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/vr/ - Retro Games


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File: 105 KB, 800x1016, 143319-system-shock-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google]
7483923 No.7483923 [Reply] [Original]

This game is a masterpiece and way ahead of its time

>> No.7483926

>>7483923
No, it's very much a product of its time. Why do children always have to claim things are ahead of their time?

>> No.7483927

>>7483926
i'm older than you tranny

>> No.7483928

>>7483926
You do not belong here.

>> No.7483937

>>7483926
>try to fit in with the hip kids in /vr/
>play obtuse archaic old games that have aged like shit instead of the ones that are still very much playable and fun for street cred
>call other people out when they don't do the same

>> No.7483941

>>7483923
It is not a good game. but that he was more influential than half-life

>> No.7483942

>>7483923
Agreed.

>>7483926
Nice bait fag. Do you know how many devs of the last 25 years list this game as a major influence? Don't be a contrarian sperg.

All I will give you is that it controls like shit and the enhanced edition alleviates that somewhat

>> No.7483946

>>7483923
For context: the closest thing on consoles at the time was Super Metroid I guess. I'm sure people today would generally rather play SM but System Shock is still an amazing game for 1994 and very playable today if you aren't a pleb.

>> No.7483959

System Shock doesn't do anything that Ultima Underworld didn't already establish aside from audio logs. Of course the kiddies on /vr/ haven't played that one yet because they can't figure out the controls.

>> No.7483960 [DELETED] 

Don't forget to vote for System Shock, bros >>546700851

>> No.7483962

>>7483923
This, along with Star Wars Rebel Assault, Shadow Warrio and the 1990s Star Wars Arcade game could have worked on the N64 and Saturn. The N64 version would be mostly a different experience for the system. The Sega Saturn had its own Keyboard peripheral that a few games recommended its use of. No, I'm not making this up, the Sega Saturn did have its own keyboard.

>> No.7483969

Don't forget to vote for System Shock bros

https://forms.gle/SStUxmoXgtBxsJDA8
https://forms.gle/SStUxmoXgtBxsJDA8

>> No.7483986

>>7483969
based

>> No.7483993

>>7483959
even boomers don't want to play that slog, get real

>> No.7484025 [DELETED] 

>>>546700851
>>>546700851
>>>546700851
vote for system shock and xcom, bros. we can't let those console peasants get away with this so easily

>> No.7484030

>>7483993
fake news

>> No.7484031
File: 394 KB, 788x1576, 1609442297937.jpg [View same] [iqdb] [saucenao] [google]
7484031

>>7483969
>final faggotry and earthbound that high

>> No.7484036

>>7484031
we can't let those weebs win. vote system shock and xcom instead of autistic jrpgs

>> No.7484038
File: 14 KB, 480x474, 1591392928879.jpg [View same] [iqdb] [saucenao] [google]
7484038

>>7483969
>Super Metroid
nah

>> No.7484135

>>7483923
I played it for the first time ever some months ago, and I enjoyed the shit out of it.
So much charm and soul. Also great music that I still listen to from time to time.

>> No.7484324
File: 44 KB, 100x100, Security2Bot.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7483923
It's fun

>> No.7485283

>>7484030
35 year old here and can confirm, Ultima Underworld a shit. I suppose I could use Xpadder to remap the controls, but that doesn't fix the tiny view window issue. That will require someone to actually make a sourceport.

>> No.7485613

>>7484135
Similarly played it along with a friend last year, as well as all the other Shock games and we loved all of them, besides Infinite, each of them having their own little niche that I love about them. Amazing stuff all around.

>> No.7486603

I can't fucking get into this game no matter what. I loved SS2 because it felt like an actual immersive sim/RPG and not a dungeon crawler. I also love oldschool shooters, Doom, Dark Forces, etc, still it has such a good art style and charm and music, but I can't into the gameplay and minimalism.

>> No.7486665

>>7483926
weak ass b8
>>7486603
Try not being a troglodyte that expects every old first person game to be like muh doom.

>> No.7486675

>>7483923
It's pretty based but the constantly respawning hitscan enemies is kinda annoying.

>> No.7486684

>>7486675
>the constantly respawning hitscan enemies
You're thinking of SS2. SS1 enemies don't nearly respawn as bad as SS2.

>> No.7486846

>>7486684
Some of the floors, like level 3 (Fuck the Inviso-Mutants) and R, if I'm remembering right, were pretty fucking terrible at times. But everywhere else was mostly fine, I think.
Speaking of enemies, though, I loved that each of them had a unique sound effect that would play if they were near. I'm always a big fan of games that do that. However, it did get annoying sometimes when I'd spend an hour trying to find one damn Cyborg Drone behind a secret wall.

>> No.7486848

>>7486684
they respawn more often in larger groups in SS1

>> No.7486868

>>7486846
The actual blob monsters and inviso mutants can be a pain, but at least in SS1 that felt sensible as they're monsters that can reproduce, where as cyborgs and zombified humans are finite and thus stop respawning after a certain point (thus feeling like your killing off the limited population on the citadel), something SS2 made retarded by having all enemies respawn like it's a fucking NES game and using muh Body of Many as an excuse.

SS1 also had respawning remote mines but that was only at the very end, and felt thematically appropriate since Shodan was getting desperate.

>> No.7486930

>>7486868
>SS2 made retarded by having all enemies respawn like it's a fucking NES game
SS2's method of controlling enemy respawns is far more complex.

>Ok, lets throw some light over the matter:

>Each level has an ecology: a number of foes of each type. Every now and then the engine checks the ecology, and if it's below of the initial levels, there's a chance of a respawn. So it could NEVER be more critters than the starting number.

>Also, the levels are quite 'small' so the provability of a bunch of respawns accumulating in a single spot is very low: the spawns are at random locations, and there's a low provability of not encountering them before there's more than, for example, two of them.

>Said that, in the "user.cfg" you could use this codes (copied from systemshock.org):

>Monster Spawning
>If you've killed everything in a given area, and you wait around long enough, you'll notice that more monsters are spawned to keep you busy. To minimize respawning, use the configuration variable:

>no_spawn


>System Shock 2's ecologies look at how many monsters are in a given area. If a defined minimum number of monsters are present, there is a chance that a new monster will spawn. The variable:

>lower_spawn_min <n>

>reduces the defined minimum monster count on all ecologies by <n>.

>raise_spawn_rand <n>

>lowers the chance of a monster randomly spawning by changing the random chance from 1/i to 1/(i+<n>).

There is also a separate system for tracking spawns for alarms.

>> No.7486934

>>7483937
>zoomzoom

>> No.7486936

>>7486868
>where as cyborgs and zombified humans are finite and thus stop respawning after a certain point
Also this is false, they keep respawning indefinitely just like SS2. You probably played on a lower combat difficulty.

>> No.7486940

>>7486848
Medical will be filled with mutants once they respawn.
But, respawning enemies aren't bad when you realize that it only happens when the enemy population falls to a certain level, and only specific enemies respawn.
If you're going at a decent pace, you'll never notice the enemies respawn unless you revisit the floor.
You'll most likely feel overwhelmed with respawning enemies in Level 3 and 7.

>> No.7486947

>>7486940
It's a gigantic space station full of people who are now mutated spread throughout the entire ship. Only retards complain about respawns.

>> No.7486958

>>7486603
Play it like a point-and-click survival adventure game. Imagine you're John McClane in Jurassic Park but only you're a hacker, in space, and the dinosaurs are replaced with cyborgs made from parts of the space stations former crew.

Then just absorb that gritty early-90s lo-fi pixelpunk aesthetic and atmosphere. When it clicks, you just get it.

>> No.7486973

>>7486603
Play the non EE version.

>> No.7487016

>>7486973
>Playing without mouse-look.
But why? I feel like someone that hates it would want to play it even less without all of the Enhanced Edition features, notably mouse-look.

>> No.7487042

>>7486973
Think the non-EE version will help me immerse myself into the game? Will it force me to take it slower? I think that that may help.

>> No.7487048

>>7487016
There's SSP if you really want mouselook, the EE is a stuttery mess right now, no easy way to change sound font, has mac weapon sprites, and is missing features from the original game like how monster sprites are filtered and interpolated when you get close to them.

>>7487042
With the original control scheme you have to rely on leaning around corners more and it will prepare you for playing Terra Nova which in my opinion, is better than SS1.

>> No.7487519

>>7483923
About to start this. Enhanced or classic bros?

>> No.7487603

>>7487519
Enhanced, way better with mouse control.

>> No.7487639

>>7487603
Enhanced crashed within 15 minutes of starting it.

>> No.7487735

>>7483923
its really not

>> No.7487793

>>7483923
It really was.

>> No.7487818

>>7483959
as much as I love UU1 and 2, SS1 is far superior in all objective aspects

>> No.7487880

>>7487818
Nothing in SS1 comes close to the genius of interacting with Lizardmen and having to learn their language.

>> No.7489165

>>7487639
Then your computer is fucked.
>>7487048
>EE is a stuttery mess right now
No it isn't unless some updates broke it.

>> No.7489172

>>7487519
DOS version + mouse control mod