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/vr/ - Retro Games


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File: 24 KB, 186x196, SHODAN.jpg [View same] [iqdb] [saucenao] [google]
6705706 No.6705706 [Reply] [Original]

Look at you, hacker...

>> No.6705713
File: 398 KB, 572x476, SSSHODAN.gif [View same] [iqdb] [saucenao] [google]
6705713

>>6705706
No look at you.
Kek

>> No.6705719

System Shock 1 is better than System Shock 2.

>> No.6705762

SS2>SS1

>> No.6705790

They knew what they were doing with that whole "panting and sweating" line

>> No.6705810

>>6705706
Megaman.EXE, Gutsman.EXE, Blue.EXE and Roll.EXE will stop you.

>> No.6705826

>>6705706
SHODAN needs more lewds.
Underrated /vr/ waifu honestly.

>> No.6705891

>>6705826
>Coomer mindset

>> No.6705912
File: 182 KB, 852x705, dcpqr69-8fd0005e-7c2e-4f97-bc69-4104317f777b.jpg [View same] [iqdb] [saucenao] [google]
6705912

What are you favorite aspects of shodan?

>> No.6705914
File: 761 KB, 1000x1418, Nyuunzi-808292-SHODAN.jpg [View same] [iqdb] [saucenao] [google]
6705914

Which system shock do you like more?

>> No.6705917

>>6705914
Bioshock 2

>> No.6705936
File: 3.33 MB, 2000x3000, system_shock_2___shodan_avatar_form_by_azakachi_rd_17_dcbu9aa.jpg [View same] [iqdb] [saucenao] [google]
6705936

Why did they make a platforming heavy section in a game that has an engine that's not well suited for platforming?

>> No.6705951

>>6705917
Why can't you just answer the question?

>> No.6705968

>>6705951
I did, Bioshock 2 is my favorite system shock.

>> No.6705969

>>6705914
1 is objectively the best.

Also can't wait to be disappointed by SS3.

>> No.6705998
File: 508 KB, 1214x816, 11d9b4b1702999dea82d94cf9a0f12488bc5800b4a93263b41f433ee17df5403.jpg [View same] [iqdb] [saucenao] [google]
6705998

>>6705914
They both are amazing games for different reasons.

I think I prefer 1 just because it does the metroidvania aspect way better. It feels a lot more like you are actually on a space station and are going wherever you need to be. Once you hit level 3 you can pretty much go anywhere aside from the end. 2 was a lot more linear even if you exclude the end part, because you mostly are just going from floor to floor in order visiting each area once and backtracking only to press a button in engineering. Yeah in 1 you would only see some areas once but it wasn't as bad as it was in 2.

Really it just comes down to if you prefer the horror/RPG aspects of 2 or the exploration/items aspects of 1.

>> No.6706003

>>6705917
>The crappy sequel to a game that is a watered down spiritual successor
Wow, it's like I'm on reddit.

>> No.6706023

>>6706003
>watered down
heh, I get it. Cuz bio means water.

>> No.6706175
File: 351 KB, 1920x1080, SHODAN_in_System_Shock_3_teaser.jpg [View same] [iqdb] [saucenao] [google]
6706175

AYO BITCH ASS CRACKA LOOK ATCHU

>> No.6706185

>>6706175
lmfao

>> No.6706210
File: 118 KB, 740x429, reckoning.jpg [View same] [iqdb] [saucenao] [google]
6706210

>>6706175
So glad they got her right in the end

>> No.6706392

>>6706210
I don't think my pp is ready for mommy SHODAN.

>> No.6706398

>>6705891
>>6705912
I just an AI waif to belittle me for all of my human faults. Is that such a crime?

>> No.6706548

>>6706175
>>6706185
>>6706210
Honestly the story of Otherside so far really just shows how fucked the modern game industry is.

They had their kickstarter for the Underworld game, but it was mainly to get publisher interest because kickstarter is not enough to fund a game. Then the publisher they got pulled out, shafted them and they had to cobble together what they could. It has a lot of good ideas in it, but very key things they couldn't add made the game pretty shit.
System Shock 3 is a similar story. Kickstarter to get publisher interest, no publisher was interested, so they rushed out a trailer to try and generate more publisher interest (similar to what bioshock 1 did) and the only one who bit was fucking Tencent.

>> No.6706583

>>6705998
I wish 2's horror element was stronger, to be honest.
I mean everything was there, but it still needed up not being scary at all to me.
Except the recreation deck garden. Fuck that.

>> No.6706646
File: 221 KB, 375x400, SS3.png [View same] [iqdb] [saucenao] [google]
6706646

>>6706210
Boooo, not progressive enough

>> No.6706647

>>6706583
What was good was some of the strongest horror stuff I've seen in a game, but it was never consistent and there was too much mediocre shit sprinkled in. Things I remember jumping out to me in particular:
>The Hybrids and the sound design behind their "I'm... sorry" and pain cries that sound genuine and made me feel somewhat bad for fighting them
>The first time you get cornered by a gigantic maintenance robot
>The storage area with all the suicide droids that walk straight towards you in a direct line in the most jarring fashion imaginable
>The cyborg midwives and hearing their creepy noises but not knowing where they are
>The first time you see a Rumbler
Too bad they overplayed the Hybrids so they lost their effectiveness. Same with the Rumblers and giant robots which become a common trash enemies. The entire endgame goes way too overboard with the body horror stuff to the point where it just feels goofy and feels like a regular shooter. Not to mention the really silly enemies like the monkeys, floating brains and spider things.

Somehow SS1 dodged the "The game goes to shit at the end" bullet, at least for me.

>> No.6706697
File: 278 KB, 370x331, sheeit.png [View same] [iqdb] [saucenao] [google]
6706697

>>6705706
AYO LOOK AT YOU CRACKER
PANTING AND SWEATING AS YOU RUN THROUGH MY NUBIAN PYRAMID CORRIDORS

>> No.6706732

>>6706697
>wokefags turned SHODAN into a nigress
These SJWs can't keep getting away with this...

>> No.6707258
File: 437 KB, 840x854, 1596591102303.jpg [View same] [iqdb] [saucenao] [google]
6707258

>>6706548
>Ascendant
Please don't remind me. Not entirely buying the publishing excuse... It's pretty clear that they preyed on the backers' adoration of the original UUs while having no solid plan for doing right by them or the series. From the start, they handed the project off to some interns who fiddled around in Unity for years without prioritizing the basics they needed to accomplish. The whole thing was a travesty.

>> No.6707296

>>6705969
>SS3
How will they twist White male privilege into it?

>> No.6707341

>>6707258
It's clear they were following in the footsteps of Arx more than UU itself and they brought a lot of cool ideas to the table, but got shafted in every other regard. It feels like they designed a bunch of the large areas with multiple approaches in mind, but ran out of time to make one giant level for each level so they just threw together some corridors to string what they had together. The questing was totally tacked on. Bugs/Glitches/etc All the signs of running out of time/money are there. If you played other games that had similar issues like VTM:B a lot of things jump out. Another example of this is No Man's Sky, but No Man's Sky made somewhere between 50-80 million dollars after release so the company could continue patching it and improving it to make the game they wanted. Otherside had to cut their losses or just go bankrupt.
>It's pretty clear that they preyed on the backers' adoration of the original UUs while having no solid plan for doing right by them or the series. From the start, they handed the project off to some interns who fiddled around in Unity for years without prioritizing the basics they needed to accomplish.
Whats kinda funny about this is you literally state the consequences of having no money (resorting to intern slave labor) while also saying the lack of money from a publisher is not what killed the game. A sub-$1 mil budget is not going to fund a 3d immersive sim or any 3d non-indie game. I think they had 1-2 LGS people, but most of the other LGS guys are at other companies. Harmonix, Valve, Riot games. High paying safe companies to be at. Any of the dudes who joined a risky ass startup, when they can go to pretty much any top-tier (jobwise) company they want, likely did it out of passion rather than greed. It's easy to be jaded and say they intended to steal money from the fans, but with ~$800k (before taxes and kickstarters cut) and what we got at the end? That just doesn't make any sense. Thats not a lot of money for a game

>> No.6707378

>>6706647
I thought basic hybrids were way goofy, even on my first playthrough.
Midwives were also spooky at first, especially after that log of Nurse Bloome's.
The Cyborg Assassins also made me uncomfortable on my first playthrough, mostly because of how fast they were and combined with how jarring the movements are of everything in general in Dark Engine games.
But I think part of the problem with SS2's horror is that most enemies lacked the gameplay punch needed to compliment their designs.

>> No.6707478

>>6707296
Edward Diego was a privileged FUCKING WHITE MALE which is why he did everything wrong duh.

>> No.6707501

>>6707378
I played Thief first so I was probably use to the awkward animations the hybrids had. They're ripped straight from Thief 1 & 2. The lore behind the midwives is really creepy to me because the guy who made them gave me serious serial killer vibes. I never found the Cyborg Assassins that scary though. I kinda think they ran out of ideas and hoped the body of the many would be scarier than it actually was.

>> No.6707828
File: 380 KB, 535x800, lies.png [View same] [iqdb] [saucenao] [google]
6707828

>>6707341
When you say that the publisher they originally had pulled out, which company are you talking about? I hadn't heard about that. Unless you just mean they didn't have a publisher at all until 2017, in which case they knew their budget limitations and should've proceeded accordingly (gone for a more retro design perhaps?). I don't see how their financial and talent situation was a surprise to them, and so I'm saying that poor planning from the start was a major factor.

>It's easy to be jaded
It's easier to be gullible I think, because — like Agent Mulder — we want to believe. I finally learned my lesson with this one, though.

>> No.6707865
File: 8 KB, 310x187, Shotgun.jpg [View same] [iqdb] [saucenao] [google]
6707865

Legend has it that Benelli modeled their Nova and Supernova shotguns after this.

>> No.6707876
File: 30 KB, 100x100, CyborgAssassin.gif [View same] [iqdb] [saucenao] [google]
6707876

>>6707501
>I never found the Cyborg Assassins that scary though.
It helps that the first one I encountered was one of the red ones on the command deck. Fucker was just standing around doing nothing until I approached and he Radical Larry'd off into god knows where.
I got serious flashbacks to Thief's Hammer Haunts and Fire Shadows.

>> No.6708207
File: 127 KB, 690x1157, ca8e37ae88b35771f75ff0a0d5582885-d658zv7.jpg [View same] [iqdb] [saucenao] [google]
6708207

>>6705826
Look at you, coomer. Panting and sweating as you fap to my voice.

>> No.6709629
File: 11 KB, 760x105, uanumber.jpg [View same] [iqdb] [saucenao] [google]
6709629

>>6707828
>When you say that the publisher they originally had pulled out, which company are you talking about? I hadn't heard about that.
I looked into it again and apparently its just speculation with 505 games, but no statement came out (prob to avoid burning bridges). This wasn't where I first heard it from but it's essentially a jist of what I've heard
>I’ve no insight whatsoever, but this reeks of one of those situations where an investing publisher has demanded the delays end and some sales come in. Yet I’m mystified why it’s not been released as Early Access.
>Because, look what release number the game shows when you boot it up:
https://www.rockpapershotgun.com/2018/11/21/underworld-ascendant-is-unfinished/

>they knew their budget limitations and should've proceeded accordingly (gone for a more retro design perhaps?)
It was already pretty heavily stylized to lighten the load. People probably would have been even more pissed if the game came out with 2.5D graphics with what they promised and I doubt 505 games would've been cool with that either.
>I don't see how their financial and talent situation was a surprise to them, and so I'm saying that poor planning from the start was a major factor.
If you looked at the design history behind any immersive sim they always have crazy design cycles and are extremely over-extended. Startups are also over-extended like this.

>It's easier to be gullible I think, because — like Agent Mulder — we want to believe. I finally learned my lesson with this one, though.
If anything it just shows you don't get anywhere with the fans, which is why the entire industry is ran by suits who only care about herding normalcattle.
800k for what they promised when games have multi-million dollar budgets now? Having a publisher involved and not getting the game botched post-2000? We've seen this pattern time and time again.

>> No.6710715
File: 282 KB, 480x320, 1478795374940.gif [View same] [iqdb] [saucenao] [google]
6710715

>> No.6710720
File: 313 KB, 760x1050, system_shock_2__cyborg_assassin_by_azakachi_rd_17-d7vxjw9.jpg [View same] [iqdb] [saucenao] [google]
6710720

I wish there was a compilation on youtube of the sounds these dudes make.
They have a very strange presence.

>> No.6710750

>>6705914
Shock 1's controls and presentation are just too old fashioned for me, I've tried to give it a go multiple times but ended up bouncing off of it.
I fucking loved 2 though, didn't find it particularly 'scary' but it had a thick atmosphere, until the wildly inappropriate dnb music kicks in.

>> No.6710769

>>6710750
>until the wildly inappropriate dnb music kicks in.
I really feel like that only applies to the medsci deck. The techno/dnb in engineering, hydroponics, command, etc are all fine.

https://youtu.be/AuPYnma2TBs
You can't tell me that this isn't a great track. And I think it perfectly suits Bronson's final log as she's dying, which you'll find in the same area this plays.

>> No.6710829

>>6710769
Oh I actually love the music, this track in particular, but I feel like the pace of the music just doesn't fit the very slow pace of the game.

>> No.6710836

>>6705914
I love SS2 due to the atmosphere and well paced story, and the ship feels like a real place. I wanted to like SS1 but I can't get in to it, it's just mazes, mazes and more mazes (or rather one gigantic maze).

>> No.6710865

>>6705706
I played and finished this fantastic game for the first time in April, and all this thread makes we want to do is play it all over again. It really is a phenomenal game.

>> No.6711231

>>6710865
Which one, the second or the first game?
I liked the second but in terms of replay value it's kinda shallow since not going the meta navy build gimps your ass hard.

>> No.6711583

>>6711231
>tfw always stop playing ss2 right that the body of the many
I haven't beaten the game in years in-spite of playing it every so often

>> No.6711585

>>6705706
sup

>> No.6714241

>>6707296
ss3 was bought by tencent. prepare for the glory of the communist system and bring honor to shi xin pooh

>> No.6714951

>>6705914
1 easily. 2 is a clusterfuck of half baked attempts in order to make it like Ultima Underworld, and it was the beginning of the retarded meta-narrative bullshit from Ken Levine.
>>6710750
>Shock 1's controls
ENHANCED EDITION YOU FUCKING NIGGER

Goddamn how many of you faggots are too retarded to know about this?

>> No.6716073

>>6710715
Kek

>> No.6716720

>>6710720
>Ha-nee-ma...
You should be able to rip all the game sounds from the install directory, including all enemy noises.

>> No.6716756

I started the game last night and I currently I am in the cargo area in the early part of the game. Running away from those Kamikazi robots and those industrial big yellow bots really make me feel like I am a rat in a maze. I am not sure how I feel about respawning enemies though. Do the big yellow robots respawn? If so, fuck that.

>> No.6716827

>>6716756
The only enemies I recall respawning are the weak first level mutants, the annoying manta ray things, and the suicide bomb bots.

>> No.6716841
File: 12 KB, 480x360, fat man eating doritos.jpg [View same] [iqdb] [saucenao] [google]
6716841

>>6705706
whuh?

>> No.6716979

>>6710720
Their sounds always reminded me if these guys https://youtu.be/4D9vfTusjyM?t=207

>> No.6717021

Is getting the stats for the laser sword a good idea?

>> No.6717050

>>6717021
Yes, you save lots of ammo too.

>> No.6717251

https://shodan.fandom.com/wiki/Inviso-Mutant
I hate these fucking things

>> No.6717767

>>6705998
That map is really amazing, it looks like they designed a space station and put a game in it instead of vice versa

>> No.6717773

>>6705706
Besides that one. What are some good retro Sci Fi RPGs?

>> No.6717820

>>6705719
No

>> No.6717924

>>6717773
Fallout counts as sci-fi, right?
Shadowrun also, I suppose.

Really depends on what exactly you mean by sci-fi. Perhaps you mean something more specific. Like system shock having the backdrop of humanity just beginning to venture into space. Plus cyberspace in ss1 and ss2 at times feeling like a grim parody of star trek tng.

>> No.6718046
File: 481 KB, 500x312, tumblr_n9fp26knJL1qisr8oo1_500.gif [View same] [iqdb] [saucenao] [google]
6718046

>> No.6718053
File: 1.65 MB, 481x481, tumblr_nh4n0gpgyp1s8adm8o1_1280.gif [View same] [iqdb] [saucenao] [google]
6718053

>> No.6718173

>>6717773
If you want something similar, Deus Ex is your best bet. There aren't that many retro sci-fi games similar to System Shock 2.

>> No.6718213

>>6717924
Yes you're right. I was looking for something more specific, like Transhumanism and Space.

>> No.6718710

Why does a space station and ship have so many lead pipes?

>> No.6718729

>>6718710
Because fuck you

>> No.6719385

>>6705914
I just played through both games for the first time last week and I greatly preferred SS1 since it felt more like an action game (played the EE.)
Not sure why people claim its a giant maze, i found navigating Citadel Station to be very easy and intuitive especially since I'd make notes in the map of anything that seemed of interest.
I'm generally not a fan of RPGs and SS2 is very stat heavy with shitty combat. Also I enjoyed how SS1 was like a 2.5d metroidprime, i never "felt" railroaded into doing shit and going places like in SS2 and working out what to do next on my own rather than having a literal checklist was very satisfying.
tl;dr, SS2 blows ass.

>> No.6719463

>>6705914
SS2

>> No.6719729

I am kinda disappointed that the crystal shard is better than the laser rapier.

>> No.6719793

>>6716756
All enemy types can respawn, but the different areas will only spawn a subset of types.

>> No.6720594

Why are slugs the base ammo type for the shotgun in ss2? Never made sense to me