Neat! Not only did you find my corpse, you also read out my name! That aside, I played the original back in '94 and it left quite an impression on my (barely) teenage mind. I wasn't quite old enough to grasp it fully then, though I did get the feeling I was playing something special. Now, looking back at it and playing the remake, it's incredible how well the core gameplay stands up. I think this is mostly down to the game treating you like an intelligent person. No objectives list, no way points, no compass pointing you where to go. The game is crafted well enough that if you pay attention you don't need any of those things. Anyway, I could talk about this game for days, but instead I'd just like to say: Thank you for giving us System Shock!
I kickstarted this remake, (I had very fond memories of watching a college partner play the original) but I’m a console gamer and my Xbox copy is proper broken. :/ Honestly, I probably should have expected it would have issues given the whole…er, “UI situation” In the original. Streamlining is one thing but from that to a controller… heh. Anyway, I am really enjoying listening to your stories and watching your play through. If I’m gonna watch someone else play System Shock again, it’s super cool that it’s someone who *made* the original. Thank you, sincerely for posting this after your streams
Cool seeing an OG dev playing this! BTW you were talking about minimap rotation, and there actually is a setting in the option to let you toggle between fixed map position or it rotating just like you were talking about around the little player arrow. Also you can disable energy weapon "reloading" with battery packs if you want to in the options to avoid wasting.
Vending machines and recycling was something introduced in System Shock 2. You could also hack vending machines to reduce their prices as well as get them to dispense other more useful items and at some point you could get a portable recycler in your inventory that could turn items into more of the currency.
Hey Marc, I just started watching your playthrough, so I am not sure if you have noticed, but in the first episode when you were cycling the sparq gun firemodes there is a noticeable difference between "high" and "low" in that there is a slight blue aura/glow surrounding the barrel of the weapon in "high" mode absent in "low" mode.
When you turn on a resurrection bay, it says, "cyborg conversion cancelled." So clearly Shodan had refit the rez bays as cyborg conversion bays. The folks who died presumably were the ones who resisted being turned into cyborgs or mutants.
It's weird how there are so many corpses around. Yet when Hacker dies and gets regenerated, his corpse doesn't remain on the floor. Is there a scrub bot that swiffers up his corpse? Or perhaps his corpse (or what's left of it) is picked up and put into the regenerator to be repaired surgically. That would explain why he keeps his items after he is regenerated.
@@CaveyMoth That was the impression I got in the original System Shock. That they would drag you into the machine to be converted to a cyborg, but when that is canceled they put you in there and it just heals you. Also in the original if you had not turned off cyborg conversion for the floor you were on, it would be game over. I don't like how the remake does it but considering how good the rest of the game is, I can forgive it. Also in the remake it is like that too but only on the hard mission difficulty setting.
@@Nails077 This brings back memories of the ol' Hacker's Guide to Sin, in which the regenerator was compared to a jello mould. "They find the pieces and give them new life. As a cyborg's kneecap you will serve SHODAN well."
I think it would be interesting if somehow there was a mechanic where one of SHODAN’s cyborgs or SHODAN herself can re-enable cyborg conversion and then you die and are screwed, or it was a race to take out the cyborg on their way to the lever
What kind of loser uses WASD?? WAXD is the only one that makes sense because you get to put your main action on the S, which is perfect, nobody but losers would tolerate any other mapping. the old arrow configs were made for word processors where you usually scroll down, so the down is on the row and the up is on the reach, games is the reverse so your move forward is on your row and move backwards is on the reach and your action is on the other reach, which is spatially consistent with what the action applies to.