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System Shock remake is made for PC gamers first, says game director

By Joe Donnelly

 

Jason Fader addresses switch from Unity to Unreal 4.

 

Last week, Nightdive Studios teased new in-game PC footage of its forthcoming System Shock remaster. Running on Unreal Engine 4, some prospective players suggested the reimagined Citadel Station looked better when powered by Unity—as it had been in last year's pre-alpha demo. The game's director Jason Fader has now addressed why Unreal was chosen, where he and his team's priorities lie, and what a "faithful reboot" exactly entails.

 

Speaking via a Kickstarter backer update post, Fader explains that the remake's visual appearance is still a work in progress and that the engine change and visual differences are in fact unrelated. "What you see in the video is a rough style we are experimenting with to push crisper visuals," explains Fader. "Art direction was a lower priority for the engine change since we wanted to be sure the technology could do what we needed first. Now that we have the pipelines set for getting art into the engine, we'll be iterating on the style and mood."     

 

Fader also suggests last week's footage represents one and a half month's worth of "direct content creation", compared to the the Unity demo's six months. "Not exactly the fault of Unity," admits Fader, "but as you see, it's easier for our team to create content in Unreal."

 

 

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