Which is better, 1 or 2?
They're very different games, and they're both really good. SS1 is a non-linear first person action adventure (definitely not a pure FPS like Doom) and SS2 is a sci-fi survival horror RPG.
I'm hoping SS3 mixes both; personally the stat based character building of 2 felt somewhat out of place in such a grounded setting. Y'know, I can hold this gun in my inventory but I can't use it because my strength isn't high enough.
1 is better, I felt like the RPG elements that 2 added were just a lot of noise compared to 1's upgrade system. Also, I played it late (after Half-Life, Deus Ex and
Portal), so I was pretty disappointed by 2 even though I did enjoy it.
I've started questioning if SS2 really benefits at all from the RPG elements. The first game doesn't have them and it's fine. If you find a weapon, you can use that weapon. In the second game you need modules to learn how to swing a stick
I probably like the sequel's general ambiance more. The first game has more expansive maps, they don't really make any sense but it's fun crawling around them. The cyberspace hacking sequences are pretty interesting too. I can't really decide which is better. SS2 kinda falls apart towards the end, that's a definite minus
From what I hear SS1 is a lot like Ultima Underworld in space. UU had stats because it was assumed that an rpg should have them since there wasn't anything else much like that game up to that point. They ditched them in SS because it was superfluous and out of place in UU, and then SS2 had them again with the same sort of problem. Which leads me to believe SS3 won't have that kind of character progression.
>no shitty stat management that restricts your freedom of which weapons you can use
>shodan is the main antagonist from the start
>top notch cheesy 90's cyberpunk atmosphere
System Shock 1 is goat and it's a shame that it's overshadowed by SS2 and Bioshit.
I've actually been playing through SS2 for the first time and am starting to see why people say the end of the game sucks
>go kill these 15 eggs in an area without a minimap or map, and no way to tell how many you've killed or if there's even one nearby
God SS2 was fucking brilliant until the last 25% of the game
>UU had stats because it was assumed that an rpg should have them since there wasn't anything else much like that game up to that point
sauce on that btw
I don't know about budget but they did run out of time. The whole ending was a placeholder in the script and by the time anybody realized the wrong ending had been produced, it was too late to remake it.
>I've started questioning if SS2 really benefits at all from the RPG elements.
I feel this way about a lot of games, really. What I like about RPGs aren't stats and dice rolls, it's player agency and options and reactive worlds and freedom and shit.
True, stats are just a way to represent the character's growth. But if you can do that via other means like new abilities, do stats really even need to be so central anymore. I mean, in PnP you kinda need it to represent character growth, but a video game can show it visually. I guess it's still needed in dialog checks though, if the player wants to roleplay a stupid oaf like in Fallout for instance
I don't actually like the way that looks. It's too shiny and all the effects as the room is torn apart are less effective than the simple fade to black. Either way it's SS1 getting remade, not 2.
SS1 had a cooler soundtrack, more interesting gadgets and things to fiddle with, and a more vibrant level design
SS2 was spookier, had a more cohesive set of enemies (even if they did have slightly less variety), and its interface was much easier to get comfortable with
They're both neat, but I prefer SS1. I'm pretty sure I came a little the first time I picked up an energy weapon and realized I got set it to different power levels. The game is just so goddamn cool.
I will fight anyone that claims the SS2 soundtrack is bad or "distracting". Running around on speed hypos beating shit with a wrench to this music is GOAT.
I love 2. Beat on Normal, Hard, and Impossible without savescumming.
Haven't tried 1 yet. The levels in it look more complex, but it seems like SS2 has more game mechanics to worry about overall. Am I wrong?
First game doesn't have stats, or weapon degradation. Also do the cameras actually alert enemies in the first game? They do in 2 so you kinda need to sneak around them if you don't want to be attacked. First game has a time limit on harder difficulties though if that's your style
SS1 isn't super complex, but it has a bit more going then "kill this, flip this switch, repeat in next area". There's no level-up system and no psi powers, but there's a bigger focus on finding and using different tools and gadgets. There's cyberspace segments as well as a couple different types of hacking mini-games.
Hey, bud, we're all friends here. There's no need for that. We're just discussing some cool games, bub.
I know but too many kickstarter/indie projects like this where old developers try to resurrect old games have gone wrong for names to make me excited. It won't be as bad as Thi4f at least, since it has proper rope arrows.
>That complete lack of balance in SS2's upgrade system
I fully upgraded research because I figured I'd get something really good out of it but then it turned out that it's perhaps the biggest waste of upgrade modules in the entire game. Can't even use the weapon you get out of it unless you fully upgrade Exotic weapons too.
Yeah you need to destroy them to get level security to zero percent, which unlock Shodan security. They really blend into the level sometimes. I spent ages looking for that last camera in the first level, but that was actually in a hidden room
For some reason that one wouldn't show up though. I could only tell there was a hidden room because I kept hearing robot noises through the wall, but I couldn't figure out how to actually get in until I just kinda stumbled there
I have no idea how SS3 could start out given how shitty the end of 2 was. Part of me wants them to have an intro that's a remake of everything after you get on the Rickenbacker, as it was supposed to have been with the proper ending and zero-g segment.
I've been wondering the same thing. Shodan seemed to slip into reality so I guess they could have some weird realm where cyberspace and reality are blending. Kinda like that last part of SS2 with those cubes flying around but wilder. But then there's also the thing that Shodan doesn't seem very threatening anymore when we've already beaten her two times, it's getting into cartoon villain territory at this point
The story in SS2 was already pretty contrived in order to get Shodan to appear. Trying to stretch it out to a third game would only make it worse. Weirdly it's a situation where I probably want them to do a remake with a fresh story rather than continue where it left off.
Though Nightdive are already doing to modernized SS1 remake, but I don't have much confidence in that.
Psi powers could be a lot better with modern technology. Plasmids already were but they always felt sort of situational and electroshock or whatever it's called was the only consistently useful one.