'System Shock' shifts gears, will now use Unreal Engine 4

Shawn Knight

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Night Dive Studios last summer launched a Kickstarter campaign to help fund the reboot of System Shock, the 1994 genre-defining classic from developer Looking Glass Technologies and publisher Origin Systems.

The campaign managed to raise more than $1.3 million and development seemed to be going swimmingly but alas, things weren’t as great as they seemed.

According to game director Jason Fader, the community made it clear that they really wanted console support. Unfortunately, Unity proved not to be a great engine to use for a FPS on consoles and after researching alternative engines for a few weeks including Unreal and Lumberyard, they ultimately decided to pull the trigger and go with the former.

When Polygon asked why the change was necessary, Fader said it had to do with a combination of cross-platform support, fidelity, content-creation pipelines and performance. Ultimately, he said, Unreal was the smarter direction to go.

At the Game Developers Conference this week, Night Dive published a pre-alpha teaser trailer showing what the game currently looks like on the new engine.

Given the new approach, Polygon asked if the game was still being called a remaster like it was when it was a Unity title or if it’s something else entirely. Fader said they’re making a “faithful reboot” which means the spirit of the game is the same but how they present it may be different.

They’re not touching the overall story (other than fixing plot holes) and all of the familiar characters will be present although with more refined dialogue. Most of the classic creatures, weapons, items and areas are being kept, Fader said, adding that they will be applying modern game design principles and visuals to better introduce System Shock to current gamers that might not have had the chance to appreciate the original.

System Shock is expected to arrive in mid to late 2018 for PlayStation 4 and Xbox One as well as Windows, Mac and Linux.

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Lol, I made a comment the other day about how developers haven't really started using Unreal Engine 4. In a single day you have two articles of two different developers announcing (and even showing off) Unreal Engine 4 xD
 
"...adding they will be applying modern game design principles..."
Which "modern game design principles" exactly? Adding mouselook, widescreen, higher resolutions, and standard FPS controls or even giving it an overall Bioshock feel is great. OTOH, the last thing anyone wants is a dumbed down System Shock just because some of the "community" backers are casual gamers...

"We'll be applying modern game design principles such as single-slot 20min apart checkpoint-only saves (something modern gamers love especially when combined with game breaking bugs). You can only carry two weapons at once. The UI and inventory system have been nerfed to fit controllers. Medical kits & bays have been replaced with auto-heal. 30fps locks are what every modern gamer desires. Gunplay is "peashooter vs tank" as 'encouragement' to acquire Annelid weapons which are locked behind micro-transactions. The Recreation and Hydroponics decks have been split off into 'optional' DLC. This game requires an 8GB VRAM dGPU yet looks like something out of 2005. We'll give pre-orderers a +500% damage bonus, 500,000 free credits and God Mode as a reward for their impatience preciousness. It takes up 90GB of disk space of which 85GB is uncompressed audio. We've included glorious 4K textures then made sure you don't benefit by blurring them all out again with laughably unrealistic depth of field, film grain, motion blur and vignetting. The 80hr game length consists of a 10hr game and 70hrs MMO "sidequest spam" filler. Now sit back and enjoy those QTE's!"

Please don't screw this up trying too hard to be "accessible" or "modern"...
 
Because it's never bad for game development to change things entirely to cater to console gaming's lowest-common denominator needs. Right? Oh wait...
 
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