“We’re not touching the overall story (other than fixing plot holes). "We’re making a ‘faithful reboot,’ meaning the spirit of the game is the same, but how we present it may be different,” Fader told Polygon in a follow-up email. With this new investment in Unreal Engine and with audience expectations set by the Kickstarter, I asked how the team now thought of the game - is it still a remaster, like it was called when it was a Unity project early last year, or a remake? Fader instead calls it a reboot. And here are some images, if that’s more your speed: Nightdive is releasing a video of the game running in the new engine to backers, which you can see at the top of this post. When asked why the shift was necessary, Fader explained that because of a combination of fidelity, cross-platform support, content-creation pipelines and performance reasons, “Unreal was the smarter direction to go.” So with that decision made, the team set about staffing up and working on a new vertical slice - a sort of proof of concept prototype. “So we spent a few weeks researching other engines, really diving deep with Unreal and Lumberyard, and we made the decision to pull the trigger and move forward with Unreal.” Part of that process involved reevaluating Nightdive’s approach to the game’s technology after discovering that “Unity is not a great engine to use if you want to make an FPS on console,” game director Jason Fader told Polygon at the 2017 Game Developers Conference this week. After raising over $1.3 million on Kickstarter last summer, the team at Nightdive Studios has been working to make good on updating the first-person classic System Shock for today’s audience (and the game’s backers).
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