The user interface, the user experience has all been modernized to be more familiar to a gamer now than in 1994. So the whole control scheme's been totally redone. And that was something that we discovered very early on when we did the Enhanced Edition is that when you give the player modern controls for that game, you almost have an entirely new game on your hands, and that's what made us inspired to do the remake to begin with. In the original, pre-Enhanced Edition, you had to move the mouse cursor around the field of view in order to move the character, which is not the direction the industry went in 1994, they went with mouse look, being able to just freely move the viewpoint around. Stephen Kick: Probably the biggest change is just the way you control the character. What kind of modernizations has the game seen and what would you say are the biggest changes in that regard? Truly, there's no more of a pure example of System Shock than what we have in the remake.Īnd I know that this reboot meant that you could include some things that couldn't be done in the original due to the technical limitations of the time period. ![]() And what he was able to contribute was basically looking at all the stuff that he had designed for System Shock 1 back in 1994, and then apply the last 25 years of his experience, reimagining those same art designs and those same characters and everything else for the remake. On the other side of things, we had Robb Waters, who is the original artist for System Shock 1, and also one of the main artists on the Bioshock series and a number of the other Looking Glass and Irrational titles from that time. ![]() So that was an incredible benefit that we couldn't have been more happy with. And we even had the added benefit of her husband, Eric Brosius, who was also part of that original Looking Glass team to do the processing on her lines, so that when we got them back and had them ready to plug into the game, they were already SHODAN-ized, so to speak. Fortunately, when we reached out, she was very happy to do so. ![]() Stephen Kick: So when we first were kicking around ideas to do this remake, the number one thing that would kind of ultimately decide its fate was whether or not we could get Terry Brosius on board to reprise her role or SHODAN. That said, perhaps we should talk a little bit about those members of the original team that are on the current team, and I'm going to kick that over to Steve to talk a little bit about Terry Brosius and Robb. And Warren has provided some feedback along the way, having Warren Spector say, "Yes, you're going down the right path, that's the right direction," was really important to us. That said, both Paul Neurath and Warren Spector have been wonderful in their support of the System Shock project. ![]() I have to do the usual disclaimer, let's just be really clear for everyone that OtherSide is a completely separate and different company than Nightdive that's the part that I really want to be clear about. Larry Kuperman: Let me take the first part of that, Stephen, and then I'm gonna throw the technical stuff over to you. Screen Rant: Can you talk a bit about collaborating with the initial developers, and what's been the most important elements for both you and the original developers that you wanted to be sure to preserve from the original game in this new version?
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