9/25/2023 0 Comments Nightdive system shock![]() ![]() It really gives us a lot of flexibility.” “There are areas where we could make that aspect of the game more fun by opening the level up more or making it a little less maze-like, and adding more areas of interest to show exactly what they’ve done to create these cyber monstrosities. “Back then, oftentimes level design was a product of the time, and it’s since evolved to a point where it can engage players more effectively,” notes Fader. ![]() That’s no bad thing - there were few, if any studios in the ‘90s, with greater pedigree in that area - but the team aren’t letting the limitations of two-decades-old level editing hold them back. Of course, Nightdive are somewhat wedded to maps drawn up by Looking Glass in 1994. But the way it’s dressed, with cybernetic doohickies, body parts, and dramatic lighting, can play on our fears and make it distinctive. “We can have a game where you see a lot of viscera strewn about the station, and there’s a lot of opportunity for visual storytelling.”Ī corridor in a space station might not in itself set the industry alight with its visual inventiveness. “One of the strategies we’ve adopted from past games that we’ve worked on is that it’s not necessarily about the environment, it’s about what you put in it,” says Fader. Once you’ve noticed, it’s hard to shake - and it’s something Nightdive are working to avoid. It’s that uncanny sense, on the 20th Ayleid dungeon, that you’ve seen that same set of sarcophagi before. The system allows them to get levels up and running quickly, and Fader believes modular design is even better suited to System Shock than it was to Fallout: “Mainly because we don’t have to worry too much about terrain and extreme environments, and fortunately a space station already feels modular in its construction.”Īn issue that Bethesda have run into in the past is ‘asset fatigue’. “And then they go away and construct these things, almost like working with a digital set of Lego.” “What that means is that we have our environment artist creating tiles - chunks of a level, chunks of a hallway, wall pieces, floor pieces, ceiling pieces,” Fader explains. Rebuilding Citadel for the new System Shock couldn’t be more different - the team used a tile-based construction system reminiscent of the one Fader and much of his team worked with on Fallout: New Vegas. It was just something we wanted to put together to show that we were making something: it’s in Unreal, and Unreal will help us to get better visual fidelity at the same time on multiple platforms.”Īsk Ken Levine about working in Thief’s Dark Engine for System Shock 2 and he’ll tell you about carving passageways into the editor, as if space itself was made from dense rock. “I guess what we showed off in the Unreal trailer was more of a tech demo than a final representation of the art style. “Overall, it’s been a pretty seamless transition,” Fader concludes. In March, less than a year after the initial reveal, Nightdive put out another trailer in Unreal. “The code doesn’t really translate, but the core fundamentals of the system we were working on definitely do map over,” says Fader.Ĭreature design, items, weapons, and to a certain degree environmental layouts - all were translated from the Unity demo with a minimum of time lost. Thankfully, Nightdive were able to pull over a “good chunk” of the work they’d already done in pre-alpha. “And instead of having them get up to speed on Unity, it made more sense with what we had in the pipeline to go with an Unreal ecosystem.” “These guys had more Unreal experience than Unity experience,” explains Fader. Nightdive have hired a bunch of “very senior” developers, a number of whom worked alongside game director Jason Fader at Obsidian on Fallout: New Vegas. And second, more pertinent for our purposes, was the team. First, after conversations with both Epic and Unity, Nightdive decided Unreal Engine 4 would be the better choice for hitting their performance targets on consoles. There were two important considerations behind the engine swap. ![]()
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