Solo said:
Well, its kind of obvious that you'd have to put some thought into it and make logical decisions. What you posted wouldn't be logical. But something like locking out the jump aug if you've got an aug to carry more inventory would.
I'm totally down with the aug lockouts coming back, but I dont think they should be based on the current system, eg: locking the jump aug out if you have the inventory aug. I think the aug sheet, as it is, should remain largely the same, with just as much free selection and mixing and matching.
I'd like to see them return in a similar way to augs in Deus Ex - special upgrades that appear sparingly throughout the game world. They could either be exactly the same, hidden requiring discovery, or simply a perk system not unlike Fallout, that activates under special conditions.
Mixing both systems would allow the current aug system, with changes and refinements, to exist without the return of skills, and still allow for some special super augs and abilities that require a bit more choice from the player.
Draft said:
I agree. Human Revolution is a Deus Ex game for the HD console, $30 million dollar budget era. It succeeds as a Deus Ex game and as a mass market friendly AAA game. Bioshock abandons ton of the stuff that made System Shock special in order to reach that same mass market friendliness. Ken Levine could learn a thing or two from the team at Eidos Montreal.
Pretty much. I hate to rat on BioShock because I loved my time with it, but I honestly think that the game frequently gets a free pass from people who'd otherwise bitch and moan about streamlining and dumbing down of a series. For good reason, as BioShock is both a great game, and a lot of people who played and loved it had little to know experience with System Shock.
But it was a really shitty successor to the 'Shock name, and far less faithful to the series than Invisible War was to Deus Ex.