author: Paul Wozniak
System Shock Remake - Comparison of Unity and Unreal Engine 4 Versions
The recently released System Shock remake demo allowed fans to compare the game with the previous version on Unity. Currently, the game is being built on Unreal Engine 4. However, the players do not seem to be satisfied with this change so far.
The fact that the remake of System Shock, a classic cyberpunk game from 1994, was announced in November 2015. Over the past few years, the developers have informed us that the title will launch in 2020 on PC, PlayStation 4 and Xbox One. The world was also informed that developers gave up Unity in favor of Unreal Engine 4. This decision was due to problems with optimization and the fact that EU4 is better suited for making FPSs for consoles. We had the opportunity to watch an extensive gameplaz (over 20 minutes of footage) in March this year.
Recently, the demo of the upcoming remake was made available, so fans could see for themselves what the current state of the game looks like. Many of them believe that changing the engine was not the best call. YouTube user Zach Fett compared the two versions and uploaded an almost 10-minute video to the web, so you can see for yourself which one looks better.
Players complain about the lack of many elements offered by Unity three years ago, such as more realistic dynamics, better opponent physics, as well as fine-tuned details and optimization. Some of these drawbacks will most likely be corrected before the game's release, but for the time being the fans don't seem to be satisfied.
Finally, it is worth reminding that in the original Shock System we played the role of a hacker who got into a lot of trouble after breaking into the artificial intelligence controlling a space station. Excellent atmosphere, storyline and innovative mechanics made the game an iconic title. The remake is supposed to present the game in a slightly different way, but at the same time keep its spirit intact. The story will remain untouched, although its plotholes will be fixed.