

The voice logs, some of the objects you can pick up. But there are specific pieces, like the edges on the pistol and its old-fashioned LED-style ammo counter, where you see a kind of retro big-pixel look. We just called it the " Adventure Alpha." AdvertisementĮnlarge / Outnumbered, outgunned, but looking much crisper than nearly 30 years ago.Īrs: As I noted in my original preview, some aspects of the game look like a straight-up modern game, with reflections, high-density textures. We actually released a built of that to our backers. We rebuilt the entire (original) game in Unreal, then we used the original textures, so we could see exactly how the game was back then, before we started manipulating and changing things.

We were able to rip the art assets from that game, and that was actually one of the very first things that we did when we restarted the remake project about four years ago. There's some new artwork to fill out the gaps of the 4:3 original, along with a number of other improvements and bug fixes, just to make it more accessible to somebody who wanted to play the game on a modern computer.

That's where you've got the Enhanced Edition, where you can change the resolution to widescreen and rebind controls. Kick: So we brought that to our developers, who were then able to port the game to our engine. In a folder on the Mac version was the actual source code. Larry Kuperman: They found the Mac version of it. From there, we worked with our friends at OtherSide, Warren Spector and Paul Neurath.Īnd they had just discovered-in a shoe box if I'm not mistaken-the source code to the original game. Out of all the games that we had access to, we were having a lot of fun just exploring Citadel Station again. After we got our hands on that, and we brought him on board to do some further improvements, we realized that System Shock was probably the best opportunity there was to do a remake. Stephen Kick: From the Enhanced Edition that we created originally, we were working with an independent member of the forums, who was able to implement a mouse-look mod that really kind of started this whole thing. Ars Technica: What assets did you have to work with from the original game when you started the remaster process?
