Thanks to RU-vid for swallowing my massive comment.. I found this video in my feed, and I just wanted you to congratulate you for the quality of the production. Also I wanted to express my shock at how small your subscriber count is, because it's not actually representative of what's on display here. I mainly had typed a comment about differences, and comments regarding what you see in the remake, compared to the original, because I'm one of those fans you mention that this remake was made for. I've played the original a whole lot, and I'm one of those traitors who, despite loving the original, absolutely loves the remake as well lol, so I want to state some things that you will probably think are pretty interesting. 16:33 Right from the get-go, there are some small differences between the difficulty adjustment in the remake. The original has 4 difficulty settings for each category, whereas the remake only has 3. The original includes an easier difficulty level, which is some sort of "tourism mode", and it's displayed as level 0. Combat level 0 means enemies will never attack you no matter what, and their health pool is so small, they'll usually die in a single hit. Mission level 0 means there will be no plot elements, and every single door is unlocked from the starting room, all the way to SHODAN. Suitcases that you need to open to extract items will also be empty, and the items they normally contain will be laying around for you to collect right away. Cyber level 0 means you're free to move at your own pace in cyberspace (you move forwards automatically in the original), cyber entities will not attack you, cyber mines will not damage you, and you'll have 30 minutes to explore each cyberspace section (in the original, each cyberspace navigation section is timed). Puzzle level 0 means every puzzle will be immediately solved as soon as you interact with it. Something of note in the remake is that Mission difficulty level 3 gives you 10 hours, but it actually is more than enough time if you know exactly what you're doing. The original gave you 7 hours, and it was still pretty lenient, but I think the difference comes from the fact that the original's cyberspace sections were a lot shorter, and most of them were not even mandatory. The remake has extra cyberspace sections that are mandatory (such as the one in Engineering required to open all doors to the satellite dishes), which I guess it's why it gives you 3 more hours. 32:16 Your comment about every square millimeter of the station being covered in complicated-to-mantain shit got a hearty chuckle out of me lol. But with regards to level layouts from the original, I'd say they're 90% the same. It's to the point where if you memorize the layouts of one game, and play the other, you'll pretty much know exactly where to go almost always. The only exception to this would be the groves, because originally they were extremely small enclosed gardens. The remake made them like 10 times larger, and also made them look like garden parks somewhat similar to the Arboretum from Prey 2017. The Executive level is also larger and looks very different. I'm not sure how true this is, but I feel like the remake enlarged it by 1.5 times from the original. The original Executive level looks more like office spaces, but other than that it's very simple and doesn't really stand out that much from every other level. The remake made it look far more like something out of Prey, and added beds and living suites. It also made the theater room look very much like a movie theater instead of some random stargazing room with some seats. There's also a bunch of locked doors in the remake that were not there originally. The other level that has somewhat changed, not in layout, but in execution, is the Engineering level. It was just as massive and labyrinthine in the original, but it had way fewer locked doors. So while it is still large and disorienting, the remake made it a lot more tortuous to explore (and I'm not saying this in a bad way, just how it's different). One thing that was kind of a big change, not in layout, but in looks, is the Bridge. It was originally mostly covered in biological infestation all over, which is why SHODAN's comments about how it's "her domain" makes more sense in that context. In the remake, it's mostly just electronic panels because the devs ran out of time (which is a common trend with every System Shock game lol). The biological infestation was also present in Diego's boss room in the Security level, although that room got redesigned in the remake from a small, enclosed room, to a large boss arena. 36:20 The original game used MIDI for music, like you correctly pointed out. I personally feel it's appropriate that the devs chose to go with a more ambient sound in the remake to remain close to what System Shock 2 did, but I also am of the opinion that it's such a shame there's no way to choose Greg LoPiccolo's OST from the original. It's definitely one of the best videogame OST's I've ever heard, although it's a lot more video gamey, and fits a more action-oriented game than a horror title. Still, I don't particularly think of System Shock 1 as a horror title. 38:04 The reason The Order of Death is used as the credits song is because it's referencing a 1990 cult-classic cyberpunk film called Hardware, which is about a self-repairing robot going rogue. I suppose you can see the similarities lol. 1:14:50 I'm not sure what variation of chess that is, because I'm not very familiar with it, but I do know that if you tie or lose the first game (because I lost), the next game will be a standard game of chess. So in case you want to play something you're familiar with, just lose the first game lol. 1:21:42 Originally, there were even more weapons, with more progression, but I suppose it was a bit too redundant. The original starts gives you the Dartgun as your first true gun after the Lead Pipe, which does minimal damage to enemies, and uses different types of darts to either do damage or stop enemies (tranq darts). It immediately gets outclassed by the Minipistol, which eventually gets outclassed by the Magnum. The Sparq had a stronger variant called the Blaster, which was just an intermediate between it and the Ion Rifle. There is also a Stun Gun, which stuns enemies (duh), and a Riot Gun, which despite sounding really awesome, it's pretty useless, as it fires rubber slugs that do only medium damage on biological enemies, and 0 damage on robots. The main purpose of the Riot Gun was to detonate land mines laying about. Some of the weapons got reworked completely as well, like the Fléchette, which originally was a minigun, being made into a shotgun. The Assault Rifle was originally more like a hunting rifle, and in the remake it was made into a proper assault rifle. I imagine reworking the Assault Rifle to work closer to a real life one, and considering the existence of the Skorpion, having 3 different machineguns was too excessive, which is why I assume they reworked the Fléchette into a shotgun. The Skorpion also originally used its own ammo, but the remake made it so it now shares its ammo pool with the Minipistol, which is a bit silly in my opinion, but it makes it far more convenient. The late game weapons also got some reworks. The Railgun was originally what the Grenade Launcher is in the remake, believe it or not, although it actually used Rail Gun Clips as ammo and not grenades. I'm really glad the remake made the Railgun something you would expect out of the Quake series. The Plasma Rifle was also different in the original: it actually fired the bouncy energy ball you see in the remake as its alternate mode, but using your energy bar. The remake made the Plasma Rifle work more like the one in Doom by default while using your energy bar, and added Plasma Cores as alternate ammo to fire the bouncy ball.
(2nd part because the comment was too long) 1:22:46 For overpowered Melee builds, yes. If you ever used the Laser Rapier, you'd know just how busted it can be. It's normally ridiculous, but because the Berserk Patch exists, it's just absolutely broken. I figured out in the original that you could use a Berserk Patch, Reflex Patch (slows down time around you), and the Laser Rapier to dispatch entire rooms of enemies, and even bosses, in a matter of seconds. I was pleasantly surprised that the remake allows you to do the same, although Diego is harder to cheese like this because he has fast reflexes this time around, so he will hack you to death if you're not careful. 1:23:34 The Gorilla Tiger, surprisingly, is not a new enemy, and like most other enemies in the game, is a direct representation of its original sprite. The only new enemies in the remake are the Cyborg Mantis, the Mobile Turret and the Loader Bot (giant bot that throws barrels). 1:28:10 Yes, there is. What gets encircled when you use the Target Identifier (the thingy that shows you an enemy's life meter), is their weak point. You can shoot that for greater damage. This is why for some enemies, it's the head that gets encircled, and for things like robots, it's some other part of their model. The thing with hitboxes in this game is that they're very strict. You probably weren't hitting mutants exactly in the head in the Medical level, but they absolutely go down in a single headshot with the Sparq Beam in High Energy setting (the middle setting). 1:30:38 The doors in the remake are direct recreations of the originals. The main difference is that in the original they were just simple animated textures that would change when you interacted with them, let you through, and then animate in reverse to close and block your path again. In the remake, they're now direct, fully-3D-modeled representations of those simple animated textures. To conclude, I know you wish for a System Shock 2 remake to happen in the future, but I wouldn't hold my breath for it. At the very least, we're getting a System Shock 2 remaster.. soon? It's been announced for a while and Nightdive Studios has very recently said they're working on getting it running on consoles to have a simultaneous release, but not much after that has been mentioned. I just hope it's not cancelled, like the multiple-times ill-fated System Shock 3 (which casually died in order to have its gameplay and concept fuel BioShock, later having its reanimated corpse become Dead Space, to then finally be officially announced in 2019 only to get cancelled a couple months later).
I played this for like 2 hours before I got bored. I tried to like it, but despite all the praise it just didn’t keep me engaged. There was a bug that frustrated me enough to put it down for a bit. On PS4 if you remap the interact button to X, you can not place items into containers, storage or recycling machines. The game thinks you’re trying to “take all”. I may play it again, but there’s just too many games out there competing for my attention.
I can't relate to playing it on a controller -- if a bug had made the mouse drag and drop not work I absolutely wouldn't be able to play either. I can definately appreciate the game isn't for everybody but I think if you played a lot of early 90s PC games back in the day this one will scratch an itch!
I believe Terra Nova: Strike Force Centauri also plays in the System Shock Universe. In the original game you can see the Hacker who hacks into Tetracorp and you can see the Terra Nova Armor/suit. Edward Diego who ran Citadel ordered some pretty nasty experiments mostly biological Warfare and Weapons. He is the reason the Virus exists which SHODAN uses to mutate the crew. SHODAN recorded all of this and this is the reason you the Hacker got the job, so that he can delete all evidence. But..that didn't work out so great didn't it? You can see, read and hear all that ingame. Bianca Schuler was the one who inverstigated on him.
Cool tip on Terra Nova! I found the Bianca Schuler investigation recordings. And I read some stuff online that told me Diego was trying to develop weapons with the mutagen on Citadel Station hence Bianca investigating, by getting the hacker in to unlock Shodan's ethical restraints then Diego could use Shodan to kill the soldiers Bianca had organised to arrest Diego as well as hide his tracks, have a scapegoat and continue his weapon development agenda. But I didn't find the textual evidence that spelled that out in detail in the game, I had to look it up. So I probably missed some recordings or I just suck at putting two and two together. Like the pieces were there now I know that but I was still confused until I read someone elses summary. Other than having someone to blame, I also wonder why Diego, who's administrator access the Hacker uses to breach Shodan, doesn't just turn off the restraints himself? Maybe he was ignorant of how Shodan works -- more of a business type than a tech type -- or maybe it was just about covering his tracks and being able to blame the hacker if things worked out badly for him. It's really Diego's motivations that were missing for me, why did he want to take all that risk and develop weapons? For profit for himself and his company? Like I can assume that but I never found the recording where he gloats about how much success his weapons will bring him that then makes his actions make sense. But as mentioned in the video, this is irrelevant and not actually required for the game, more just a niggling curiosity on my part.
@@shoebrief Well, being a big-shot corpo executive working for a company that has its fingers in just about everything from bio-science and geological surveying, to military weapons technology and hi-tech shit, one can easily imagine that he ordered these biochemical weapon experiments in secret so he could get a leg up on all these other execs and make a name for himself. The Hacker we play as is absolutely being played for a patsy here in case things go south for Mr. Diego. We're meant to be the fall-guy in case things go tits up. Of course though, Mr. Diego assumes all is well and pays us with a very fine piece of hardware, in exchange for continued service to him and him alone, lest we want to find ourselves jettisoned out of an airlock and into the cold vacuum of space orbiting Saturn. Funny enough, he thought he had his fingers deep in SHODAN's brain with all those system admin privileges that the Hacker gave him. This of course, proved to be far from the truth in one of the audio logs he left behind before SHODAN converted him into her personal cyborg prophet. He feigned surrender to her and even sold out his other big-wig executives that were hiding from her forces.
Woops! 😅 I forgot to put my little signature poem at the start of this one like all my other videogame videos! So I uploaded it seperately you can find it here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ijcYbnHvGeg.html Or you can get the full effect of having it at the start like all my other videos by watching this playlist: ru-vid.com/group/PLKYzUAgFiTep7V2rjwFzgy8T8oD2_AX-G Thanks for your patience! ♥♥♥
Blood Ravens were upset they didn't manage to collect the Ethereals body for autopsy seeing as they're the enigmatic being that more than likely have some paranormal control over the Tau. Also, the ranged weapon for the Force Commander is a very good upgrade as long as you set him to not fire while moving.
Hi! Thankyou for the comment! Yes I have the camera mod if you look in the video description there is a link to another mod that helps with this. Or you can follow this link: www.nexusmods.com/warhammer40000dawnofwar/mods/2/
@@Kolgerlar I have not tried it in multiplayer, I can't see why it wouldn't work. Just I'd make sure your opponent is either using it too or knows you are using it, could be considered an unfair advantage.
@@Kolgerlar The maps have to be redone manually in an editor to remove the fog, so besides the campaign maps you have to look through modded map packs. If you have DoW:Soulstorm then the Ultimate Apocalypse mod has a big collection of maps that let you zoom out all the way without fog (and those maps work for MP, and can be used without the rest of the modded races and units).