![]() ![]() So what's different? We're changing very little of the story other than refining the dialogue and plugging plot holes. The mutant frozen shatter stuff is a good example of that. We see ourselves as maintaining that tradition, and chat with the LGS guys to ensure what we're doing holds up to their expectations. The answer becomes clear after understanding LGS was about innovation, trying new things and bringing together concepts unheard of in games before them. Whenever we look at the design, or art, or audio even, we ask ourselves ”What would LGS do?". At that point we realized this needed to be a reboot, but maintain the spirit of Shock 1. I think the funniest answer was ”Less grenade types for sure". After having numerous meetings with the original Shock 1 devs about the story, levels, etc, it became clear there were a lot of things they would have done differently.Įarly in development, we started meeting with those former LGS guys and started asking the question ”What would you do differently with today's technology?" The answers were overwhelming. ![]() Initially we were planning on doing a straight 1:1 remake, but we soon realized this would be our opportunity to introduce the Shock universe to a new generation of gamers that might have missed the opportunity to appreciate Shock. Jason: When we started working on this game, we had a few choices. Q: What does ”Faithful Reboot" mean? What are you changing from Shock 1? ![]()
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