"Dying" in cyberspace also damage half your real health but fatigue damage is lowered, allowing you to sprint a few meters Environment Bumping into walls also damage youĪccess permission is granted by attacking red electricity swirls in deep inside rooms, they take some time to destroy Security Mines are now destructible and deal much more damage. You have 6 DOF movement, but no longer move forward when idle in rooms.Ĭyberspace "rooms" are blocked by force fields that can be disabled by shooting at connected energy patchesĪctually useful rooms (ones with data) are complicated by design, riddled with lots of enemies that respawn when reentered Near complete rework, software is still touched to obtain and activate, but no information or games are found More similar to Bioshock's hacking, you have fixed conductor pieces and rotatable pieces, You pass when all connected and switches flipped Grid Puzzles Instead of showing voltage, you can see the logic flowing through, Same as original, by matching wires to the right socket, but have additional switches in the logic Now solved physically by interacting with panel elements instead of through MFD, still finicky Wire Puzzles ![]() Their postures are also more stoic and quite different from original SS.Īll logs are rerecorded and have different emotions from the original. Profile pictures are now black and white bandy portraits that are completely reworked. New datastick can be picked up on the floor and stored in the "Notes" tab, but "on the ground" notes now disappeared, probably WIP Audio Logs Subtitles not finishedĬan hold "F" shortly after collecting an audio log to play it Shows the level you are currently in and all level information on a single panel MediaĪudio only even for emails. Vertical map combined with status menu Status Power (Energy Charge) Stations, Surgery Machines, Respawn Chambers (Restoration Bay), and puzzlesĬannot leave messages but can still make unnamed markers Grenades can stack in hotbar, while dermal patches can't Mapĭetailed map with additional markers for : Scrolling while equipping a weapon in the hotbar will cycle through weapons in the hotbar Items can be put back into containers HotbarĬan have multiple configuration, automatically filled if there is a new weapon/patch/grenade stack Only 5 dermal patches or grenades can stack in 1 grid, more will create another stackĪll items can be vaporized. Now a unified grid(5x12) with large items taking up multiple grids Interactables pointed at will have small yellow corners that highlights it The "show the name of things" thing moved to the top and quite hard to read, also types the name out so there is delay Heath and Energy indicators no longer segmented by color but by width (3 sectors, lowest sector widest). Most features still exist, similar to Enhanced Edition's MFD, but are added to the HUD instead of information panelsĬannot attack while in MFD, can still interact and move screen by draggingīooster module removed from hidden room HUD ![]() You fatigue faster, it seems to be draining slower (25s from warning to 3 pulse vs ~18s from warning to 0 in original), jumping is a lot more tiresome, you cannot fast run at max fatigue and slows to running speed until you can sprint again Multifuntional Display (MFD) It takes ~20s to walk around the central hub vs 18s in original 11.7s sprinting vs 8.2s in original 14.0s max fatigue sprinting in original Running and especially Sprinting are also slower, Leaning is much easier as it is bound to "Q" and "E" by default, leaning is much quicker. No body indicator to change posture, cannot prone but crouching will get you everywhere. More similar to modern games, with reversed control from Enhanced Edition, mouse aim, M1 to attack, M2 to use, WASD movementĪ "Take all" keybind, "T" by default, cannot grab by containers directly. Removed difficulty 0 from all 4 difficulty settings. ![]() Level ambience available on YouTube are much more similar to the original Difficulties Cyberspace ambience is similar to the original, but less engaging and "feels" slower and heavier, this might just be a soundfont difference. Sound Design is entirely different, ambience is horror themed, even the elevator music is tuned different. Outer space is much more glamorous than the original, less desolated Sound More futuristic theme, and much more cyberpunk theme Look straight out of 2016, textures seems to be placeholders and still low res, but may also be deliberate I encourage you to finish exploring at least L1 - Hospital in either game before reading, but it should be relatively spoiler free if you are completely clueless. I compiled a list of differences I have found between both games. I am not sure why I can't find something like this posted before, since both games are strikingly similar despite having 25+ years of technological difference.
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