![]() It took a while to sink in but at one point we had to make the heart wrenching decision to scrap years of work because it didn’t do justice to that legacy. Shock is one of the most influential games of all time and is responsible for spawning an entire genre of games. One of the most challenging aspects of development was truly understanding the legacy of System Shock. What was the most challenging part about the development process of the remake? From the very beginning we worked with the original artist behind System Shock, Robb Waters to ensure that everything felt uniquely Shock. It was important that the story remained the same and that the overall structure of the levels remained intact, but we certainly took liberties with the design and layout. We didn’t want to tamper with what made the games special but simply to enhance enough of what was there to bring something new for longtime fans. What was the overall approach when you started working on the project, any principles that you were guided by?Īs with all our games at Nightdive we wanted to stay true to the original vision. The campaign was a success and after we raised $1.35 million the development of the System Shock Remake officially began. I reached out and hired him to help create a prototype of what would become the demo we offered potential backers on Kickstarter. The art style appeared modern but seamlessly blended the throwback aesthetic of chunky pixels and retro graphics. Howie was working on fan art of Star Wars: Dark Forces and it captured my imagination. At this time I was browsing a game art forum and I discovered the work of Howie Day. ![]()
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