573x867, Virus movie.jpg [View same] [iqdb] [saucenao] [google]
6390995

>>6390921
I'll try again but it's not gonna be as big
>Unique and unsettling enemy designs
>Immersive sim style design + v
>Three separate paths, with none of them being the "best" path, and all of them genuinely diverging in terms of what you have to work with.
>A genuine grade A. Resource based survival horror game that isn't a third person RE clone, that doesn't suddenly become a normal shooter by the end of the game.
>Laser weapons that aren't just LED versions of guns.
>Cool atmosphere/setting where the levels actually fit inside the proposed shape/size of the ship you are on.
>Attention to detail that makes the space feel genuinely lived in
>Reasonably great writing
>Memorable villains/antagonist
>It's an FPS-RPG that doesn't fuck with your aim but the RPG elements still matter.
>It's even got that thief style hold space to mantle system which prevents it from dealing with the crouch jumping that was the cancer of late 90's early 2000's FPS

Also this is completely unrelated but
>Steam version of the game has native Steam Controller support and it feels and works a thousand times better than it reasonably should.
I can't even fully explain it, navigating SS2's menus on a controller should be total AIDS but something about SS2's floaty feel just works with it.

>> No.6391015
File: 143 KB, 680x375, EV81dbAXQAEbfwE.png [View same] [iqdb] [saucenao] [google]
6391015

>tfw i really wanna play this game but at the same time im a pussy who'll shit himself when the Many come knocking

>> No.6391061

>>6391015
In all honesty they don't really come knocking until 2/3 of the way into the game where the big bois show up. Most of the game it's hybrids and Robots.

>> No.6391063

>>6391015
the scariest part of the game is the weapon degrade rate, and there's a skill for that using the wrench

>> No.6391075

>>6391063
>>6391063
There's a reason for that in the game that was cut for in retrospect no good reason

>> No.6391084

>>6391075
email about the many putting weapon degrade gas in the air or not, the actual rate is pretty silly
not to mention how trash the "repair" skill is, compared to "maintenance"

>> No.6391124

>>6391084
Repair is there so you can get a shotgun early in the game and to repair a few parts of the ship that are broken.

>> No.6391151

>>6391124
sure, but an early shotgun isn't that necessary, and getting one later once you've collected some ammo is nice
there aren't that many places that repair really helps out unfortunately

>> No.6391230

>>6390995
>>A genuine grade A. Resource based survival horror game that isn't a third person RE clone, that doesn't suddenly become a normal shooter by the end of the game.
If anything the survival aspects get way more brutal towards the end. The entire endgame is a fucking endurance run.

>>6391063
I feel like SS2 is the only game were weapon degradation actually worked. It forces you to use the wrench (which would otherwise be useless) and this is good for 2 reasons:
1) It forces the player to get up close and personal with very distirbing enemies you'd otherwise want to keep your distance from.
2) It prevents players from wasting all their ammo on trash enemies, because now their weapons will fall apart, which will pay massive dividends in the end game

>>6391124
>Repair is there so you can get a shotgun early in the game
Why would anyone want to waste early modules for an early shotgun? You're going to be wrenching those early enemies 99% of the time anyways they're not worth the ammo and the opportunity cost.

>> No.6391295 [SPOILER] 
File: 568 KB, 1024x768, 1588467165357.jpg [View same] [iqdb] [saucenao] [google]
6391295

>>6391230
>If anything the survival aspects get way more brutal towards the end. The entire endgame is a fucking endurance run.
I think my favorite part of the game was hoarding pistol rounds as a STANDARD boi and finding out that The assault rifle uses pistol rounds and having that massive stockpile for the end of the game. The problem was, at a certain point I started being a little too carefree (DID YOU KNOW YOU CAN KILL A RUMBLER WITH A BURST OF ANTI-PERSONNEL ROUNDS?) with my ammo usage and I realized that the Assault Rifle, while being arguably the best weapon in the game's biggest flaw is it's ammo consumption, which is more dictated by you and how rambo you go, not the weapon istelf.

It's like poetry how well some of the resource management aspects come together in this game.

Also this remains one of my favorite pieces of concept art from any game ever. I still want a game that gives you that type of scene and what it invokes.

>> No.6391296

>>6391230
>Why would anyone want to waste early modules for an early shotgun?
Because the early game is one of the most gruelling parts resource wise?

>> No.6391312
File: 477 KB, 283x200, df108ebe2ba199c62ee5ac46a2df16073e19b58fbe2e411c6f462fc7ae0a5e0e.gif [View same] [iqdb] [saucenao] [google]
6391312

>>6391295
My goto combo was for those fuckers was always incin grenade + anti-personal shotgun shot. That concept art REEKS of 90s. It reminds me of the game Quarantine.

>>6391296
>The early game
You mean the part of the game where you can easily wrench every single enemy and most of them drop health and ammo? Not the entire last 1/3rd of the game where enemies don't even drop nanites, hit you with toxic damage and become giant terrifying tanks?

>> No.6391321
File: 249 KB, 575x359, System shock 3.jpg [View same] [iqdb] [saucenao] [google]
6391321

>>6391312
>You mean the part of the game where you can easily wrench every single enemy and most of them drop health and ammo?
Okay let's unpack this statement
>health
You're talking 1HP soda cans?

>Ammo
You're talking shotgun rounds for the shotgunners which you won't have if you follow your advice, and occasionally a few pistol rounds?

Also even on normal those swings take a lot of health if they land, same with the shotgun blasts. In the long run it's not the optimal play, but it does make sense at the time.

Then again I could just have PTSD to Aylamod's absolutely ridiculous changes to enemy reaction times that make the wrench half useless and the early game near impossible.

>> No.6391346

>>6391321
>You're talking 1HP soda cans?
No. I'm talking about health hypos. Medical is my goto place to farm them. If you leave a camera alive in the first area of medical you'll just get hybrids with pipes. No monkeys.
>You're talking shotgun rounds for the shotgunners which you won't have if you follow your advice, and occasionally a few pistol rounds?
The pistol rounds should really only be used to deal with the suicidal robots in engineering. You should just melee everything else (maybe not the cyborg midwives) unless it's a really bad situation. You can't really melee anything during the last 1/3rd of the game aside from the enemies that deal toxic damage combined with extra hazards like the eggs that shoot out bees (not lethal but another drain on you resources). Really the entire endgame is an endurance test because you aren't getting anymore resources and the enemies are way more taxing on your resources. I didn't play impossible, so maybe it's a different story but I don't see how that would be the case. You can't get away with melee in the endgame like you can in the early game.

>> No.6391376

>>6391321
>>6391346
>Then again I could just have PTSD to Aylamod's absolutely ridiculous changes to enemy reaction times that make the wrench half useless and the early game near impossible.
If you're playing some sort of mod that makes melee fucking terrible an early shotgun doesn't sound bad though.

Also
>SS3
I didn't really have hopes but apparently when the team got laid off they even admitted themselves they weren't making what people wanted.

>> No.6391382

>>6391376
>If you're playing some sort of mod that makes melee fucking terrible an early shotgun doesn't sound bad though.

The problem with alyamod is it has a genius idea: Randomize the placement of vital items so you can't just find them in the same places every single time, but then she kept going and added a ton of stuff that is largely there to make the mod a Nightmare more than anything, like smashing cameras triggering alarms.

It DOES give you the option to turn off respawning enemies to compensate for this but... I never honestly had a problem with them and them roaming the levels is part of what makes the game so scary.

>> No.6391383

>>6391376
>they even admitted themselves they weren't making what people wanted.
Can I get some more info on this?

I was actually hyped for it, given Spector's involvement.

>> No.6391395
File: 256 KB, 1920x1080, e2d8ebc60669f2742cb9a24ac80e0075033e611ca5697d4762c484c9bde1cee7.jpg [View same] [iqdb] [saucenao] [google]
6391395

>>6391383
Basically the community manager linked to an anonymous post on RPGcodex to give it some validity.
>Those high expectations drove a lot of expensive experimentation. We were a small team and knew we couldn’t compete with current immersive sims in production quality and breadth, so we had to be creative and clever and weird.
>And we were on our way to make something unique and possibly fun, but probably not what the audience was hungry for.
https://www.videogameschronicle.com/news/the-system-shock-3-team-is-no-longer-employed-its-been-claimed/

>I was actually hyped for it, given Spector's involvement.
After Underworld Ascendant and the derpy SHODAN? Based on the post it sounds like SS3 was going down the same path.

>> No.6391401

>>6391395
what was the deal with underworld ascendant?

>> No.6391414

>>6391401
It was really buggy, unfinished and empty on launch. They did at a few large patches to polish it more, but it still is completely lacking substance. It's more like an indie sandbox game to fuck around in rather than the Ultima Underworld successor it was suppose to be. It's like as soon as they got the rights to System Shock they dropped the game as is and focused on that, but given those comments I saw earlier it just seems like it'll be more of the same.

>> No.6391805

>>6391414
that's a pity, i heard about the bugs, and was hoping it would be decent a few years later
but if the game is lacking, no hotfix is going to repair that

>> No.6391823

>>6391805
They did do 3 or so big content updates but it was too little too late.

>> No.6391825

>>6390485
Anyone got any more games like System Shock by the way?

We haven't really talked about that much

>> No.6391830

FPScucks will never understand this.

>> No.6391839

>>6390485
Anyone know about any games like System Shock? Can't really think of any that nail that edge in the immersive sim genre save for Prey 2017.

>> No.6391842

>>6391825
Descent to Undermountain

>> No.6391870

>>6391842
Fuck you

>> No.6391959

>>6391842
I said fuck you as you know EXACTLY what you are referring me to. That game makes like the worst of Bethesda's fuckups look mild

>> No.6391983
File: 156 KB, 1087x1200, cirdab.jpg [View same] [iqdb] [saucenao] [google]
6391983

>>6391959
Don't knock it till you try it.

>> No.6392046

>>6390485
Marathon series

>> No.6392057

>>6390485
Terminator Future Shock

>> No.6392083

>>6392057
>>6392046
These are actually good answers, although not entirely right, they're all ambitious as fuck games from the era and Future Shock deserves a lot more attention than it gets.

Future Shock was the best age of Bethesda, where they genuinely and naively pushed technology and what they could do to its absolute limits for better and for worse.

Also million dollar game idea: Anyone else want a remake of the 1991 DOS Terminator game with three player asymmetrical co-op, one player playing The Terminator with a model randomized off the NPCs in the gameworld, the other two playing Kyle Reese and Sarah Connor?

>> No.6392130

>>6391230
Once I got the piece of alien crystal I used it for the whole game, clobbering everything. Never needed the wrench or projectile weapons anymore I think.

>> No.6392324

>>6392130
you needed a projectile for the boss of the many, right?

>> No.6392350

Silent Hill.

>> No.6392380

>>6390485

Bioshock was initially criticized for being a straight up clone of System Shock. It was made by some of the same people.

It's a GoaT classic for a reason. Can't think of why anyone hasn't mentioned it other than some /vr/ gatekeeping b.s.

>> No.6392381

>>6392380
bioshock is greatly simplified compared to system shock 2

>> No.6392443

thought this was /vr/ but I'll bite
what about system shock unity demo?
that is probably the closest lol
some of the og devs are working on it
never tried the unreal engine 4 demo so I wouldn't know
there are two abandoned games that sadly were canceled, p.a.m.e.l.a and routine
maybe modders have come up with an expansion pack like they did with with thief2x?

>> No.6392681

>>6390485
Arx Fatalis

>> No.6392749

For anyone who hasn't played it, I can confirm Prey 2017 is a great game, gives you that System Shock feel.

As for Underworld Ascendant, stay far far away. It's a trainwreck alpha demo and Unity is a poor choice for it or SS3.

>> No.6392750

>>6392749
UA being bad has probably nothing to do with Unity though

>> No.6393012

>>6392324
Yes, but considering that the best melee build in the game requires psionics you can just blast it with the basic cryo blast.

>> No.6393152

>>6390912
stop making waves, jian

>> No.6393318

>>6392380
Bioshock was good. I actually played that one first and it kinda spoiled system shock 2 for me. I couldn't stop thinking of "Wow, Bioshock completely stole this". Really in retrospect the only good thing about Bioshock was the setting and the aesthetic. Everything else was a complete downgrade.

>>6392443
>thought this was /vr/ but I'll bite
The studio that made SS 1&2 went bankrupt in 1999.
>what about system shock unity demo?
That kinda sounds like it's going through a little shitstorm atm. The devs tried taking a bunch of artistic liberties with the remake that no one liked. Now they said they're just going to focus on remaking SS1 and not fucking with it at all. Personally I don't understand what the point is. SS1 enhanced edition is perfect.

>>6392681
Played it. It's great.

>> No.6393341

>>6390590
E.Y.E. is... fucking bizarre, but combat is solid and it's fun.

>> No.6393430

>>6392749
The saddest part about ascendant was we really need another game like the original Ultima Underworld now. It still is in some ways the ultimate first person dungeon crawler, and the ultimate first person RPG. I think Warren Spector said he was talking with some of the other people from that era and somehow, Ultima Underworld is still the standard in immersive first person roleplaying games.

Their ideas were noble with that game, do something new and original as they possibly didn't have the budget to just remake Underworld, but man they just did not have the time or budget to make it work.

>> No.6393446

>>6393430
Arx Fatalis is a pretty good contender. It lacks the dialogue though.

>> No.6393451

>>6390485
Who uses the looking glass.

>> No.6393456

>>6393446
>Arx Fatalis is a pretty good contender. It lacks the dialogue though.
The only issue with Arx is how slow the whole gamescale is with movement. It's a solid game outside of that, but man rewatch that opening cutscene with the chase sequence and tell me it doesn't look wrong.

>> No.6393459

>>6393318
Bioshock had better action and moments of emergent game play. It was far from perfect, Bioshock 2 fixed everything. Best shock game.

>> No.6393815

>>6390995
The best part is that you can totally fuck yourself and reach points of the game where you can't progress.
IE. Broken everything. No key cards. No health packs. No way to back track. Pretty great.
Also, does anyone remember the texture overhaul some guy did like 15 years ago? Is it still around?

>> No.6393818
File: 1.95 MB, 300x300, he didn't fly so good.gif [View same] [iqdb] [saucenao] [google]
6393818

>>6390485
you got a problem with Flight Unlimited bro?

>> No.6393872

>>6393815
People talk about this shit but how fucking hard is it to drop a single point into research at some point in the game?

Like any actually good Survival horror game, the "I might run out of everything and have no options" aspect is mental.

>> No.6393873
File: 1.42 MB, 800x800, the_lucent_by_dloliver_d3egwhp-fullview.png [View same] [iqdb] [saucenao] [google]
6393873

>>6393815
SHTUP is still around. There's another one which adds even more textures missed by the game something like Four Hundred. The System Shock forums are brimming with this shit and there's a guide out there you can find rather easily on how to mod SS2.

https://www.moddb.com/mods/shtup-system-shock-2-texture-upgrade

>> No.6393886

>>6390485
Dex

>> No.6393887

There's a game called virtuaverse coming out may 12th that's a cyberpunk point and click adventure.

>> No.6393892

>>6393815
https://www.saleck.net/creations/gamefixguides/systemshock2mods.php
I'm bored so here you go anon. Here's the modding guide. It's not perfect, you don't need Rebirth or the tacticool replacement mods unless they both you that much, but compared to other modlists it's pretty restrained with how much it changes.

>> No.6393941

>>6393815
>>6393872
you gents know there's an implant that boosts your research which can get you through that part?

>> No.6393946

>>6393941
Oh yeah, I've been saying that shit for years but guys who were butthurt and quit the game seven years ago at that part won't shut up.

>> No.6393972

>>6393946
don't get me wrong, that fact that you absolutely need to do research to complete the game is probably a misstep in the context of the "immersive sim/infinite solutions/sandbox/so much freedom it makes quadriplegic soviet terrorists stand for the pledge of allegiance" ideal that everyone wants to hold it to, but not-shodan gives you cybermodules to buy research, theres an implant that covers it, and getting research for the bonus damage on enemies is not a terrible idea in a first playthrough
through cultural osmosis, i think the only things i've seen kicked around more than "research softlock" is "shodan is a cool villain" and "wrench meta"

>> No.6393995

>>6392381
Yes, but it had more mechanics you could meaningfully interact with in a standard playthrough. Ss2 had a lot of fat to cut. Instead of research being a loading bar you have to backtrack to complete, it's a risk vs reward match of making yourself vulnerable for an eventual buff to your attacks. Instead of hacking being a build limitation basically all builds need to buy into because it's so useful, it's a constant trait which has an associated reflex and information processing minigame that you can still buff yourself in but don't really lose out in other areas by soecializing in.

That and combat is much less of a joke in bioshock.

>> No.6393997
File: 415 KB, 488x519, 9f5.gif [View same] [iqdb] [saucenao] [google]
6393997

>>6393972
Even Yahtzee Croshaw has made that fucking joke.

You can only really softlock yourself if you forget that you're supposed to use the modules to buy research and go spend it on your own thing which is... that's your fault. That's the player's fault. 100% that is your fucking fault.

>> No.6394002
File: 120 KB, 166x167, lain.gif [View same] [iqdb] [saucenao] [google]
6394002

>>6393995
>That and combat is much less of a joke in bioshock.

I despise you, earnestly. The first time I leaned around a corner to shoot the first loading robot you fight and my gun jammed I nearly shit myself.
That's not a bad combat system, regardless of what you think.

>> No.6394017

>>6394002
That's okay. I'm much less emotionally invested in this that you are. System shock 2s combat at its hardest has you clicking slow moving 10 foot warts that die in 4 shots while you have 200 spare rounds. It gives you gear that can carry you for 8 out of 10 hours and makes most skill diversification pointless. If the enemies moved with any sense of brevity or there was any skill involved in damaging them beyond use right ammo on right target, maybe the combat would be good.

It's not however, might be because it's built on top of a stealth engine.

>> No.6394020

>>6394017
Stop playing on Easy.

>> No.6394025

>>6394017
>If the enemies moved with any sense of brevity or there was any skill involved in damaging them
guess how i know you've never played on impossible before

>> No.6394058

>>6394025
>>6394020
I only ever beat the game on impossible. Keep the ego in check kids.

>> No.6394378

>>6394058
>nothin personnel, kids

>> No.6394497

>>6393459
Bioshock's action gameplay is just SS2's without the survival aspect and System Shock 2's survival gameplay goes toe to toe with Resident Evil. It's a straight downgrade.
>moments of emergent game play
You'd have to give examples. The only thing I can think of is using electricity when enemies stand in water and fire when they stand in oil, and calling environmental hazards "emergent gameplay" is a huge stretch. I haven't played in years so maybe I forgot something. Bioshock really ripped out a lot of what SS2 had so I find that hard to believe, and SS1 has some of the best emergent gameplay I've seen in any game.

>> No.6395283

>>6390485
Consortium

>> No.6395292

>>6390485
Deus Ex, Thief, Thief 2, Ultima Underworld, Vampire The Masquerade: Bloodlines, Deus Ex Invisible War, Arx Fatalis, Dishonored, Prey (2017), Deus Ex Human Revolution. I know a lot of these aren't /vr/ but immersive simulations aren't exactly a popular genre, and not many devs know how to make them.

>> No.6396261

>>6393887
shill

>> No.6396548
File: 21 KB, 200x196, thumb_vomit-pepe-very-niiiice-r-a-r-e-2521819.png [View same] [iqdb] [saucenao] [google]
6396548

fucking hated how they bloated SS2 with rpg faggotry. SS1 is still superior.

>> No.6396552

>>6392381
nope, it's SS2 that is greatly bloated compared to SS1.

>> No.6397146

>>6396548
>>6396552
kys

>> No.6397548

>>6396548
It wasn't bloated, what happened is that they made a more user-friendly interface and control scheme so they could as more complicated things from the player than
>go there get isotope
>go there pull lever
>go back activate laser
>come here meet us

>> No.6397562

>>6397548
God forbid an ADVENTURE GAME makes you go explore and look for things.

>whinging about SS1's UI/controls
kys zoomer

>> No.6397602

>>6397562
So what, SS2 made you explore and look for things as well.
Also, regarding your epic buzzword, I didn't mind UW's controls either, so I could finish SS the same way as well if Enhanced Edition didn't offer proper mouselook. However SS2 with the first game's control scheme would be a pain in the ass, so having mouselook by default natuarlly enabled more intricate customization and gameplay mechanics.

>> No.6397620

>>6397548
>more complicated things from the player
SS2 never gets complicated. The most complicated thing from the SS series is hacking and SS2's is greatly dumbed-down compared to the first game's, which would get even more casualized on Bioshock.

>> No.6397629

>>6394497
>System Shock 2's survival gameplay goes toe to toe with Resident Evil.
What the fuck are you talking about? The only remotely resource tight part of the game is the first two floors.

>> No.6397641

SS1fags are pathetic.

>> No.6397649

>>6391983
Now I'm interested, are you just trolling or are there actually redeeming qualities about this game

>> No.6397659

>>6397620
It's not dumbed down, you can't really compare the two since SS1's hacking was an occasional action minigame with nothing to really think about, whereas SS2's hacking was a puzzle minigame with no action at all and it is more integral to the main gameplay since it doesn't stop time and can be used to achieve various things.

>> No.6397972
File: 85 KB, 680x680, eww.jpg [View same] [iqdb] [saucenao] [google]
6397972

>>6397602
>find gun
>can't use it because you don't have enough magical points in some imaginary skill tree
fuck rpgs.

>> No.6397984

>>6397641
Cry more, SS2nigger.

>> No.6398147

>>6397984
>>6397972
fuck off /v/edditor

>> No.6398203

>>6396548
I also prefer 1. 1 felt like such a cohesive package. Nothing really felt extra or like a waste. The RPG system was cool but heavily flawed: Repair is a trap, the grenade launcher (most useful heavy weapon) only takes 1 point of heavy, either max out research for the crystal shard or only get 1 level in it, etc. The music in 1 fit better, not that it was amazing, but it felt like it suit the game more. 2's techno music is really jarring with that spooky atmosphere and the game is much better with it off. Not to mention SHODAN's voice acting in 1 was some of the best voice acting I've ever heard. She's good in 2 but in 1 it's in it's own tier. I also like how you had to actually listen to the logs in 1 to figure out what to do and the game didn't just give you a checklist. You had to pay attention (although in 2 you do have to pay attention sometimes for things like the painting #s)

SS2 is still an amazing game. The sound engine made the enemies way spookier.

>> No.6399925

>>6397629
Wanna know how I know you stopped playing once you reached Ops?

>> No.6400103

>>6398203

Yeah SS2 felt like it had too much busy work. In SS1 you were basically cyberpunk John McClane foiling the plans of Shodan, but still always one step behind.

In SS2 you were Shodan's maintenance boy to the point where it got kind of silly. The RPG mechanics felt pointless and actually seemed to distract from the immersive sim elements.

>> No.6400106

>>6397641

They're both good games, man.

>> No.6400139

>>6399925
Because your ego got hurt that you found the game hard but nobody else did

>> No.6400647

>>6400106
Yeah but 2 is better.

>> No.6400683

>>6392749
i agree on prey, it really feels like system shock but i think theres too much interaction with other characters and you not actually being alone on the station dissapointed me

>> No.6400871

>>6400647
WRONG.

>> No.6401045

>>6397972
That's just writer mumbo jumbo to keep from having the talk about how hard it is to create sellable content that Pleb Computers can handle. I'd love to play a game where there are more enemies than you have ammo for but with some caveats.

1. Even the weakest gun can one shot kill an appropriate target. (Trained assassins and street thugs fill many a grave yard with the humble .38 special snub nose, IRL. Why should video games where you control trained killers be different?)

2. The environmental dangers go both ways. They don't just hurt/slow down the player.

3. Combat can take place at immense distances in EVERY level. A sniper rifle doesn't turn to shit up close. A pistol can hit a target at 100 yards or more.

4. Trajectory matters. Bullets penetrate targets based on weapon type, target type and bullet placement.

5. Enemies don't magically know where you are.

Now that's a lot to ask all in one package that could be sold to common computer owners. But one can dream. Content is hard to create so games often end up having to dress up the small play space.

>> No.6401116

>>6400103
>In SS2 you were Shodan's maintenance boy to the point where it got kind of silly.
I actually kinda liked this. It reminded me of Thief 2 (which had something similar). I wasn't really digging SS2s story that much and you're pretty much told SHODAN would come back, but the way she came back kinda subverted what I expected. The whole time you're working with her the game does everything to let you know she's going to fuck you over somehow and even gives you false leads on how, but once again it's done in a way that made sense but also was taking the game in a direction I couldn't have predicted. I wish more games do this. Looking Glass's writing is really good at making you wonder whats coming next.

In SS1 SHODAN is way more intimidating though. She's absolutely relentless and will use every trick in the book (and even invent new ones) to ambush you. It's doubled by the fact she always sounds so nice and innocent at parts but there's always that sense that she's not your friend.

Both games have a problem where SHODAN just straight up tells you her plans like a saturday morning cartoon villain.
"YOU MAY HAVE STOPPPED THE BEAM! BUT I'M ABOUT TO TRANSFER MYSELF TO EARTH! YOU'LL NEVER STOP ME"
"YOU MAY HAVE STOPPED MY TRANSFER TO EARTH! BUT I'M MAKING A VIRUS THAT WILL TURN THE EARTHLINGS INTO JIBBERING MUTANTS"
It's kinda silly.

>> No.6401123

I'm about to start ss1. Any tips?

>> No.6401146

>>6401123
Enjoi yourself

>> No.6401157

>>6401123
It gets better after the first 2 levels.
You need a midi emulator to hear the music (dosbox usually comes with one but you can get a mt-32 emulator that's better but title screen theme doesn't play)
Play the enhanced version for fullscreen
I think ctrl+e lets you play in first person mode but I could be wrong. Look for the control

>> No.6401579

>>6401123
part of using the interface well is getting used to switching modes fast, idr specifics though it's been years