System Shock Remake!!!!!!!11111one

Been really enjoying this game and the feeling of making progress feels far more rewarding due to the more cerebral nature of the gameplay. No hand holding guides of what to do, where to get it and where to put it. No handy waypoint symbol always there in the HUD, or the next part of the mission displayed in a neat quest page.

You get small clues and figure it out as you go. Normally I hate backtracking, but I had missed part of the reactor and the research levels and that meant I could not progress. When I finally figured out the next steps it felt like a genuine achievement. No quest called collect widget on research level, followed by use widget in reactor level. I had to read actual notes and lore for a change.
 
Correction fix for ultrawide, even the 120 FOV by default isn't showing the correct FOV, this fixes it. Just place the 3x files in the game's Win64 directory (ignore the system shock folder in the zip file) and that's it.

 
Didn't hang about!

that feeling when you have too many scraps to cash in and it's been a while since the last recycling machine was found :o

GdTiO4M.jpg
 
Almost gave up when I realised I had discarded all my plastic explosives and could not remember where. Then I remembered how this was the way games were designed in the 90s. I spent about two hours scouring the last 3 levels before finding them at a mod station on the flight deck.

Finally finished it and enjoyed it a lot. 9/10 remake for me. It properly highlighted how much most modern games hold your hand. Case in point most RPG games will mark those plastic explosives as quest items and not let you discard them. This game lets you throw them away like an idiot.
 
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I do like that you can drop your crap anywhere and come back to it later and it's still there. beats Res Evil's "you must store your stuff in a chest which magically wormholes everything inside to all other chests in the game!!!"

Oh and actual proper quick saves, how many games these days that don't have a proper quick save and force you to load from a checkpoint etc is unreal.
 
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Patch update with a lot of fixes and stuff yesterday:

  • Fixed a crash that could occur when entering Flight Deck with older DX11 versions.
  • Fixed a crash that could occur when exiting Maintenance Cyberspace.
  • Fixed a crash that could occur when playing Grove Chess.
  • Fixed Ragdolls to not fall into place when loading into levels or saves
    [Players will have to save at least once to see it take effect after downloading this patch]
  • Improved grenade rolling behavior when thrown.
  • Improved ragdoll behavior on Human Corpse attached to Cortex Reaver.
  • Fix for weapons with installed Modkits not always showing their attachments properly.
  • Fix Magnum laser sight FX not working properly when loading a save with it enabled.
  • Fix elevator music not stopping when the player dies in an elevator and respawns on another level.
  • Fix for Audio Log Portrait disappearing in certain cases.
  • Fix for game pausing unexpectedly after loading a game.
  • Fix equipment soft-lock that could occur when dying while arming an explosive.
  • Fix equipment soft-lock when saving and loading while focusing on a puzzle.
  • Credit Machines will dispense Tri-Credits when a Finance Chip is used on them.
  • Broadcast Monitors can now be shattered when attacked.
  • Minipistol Burst-Fire Modkit shoots three rounds instead of two, and can be toggled on/off.
  • Bio-Tanks that are destroyed will stop generating hazards after a short duration.
  • Items can be bound to the hotbar by pressing a hotbar hotkey while mousing over the item.
  • Balance tweaks to Maintenance Cyberspace Level
  • Removed duplicate Audio Log from Flight Deck
  • Fixed Softlock in Research Level by making Elevator Lobby doors and Circuit Breaker Room door always open if that Quadrant has power disabled.
  • Fixed Softlock in Reactor when pulling the Reactor Self-Destruct Lever and reloading a save
  • Improved Realspace Enemy AI
  • Improved Cyberspace Enemy AI
  • Improved Magnum Weapon laser dot FX
  • Improved Mag-Pulse Weapon impact vortex FX
  • Add Headbob Option to Accessibility Settings
  • Added Autosave after using Surgery Machine on every Difficulty
  • Fix for Surgery Machine getting stuck in a permanent busy state
  • Fix for Energy Shield screen FX not restoring after loading a save
  • Fix for pressing Back in the Media Reader to not close entire MFD
  • Corrected the Escape Pod Status in MFD Status Screen when triggering Self Destruct sequence
 
Oh also I nade some observations today with DLSS on vs off. I thought that using DLSS Quality with DLDSR (so higher internal res) would mean that some light source shimmering in distant areas of a scene would not be something you'd notice, but turns out you do.

The absolute best option for picture quality and image stability for distant objects is DLDSR at 1.78xDL or 2.25xDL, so if your monitor's res is 3440x1440, then you'd be wanting to use DLDSR at 4506X1920or 5160x2160 - Both with DLSS disabled unless you can't maintain the framerates in which case you have no option but to use DLSS.

Note that even 3440x1440 native res with DLSS off still shows the distant light source shimmering so it's to do with the resolution and rendering pipeline ultimately.

5160x2160 + DLSS Quality

5160x2160 + DLSS OFF

4506X1920 + DLSS OFF

3440x1440 + DLSS OFF

Also notice that the brightness is slightly darker when capturing the gameplay at any DLDSR resolution? The native 3440x1440 is brighter (normal) - Weird. Screenshots are normal brightness though whether DLDSR or native.

I suspect this is UE4 in general and since the Resolution Scaling slider doesn't actually work in this game, the shimmering and darker video recording using a DSR factor etc is some glitch in the engine. This is the first game I have noticed this type of glitch. If resolution scaling in-game worked then I could have used 3440x1440 with say a 150% scaling factor to mimic DLDSR and see if that also has shimmering with and without DLSS.
 
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Has anyone played on a Steam deck yet? Wondering how it plays there

Thanks!
Generally pretty great - getting a mostly locked 50fps on a mix of med/high settings (60 is possible but with frequent dips into the 50's) - it's not Deck verified though and I suspect that's 'cause the UI doesn't scale well to the Deck's 800p - text is very small in some UI elements. As mentioned above, using a controller is kinda clunky for inventory management but moving/shooting works fine.
 
There's absolutely no way of completing this without a walkthrough, is there?

I'm increasingly finding more and more of each level is locked behind keypads I don't have the code for.

Either this plays like a Metroidvania and you have to keep returning to levels later on, or I'm just stuffed as I don't have any of the codes for these doors.

I'm also finding doors I just physically can't get to. Ie can't jump high enough, etc.

Been through all the logs and no codes in them, apart from the very first log you find in medical, none of the rest have keypad codes.

Le sigh. It's not really any fun to clear out a level, then find there are 3 or 4 doors you just can't go through. And so moving on to the next level, and still not finding any of the sodding codes. Gets a bit frustrating after a while. I've been retracing my steps through the (now empty) levels, looking for any logs I might have missed, and it's starting to grate. I hate using walkthroughs but I have a feeling some or all of these codes are in hidden areas.
 
I did in the 90's without one (as there were none!)

if you want help:
some codes are displayed on screens at certain points of the game, like where the cpu nodes are

things you cant reach are because you need equipment you don't have yet
 
I did in the 90's without one (as there were none!)

if you want help:
some codes are displayed on screens at certain points of the game, like where the cpu nodes are

things you cant reach are because you need equipment you don't have yet
Fair enough. There are a couple levels I've not yet been to.

So it's basically a Metroidvania :p

I played SS2 back in the day and it was far more obvious where you were supposed to go.
 
Meh. Think I'm done with this. Got to the first boss. Unlike the entire rest of the game, you can't die - if you do it's game over.

I've not been conserving ammo particularly well so I've basically got nothing decent to fight it with.

It's a shame. Up to that point the game lets you die and respawn, and never gives you the impression that conserving ammo is something you should do. Or that there will be boss fights!

Then you get to the boss, the rules change, you can't die or it's game over, and you need to bring a truckload of ammo for your most powerful guns.

So... guess that's it :p It's 90s game design, and it's absolutely brutal how they didn't care about being nice to the player back then. Or even consistent.

e: It would also be nice if the bindings for the controller actually worked. For some reason, no matter what you bind "throw grenade" or "use healing" to, pressing those keys never does anything. You have to cycle through all your inventory and press the action key, which is just bonkers when you're taking fire. Controller support in general is awful in this game. Even scrolling through the menus is bugged to all hell.
 
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Meh. Think I'm done with this. Got to the first boss. Unlike the entire rest of the game, you can't die - if you do it's game over.

I've not been conserving ammo particularly well so I've basically got nothing decent to fight it with.

It's a shame. Up to that point the game lets you die and respawn, and never gives you the impression that conserving ammo is something you should do. Or that there will be boss fights!

Then you get to the boss, the rules change, you can't die or it's game over, and you need to bring a truckload of ammo for your most powerful guns.

So... guess that's it :p It's 90s game design, and it's absolutely brutal how they didn't care about being nice to the player back then. Or even consistent.

e: It would also be nice if the bindings for the controller actually worked. For some reason, no matter what you bind "throw grenade" or "use healing" to, pressing those keys never does anything. You have to cycle through all your inventory and press the action key, which is just bonkers when you're taking fire. Controller support in general is awful in this game. Even scrolling through the menus is bugged to all hell.

Breath of fresh air if you ask me. Just picked it up for £20 :D
 
Breath of fresh air if you ask me. Just picked it up for £20 :D
Yes and no. Games didn't give a toss about wasting the player's time back then, so you'll be backtracking to medical every five mins to heal up, and that backtracking takes several minutes.

There's not a huge challenge in combat with regular enemies, and the AI is weak. You can always retreat and disengage and the AI will not attempt to follow you. You can often just snipe them from long range and they can't do anything about it.

Then there are quite a few unfair situations, like surrounding the player with explosive barrels and just blowing you up as you enter a room. Again, this could fly in 1993 but not so much now. It's cheap. Or the enemies that decloak in front of you and can't be detected by any means. By the time you can see them and react to them, they've hit you at least twice and irradiated you. Cheap.

Then you get to a boss and the rules of the game change for no reason. Cheap.
 
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