Aaaaaaand... funded.
$1.35M, 150% of their target. Not bad. Some nice things from the stretch goals were missed -- assuming you're one of those people who think this needed anything beyond "WASD controls and modern graphics"
-- but it's great to know that by late 2017 we should see Citadel Station in a version that today's gamers can enjoy.
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Also, I'm glad to hear you enjoyed the original, Dinosawer. There are so many amazing game design concepts in System Shock, and so many that I wish more games had adopted.
One of them is "solve problems in the way you enjoy most." But another is offering a remarkable level of customization of the play experience: the choice of four difficulty levels each for combat, story, puzzles, and cyberspace.
This customization wasn't taken as far as it could have been. In particular, it didn't change puzzles much at all. Even so, this system made it possible to play System Shock as a straight-up shooter (Combat maxed, Puzzles and Story minimized), or as nearly an interactive novel (Story almost maxed, Puzzles and Combat minimized), or as an exploration-friendly tour (Combat and Cyberspace minimized, Puzzles maximized and Story almost maxed). How many games offer anything even remotely like this respect for different ways of having fun in a game?
Oh, and progressing from a puny dartgun to the mighty Mark III rifle loaded with Penetrator rounds for those moments when "aggressive negotiations" are required? Very satisfying indeed.
Finally, I'm curious whether you, Dinosawer, and others would agree that System Shock is as "immersive" as its fans have claimed it is.
What else have others taken from System Shock?