How much of a game's identity is tied up in its rough edges? What do you gain by smoothing those edges away? What do you lose? System Shock (1994) and Syste...
The visuals are really good but there are times when the game leaves no apparent clues as to where to go next. The path forward may be on a different floor, even if already visited and fully explored.
There's also a point near the end when you see the door, but the interface to open it is hidden on the big location, again with no hints to where it is. In the original, the areas are comparably minimalistic, making it easier to notice.
The visuals are really good but there are times when the game leaves no apparent clues as to where to go next. The path forward may be on a different floor, even if already visited and fully explored.
There's also a point near the end when you see the door, but the interface to open it is hidden on the big location, again with no hints to where it is. In the original, the areas are comparably minimalistic, making it easier to notice.