I'm all for old fashion design but it needs to serve a purpose, and in this case I really don't see it. Worse more is that the visual palette is so similar between each of the four quadrants (and every room in general) that it was difficult to make out where I was and where my objective could be. A tiny compartment hidden in a wall that seemingly has no in-world use. Random balconies that have no purpose (and don't even have a proper entry/exit point) except to have a Cyborg Assassin posted up to shoot you. If this was just an odd occurrence, it probably wouldn't have stood out so much, but the map is filled with this nonsensical design. What's the point of this? There's no visual or environmental storytelling, no items to collect, it's just a dead end room. Why? There was another room at the end of a hallway in the Beta quadrant, filled with toxic barrels, a dead body. I climbed up a tall ladder in the maintenance pipes just to get to a dead-end platform that had one dead body and a medical patch lying on the floor. The entire floor is a gigantic maze just for the sake of being one. The design of the hallways and rooms is completely illogical and lacks any kind of motivation. Navigating through the environments felt headache inducing, and it would be an absolute slog if the rest of the ship was laid out this way. I suppose some of it falls into nostalgia of the original title (I played System Shock 2, but not the original), but to me it seems incredibly antiquated - and I don't mean that in a good way. However, the most concerning issue for me was map design. It is an Alpha, so of course I expected rough edges. There's some things about it that I thoroughly enjoyed, and other things that definitely need some work. I recently played the System Shock Remake Demo that is up on GOG.
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