![]() But we all believed very strongly in Looking Glass’s direction, and were proud that we were taking games to a more cerebral and story-rich place. There was, to my recollection, a vague sense of fatalism about the parallel tracks the two companies were taking, since it was clear early on that id’s approach, which needed much less player education and which ran on adrenaline rather than planning and immersion, was more likely to be commercially successful. We were trying something more difficult and nuanced, we still had a lot of respect for the simplicity and focus of games. ![]() We wanted to build game environments that reacted to player’s decisions, that behaved in natural ways, and where players had more verbs than simply “shoot.” DOOM was not an influence on System Shock. ![]() ![]() “ just become essential in creating that feeling that you’re there… Things like being able to pick up items from a distance is something that was really important in Half-Life: Alyx, and it’s something you’ll be able to do in System Shock VR as well.”Ĭurrently, System Shock 2 VR is in the prototype stage, so the VR version will not be released alongside System Shock 2: Enhanced Edition, which is planned to be released alongside Nightdive’s full remake of System Shock.We approached games as immersive simulations. Our Notifications: "Is System Shock 2 EE still a thing?" Us: /nYgX0xnVBa- Nightdive Studios JanuThe team has been studying other VR games and one title that has set a bar for immersion is Half-Life: Alyx, which Nightdive says is a big inspiration. “When you’re in VR, you’re the one actually swinging the weapons, you’re reloading yourself, you’re not just hitting a button and having the character reload the gun automatically.” Nightdive cites the immersive potential of VR as one of the main reasons for pursuing this dedicated mode for System Shock 2: Enhanced Edition. ![]()
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