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Being told what you need to do then hours later actually being at the part was really refreshing.
I think what is missing today is taking power away from the player, making the player get invested on the rules that you created. For this sort of game to work though, you would need to have some serious confidence in your audience and more importantly in your product so they get trully invested, this confidence is sorely missing today.
I really, really wish there was some way IN GAME to track your objectives and relevant information you've found. Like, a screen in the game where you could pin logs, write notes, annotate the map, and review which keys and security codes you've got. I'm fine with System Shock leaving it to me to figure out how to proceed, but there's a level of admin involved in digesting and using the information the game gives you that has not aged well at all.
I like the first System Shock. It is a good game. The only truly struggling part is the storage-level, which is hideous if you plan to work your way around without using the regenerator/respawner. Of course after playing it a lot and memorizing everything, it gets easier.
The System Shock 2 is very different. It is not so much of a puzzle than the first one. The levels are much more linear. Easier. More logical. The first 80% of the game is absolute gem
And maybe something that can tell you when a locked door or elevator has become accessible. Even if they made it so that locked doors were coloured differently or had a padlock icon on them on the map would be sufficient. Then I can just leave a map marker by them and check every time I did something like flipping a switch.
The Many was to SS2 as Xen was to Half-Life. But it'd be nice if Night Dive can do for The Many what Crowbar Collective did for Xen.
The hard part of The Many was it was a land of meat. You get meat switches and meat buttons and meat sphincters and there aren't any meat combination locks or meat wiring puzzles or meat logs and meat notes to put together. If I can think of a recent game that was basically a meat puzzle FPS, it would be Scorn. They did a fantastic job. It looked amazing. But it also felt kinda boring.
Games like System Shock and Dead Space do this thing where you are on a space station or giant ship and there's all kinds of industrial areas, shops, living quarters, bathrooms, bars, relaxation places, schools, they're like cities in space. Very "knowable" and familiar to our own way of life.
But some creepy meat-place can't just be some abstract body-horror place. It too, needs different places that serve different yet relatable purposes. I like how in System Shock 2, there were those creepy nurseries in Hydroponics -- that was something that they really did well because it was like a perversion of our own hospital maternity wards.
Like, if my memory serves me correctly, they have those little piles of worms on the ground, there are swarm pods that either explode, shoot out bees, or poop out big worms. Those worms are basically burrowed into the skulls of human hosts and serve as the first pipe-or-shotgun Hybrids you meet, which is kinda cool.
But then there are Spiders, (which I'm not sure which part of the lifecycle they're in), and there are Rumblers, which I guess are Hybrids after they've all grown up. Then it's bigbrain time as their body is consumed and they become Psi Reavers and Greater Psi Reavers.
So I feel like there's room for some sort of egg-laying boss-spider (because you have all those egg-pods, but nothing to lay them), and cocoons where Rumblers undergo their final transformation into Psi Reavers. Then you can have places within The Many which are arranged more like an ant colony to show the varying stages of reproduction and transformation.
But since The Many are supposed to be all brilliant and wise as a hive-mind, I think it would also seem fit to show them building their own meatcathedrals or meatshrines or meatsculptures so they don't appear so one-dimensionally obsessed with reproduction and conquest. A telepathic civilization doesn't exactly need a writing system, but it stands to reason that they would still want to have some creations of their own, even if it's something that they do for their own amusement.
As a final battle, I don't, I think I would have preferred some sort of puzzle, like, delivering some sort of biological bomb into their hearts through stealth. I don't like how action focused the ending gets.
I would be plenty satisfied with them creating something like... a vast and creepy observatory-in-progress full of meat antennae for conversing with beings from beyond. Or seeing them in the midst of creating flesh gateways and interfaces like the ones from Mother Horse Eyes. These things don't have to be explicitly explained to us, but something that could be inferred. Or maybe they have pieces of human technology and are mimicking it with their own flesh analogs. They could be trying to develop new weapons, ways to launch their biomass or focus their psionic energies.
It's not that they have to be human, but I think they should demonstrate acts that are common between intelligent civilizations. A desire for technological development, exploration and communication with other intellects, or to travel to distant places (though we know in their case, their desire is conquest and corruption).
The body of many basically barely any psi hypos and 100% ogranic enemies so was hard for certain build.
And the boss fight was also bad and again very hard with certain builds.
I agree boss should have been killed by some kind of enviormental stuff.
Maybe the soldier crafts some kind of biobomb and need to plant it then get out or something so any build can do it.Biotoxin whatever.
The final boss fight was very weak and some weapons could not dmg it at all so in theory you could soft lock yourself at the very end if you used certain build choices.
So hopefully enchanced edition will improve in this last 2 areas.
You have to (gasp) listen to and read the logs you find and (oh, no) think a little.
...
This will frustrate and infuriate many modern gamers, apparently.