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Employment Law: What Just Cause Is

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Just Cause is an increasingly common standard in U.S. labor law litigation which is utilized in employment contract disputes in the United States, specifically in U.S. labor unions. Under this standard, if an employee or union leader files a complaint against another individual or organization for violation of his rights under the FDCPA, the burden of proof lies with the defendant to prove that the activity in question did not occur. If the defendant cannot reasonably satisfy this burden of proof, the court must vacate and/or enjoin the conduct complained of, whether or not the other party involved consented to the alleged activities. In other words, the mere presence of an employee or union at a work site does not establish that the activity in question actually occurred.

Another important aspect of the Just Cause standard is the «harm» element attached to the actions of the employees or the employers. Under Just Cause, a reasonable person would find it «harmful» for the employer or employee to do what is complained of, either to themselves or someone else, if that conduct causes harm to another individual who is not a co-worker, family member, or close friend. For example, a police officer has no lawful justification for arresting someone simply because that person may later be injured or killed if convicted of the officer’s actions. Therefore, the employment of the police officer must always be controlled by a strict standard of just cause.

A related standard is the «effects» prong of the Just Cause analysis. This portion of the analysis requires that an employment action prove two things: (a) that a concrete effect, such as a deprivation of employment, is occurring and (b) that a reasonable person would believe that such a deprivation is occurring. If the drafter of the contract does not know what the employee intended to achieve, or if there is some likelihood that such an action will have a negative result, the cause exists, even though there is no legal or practical reason to believe that such an act is unlawful. This is a significant part of the employee’s right to bring an unfair treatment case to court and can have a significant impact on the amount of damages a plaintiff can seek.

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Technical

Title:
Just Cause Demo for Windows
Requirements:
  • Windows XP
Language:
English
Available languages:
  • English,
  • Spanish
License:
Trial version
Latest update:
Thursday, September 2nd 2021
Author:
Justcausegame

Changelog

We don’t have any change log information yet for version Demo of Just Cause. Sometimes publishers take a little while to make this information available, so please check back in a few days to see if it has been updated.

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Hands on with Just Cause 4

« WWE 2K19 review for PS4, Xbox One

Jack N’ Jill DX review for PS Vita »

Categories:

News, PC, Previews, PS4, Screenshots, Xbox One



October 17th, 2018

by Stan Yeung

I can’t say I was a fan of the Just Cause series on the ground floor, the only memorable points about the first one was that series mainstay Rico Rodriguez looked like a rip-off of Antonio Banderas’ character from El Mariachi and that there were load screens when you tried to pause the game. The second title eliminated those last two bits and gave us a an extremely fantastic open world game which got even longer legs due to an active modding community that managed to add a multiplayer component. Just Cause 3 saw future refinements as the playground got bigger and more toys were added to the sandbox. So when the first trailer for Just Cause 4 debuted at Square Enix’s showcase at this year’s E3, I was ready to enlist in helping Rico take down whichever despot he has set his eyes on.

Within the shadow of the Jacob Javits Center, Square Enix set up shop at Shop Studios and invited members of the press to get a more intimate hands on three of their current and upcoming titles. Life is Strange 2, Shadow of the Tomb Raider and of course Just Cause 4 were the 3 titles showcased at this year’s pop up venue. Each game’s area was decorated to match the themes of the game with Just Cause 4’s having some barrels with lifters tied to it and giving off a very “jungle” vibes.

The first portion of our Just Cause experience involved a guided demo of a recent build of the title. It started with Rico perch on a cliff side looking over the landscape of Solis the fictional South American country which the game takes place in. Doing a slow pan we were treated to the environmental diversity of the country as we saw cities, mountain ranges, tropical forests and a desert. The desert was particularly interesting because there was a sandstorm happening there, the person controlling the demo indicated that they could go into the sandstorm, but things could get rough.

We then proceeded to airstrip where were we shown the variety of items which can be air dropped by your support staff. The variety of vehicles was vast, including standard cars, boats, planes, and even military vehicles. Ultimately settling on a jet, the demo giver flew Rico to a desert town to showcase what was new with Rico’s Grappler. Returning is the tether feature, which allowed two objects to be tied and pulled together if necessary, Boosters which made their appearance in JC3 as a thrown explosive has now be reclassified as a grapple accessory, thus making placement of them a lot more precise. Finally new to the series are the Lifters which ties attaches a balloon to the object, the best analogy I can give to describe it is the Fulton surface-to-air recovery system from Metal Gear Solid V. Each of these in the demo was assigned by themselves in the 3 grapple loadouts, but it appears you can have more than 1 accessory type to the loadout. In addition each accessory had mods which can be applied which can change the way the accessory works. These effects include autofire, delayed fire, manual control and much more. This was showcased by the demo giver by attaching lifters to explosive barrels, having the lifters follow Rico and then manually deflating the lifters to create a rain of explosive barrels, blowing up anything which was in the landing zone. To close out this portion of the guided demo, the demo giver air dropped a tank attached lifters and boosters to it forming a flying tank which he then proceeded to blow up various military assets. When it was over Rico exited the tank only to see a helicopter serendipitously fly into the now empty floating tank and exploding, providing a comedic end to that portion.

Next we were warped to a weather research center where some of the new weapons in Rico’s arsenal was showcased. A wind gun which shot gusts of wind was shown off, the primary fire would knock people off their feet while the secondary fire was able to do damage to structures. Also as a testament to how versatile the gameplay is, the demo giver also showed that the wind gun can be used a traversal tool propelling the user while they have their parachute open. After the weapon demonstration was completed we were shown a mission that took place at the weather research center. Rico was tasked to raise lighting rods to prevent lightning from damaging the facility. The weather effects were rather impressive as you could see the rain hitting the screen and whipping around as the wind picked up. Not only did you have fend off enemy forces as you raise these lighting rods, but you also had to fend off the weather as lighting could strike you if you glide too high for too long a period.

After the weather center was saved, everyone who was attending the session was invited to go hands on with the title. We were given a quick tutorial with the new grapple accessories and was told to play around. Once we had our fill playing with the grapple, we were placed in a new environment where we went storm chasing. Eventually the Tornado arrived to a military base where it stood still as it was hit by the enemy’s weather control weapons. I was tend tasked to destroy those weapons, at which I did in the most unimpressive way possible with a rail gun I happened to be equipped with. Before I finished my hands on I did managed to glide directly into the tornado where I was then whipped violently out, but yet intact.

Just Cause 4 looks to continue to build on the crazy sandbox fun that it’s predecessors provided, while cramming more and more toys into the mix. I genuinely look forward to the ways they incorporate weapon into the mix as I enjoyed the sandstorm sequences that were in their 2015 title Mad Max. Those looking to enlist in Rico’s army of chaos can do so when the game comes out December 4th, on PC, Xbox and PS4.

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Manufacturer:  Square Enix
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Tags: avalanche studios, just cause, just cause 4, nycc, nycc 2018, ps4, square enix, xbox one

A small comparison of the demo version of the System Shock remake and the original — DTF games

There must be no computer gamer who does not know the name «System Shock». Technically, the game was an FPS, but with an interesting story, puzzles, memorable antagonists and a level design philosophy that is more characteristic of an RPG. Not surprisingly, Looking Glass Technologies (formerly known as Blue Sky Productions and later as Looking Glass Studios) had previously released two Ultima Underworld titles. From 19For 94 years, the game’s fame only grew in narrow but enlightened circles. And so, in 2015, Nightdive Studios announced the creation of a remake of System Shock.

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Few older games still have their originals. Most often they were destroyed due to the death of companies, the takeover of some studios by others and equipment failures (for example, the Icewind Dale 2 code was lost). Luckily, Nightdive was able to get the source code for System Shock. True, only the Apple version. How did they manage to dispose of them, in addition to creating an Enhanced Edition? nine0003

I hardly followed the ups and downs of development during these seven years, but I remember very well how Nightdive changed the engine on which they made the game, promised the long-suffering Avellone, as they were going to add a new plot, postponed the release date a couple of times and, sometimes, gave a demo version. I even played one of the previous demos. It didn’t even have cyberspace, the ability to save the game, and the records/logs. Then I still had hope that the remake would turn out worthy, despite a lot of things that were already obvious then. Now that hope is all but gone. But let’s start in order. nine0003

The game greets us with a Nightdive Studios cutscene (Looking Glass and Origin — too passe even to mention it in passing), a brief introduction to the game without a great original cutscene, and immediately sends us to the menu to start a new game. After a couple of skipped screens, and a couple of non-skippable ones — one of which is a typical AWARD BIOS-style system information screen (AWARD_SW — I’ll remember this universal password forever), we finally crawl out of the cryosleep capsule.

nine0002 The demo shows the first level of the original game — the medical bay — in its entirety. Its dimensions are quite large, but fortunately, we now have the ability to save the game! True, reading it involves several problems. After all, Nightdive Studios forgot about such technology of the ancients as the start menu of the game. But, as I mentioned, I did not forget to make some of my videos non-boilable at the start of the game. There is nothing better than looking at acidic, poorly made, eyes-burning letters from time to time. I have never seen such a bright green on any ancient monochrome monitor. And you will have to look at them often. Even if the mutants don’t kill you (and System Shock has always been infamous that a cyborg assassin or hopper can kill you in a couple of attacks), then you will be finished by sorties. During my game, their number approached four dozen. Here and below, screenshots from the most common floppy version of System Shock, not even CD and not Enhanced, are presented. The Enhanced version, by the way, significantly improved the appearance of the game. nine0003

Forgotten technology of the ancients. We are in 2021, we should not be equal to the junk from 1994.

Further, I will try to group my observations on various aspects of the original game and the remake, periodically still spreading my thoughts along the tree. So if you’re ready, let’s get started. But first, I would like to write a few words about immediately noticeable changes. And no, it’s not a graphonium that looks like Porygon was drawn by Pokémon (cough). I’m talking about music. nine0003

The original had a great soundtrack. Electronic, dark, incredibly atmospheric. Each level was distinguished by its own melody, which also changed whether you were in battle, or just made a promenade, trying not to trip over human skulls. Even the music from the elevator was great. All this went under the knife, and it is absolutely incomprehensible why.

Original music

Nightdive Studios could only bleat about what is now «atmospheric, not a rave from 90-x!». In the same way, the text was removed from the game. Yes, you heard right. New players, judging by the act of Nightdive, do not need to read, and even harmful. It’s a small secret that the voice acting of the CD version did not match the text. The text was always larger than the voiced audio log, and important information was often not voiced, perhaps because of the cost of the actors’ work, or perhaps for Looking Glass, the main thing was textual information, and the voice acting, which was released on CD much later than the floppy version — just a way to create a mood (whatever Spector himself says. In the remake, they did not bring the text into line with the voice acting, or did not voice the text completely. Nightdive decided to go their own, third way. They did not keep the old voice acting (except for Shodan herself), replacing The audio logs are terribly recorded and mixed, the new text often contradicts the old, the voice actors overact, the music drowns them out while you frantically search for where the hell is the transcript, because even System Shock 2 had it. Mn It didn’t take four audiologists to not follow the game’s prompts by pressing F — I didn’t want to pay the last respects to my poor raped ears. nine0003

Pictures were sometimes attached to the logs and e-mail. This is gone too.

I suspect that this important picture will not be

In the remake, these papers were also missing, in which the backstory was often told, or there was important information

Oh yeah, character portraits in audiologs are now capable of inducing epilepsy. After all, everyone knows that until the image looks like it is being played from a chewed up VHS cassette, which has lain for a week in a dirty puddle and is played on a VCR with dried capacitors, a dirty LPM, a sawed head and a stretched belt — then this is not real cyberpunk. nine0003

Shaking in the game is not only Shodan

And they still managed to display the text! Let it be once for the whole demo.

Guns and shooting

«Is that Doom?» — you ask. And you will be right in your surprise, System Shock is not just a shooter. However, take a look at the screenshot below. I’m at the seventh level, I haven’t gone to blow up the reactor yet, 20 percent of the game is left. However, the number of killed enemies is already 718. After an hour of playing, at the very beginning of the Security level, this figure has grown to 778.

A variety of weapons — from firearms (with two types of cartridges for each), to energy weapons, two types of melee weapons and many types of grenades and bombs — has always been a hallmark of System Shock. How did Nightdive dispose of this arsenal? Let me just say that it doesn’t matter. Some of the weapons are missing. I didn’t find the stun gun, dart pistol and concussion bomb in the first level. Even with the good old sparq beam, a faithful companion for destroying cameras and burning corpses, systemsshockdvaization occurred and the feeling of shooting it, especially in «overloaded» mode, has changed significantly. Remember this awkward term, we will use it repeatedly in other aspects of the game.

The first ranged weapon in the game was a pistol that fired darts. It was a simple weapon, useless against robots (but not against cyborgs), ammo for which could be found until the very end of the game. Although this dart launcher was weaker than the weapons that you found later, it was useful (for example, it was with it that I destroyed all the mutants in the groves) And at the same time it fit into the lore of the game, being more of a tool than a military weapon. After all, it was the medbay and the laboratories that were the first two levels. nine0003

You won’t find him now. The next firearm, the ML-41 pistol, was only found after the destruction of the computer center in the medbay, which was usually one of the last actions on the level. With standard cartridges, it slightly outperformed the SV-23 in terms of damage, but significantly in terms of armor penetration. With Teflon-coated bullets, it surpassed the SV-23 in all respects twice. Immediately after finding the gun, you had to use it in a fierce battle with the cyborgs sent to your soul. nine0003

In the remake, you find the ML-41 right at the start of the game. And the feeling of it … not very. Let’s start with the look. The original looked sketchy, but it was impossible to find fault with it. Just the outline of a gun. But the 21st century has come, so weapons can be considered. The hacker himself proudly demonstrates it to the player. And what do we see? A lousy model from an art station by an aspiring artist. It hurts a little, hmm, like her, forgot the word. .. Immersiveness! In!

Artstation is full of such shit

Look at this. The pistol model is a shitty subcompact that was redrawn without understanding how a real weapon works, the main thing is to look futuristic. That is why we have a light shining (oh, lights, this is a separate topic, and we will return to it), but there is no cutout for the shutter delay on the shutter, there is no ejector, a crooked and obliquely made electronic cartridge counter is added, and sights, be it real weapons are unusable. nine0003

Why is there a light near the shutter delay?

Look at the target.

Sighting ones are especially good in their senselessness. Compare them with the real luminous whole and the fly that the artist was trying to portray. Also notice not only Hacker’s uncut nails, look at the glowing stripes inside the gloves/implants.

Luminous sights for Glock

In space cyberpunk horror, everything should glow, even fingers.

Let’s take a look at the ML-41 ammo too! We immediately notice that the store has halved, from 20 to 10, and we will no longer see Teflon bullets. Also 9mm rounds now share the ML-41 with the Scorpion (which is not on the first level). So we won’t see separate cartridges for the Scorpion (which were still divided into magazines of 50 and 100 rounds). In addition, the name of the weapon was changed, because once it was RF-07 Skorpion. Nightdive didn’t seem to know that the letters in the weapon’s name were the developer’s initials. Indeed, programmer Rob Fermier is no longer needed by anyone. nine0003

They screwed up with their appearance. In SS1, we picked entire stores. In SS2 — cardboard boxes with cartridges. In the remake — by the name of the box, but with a glowing light on the body and with a staggered arrangement of cartridges inside. Excuse me, what is this? To be fair, some of the magazines in SS1 had brightness-changing elements, but they did it quite discreetly and much more elegantly.

Shop for ML-41

nine0002
Ammo box SS2 mobygames

It’s hard to see here, but even the unfortunate box of cartridges glows!

The cartridge counter also looks alien (just below there is an example of a real device) and, moreover, is absolutely not needed. After all, Nightdive forgot, in pursuit of the elusive sacramental «immersiveness» that System Shock is already a diegetic interface. Almost everything you see in the game is also seen by the Hacker. The ammo counter on the weapon itself is unnecessary and meaningless, because they were already visible in the MFD (and it was also possible to unload, reload the weapon and change ammo there). nine0003

Extract from manual

Help that was shown at the very beginning of the game

What did the artist

try to depict?

Magnum 2100, which you still find, outwardly repeats all the shortcomings of the ML-41. But at the same time, at least it has, like the original, two types of cartridges. Although he immediately begins to share them with … a machine gun.

In the original, however, this weapon was more like a civilian carbine than a machine gun, but at the same time it was simply indispensable against heavily armored opponents like Diego. nine0003

We also have a lead pipe, which in the original was a really simple, unremarkable piece of pipe. Now it’s been «improved» with yellow tape, grooves, a 90 degree elbow and pointless locknuts. Because it’s beautiful.

Sparqbeam also returned. Its output power can even be adjusted, but instead of the original slider — only by setting a couple of fixed values. This, however, is a small loss. But the fact that from a convenient beam weapon we got a slow electric blot thrower is disgusting. However, the laser pistol from System Shock 2 worked in much the same way.

Let’s not forget about the SB-20 Mag-Pulse EMP rifle, a storm of hopper robots.

In the remake, it lies in the same place as in the original. Only here the cartridges were poured very generously, in the corpse nearby there were an additional two dozen of them, when in the original you had to use several levels only with those nine cartridges that were in the weapon itself.

It is about the size of an SMG and looks like some kind of Warhammer bolter. In the original, the magpulse looked different.

The very first magpulse in game

And he is in MFD

But okay, at least he shoots like he used to. Slow projectile. What can not be said about the rest of the weapons. It ceased to be a hitscan — an «instant» weapon. The sparq beam electric projectile now swims slowly towards its target, and enemies literally dodge pistol bullets. Maybe it’s an illusion due to imperfect hitboxes (you must have immediately thought of the monkey from SS2) and crappy lighting, but the weapon feels very different than in the original. In SS1, you felt the recoil and enjoyed watching another gorillatiger or humanoid mutant fly off to the side, already dead. In a remake? Alas. Even the killer feature that Nightdive advertised so much — the dismemberment of corpses — looks incredibly stupid, thanks to disgusting animation and problems with collisions. And this is a much bigger problem than the nightmarish appearance of the weapon itself. Let Hacker move rather slowly in the original, but he shot if he used the right gun, and did not sniper flying robots from a pistol for half a map, very well. nine0003

Big things are seen in small things, and the above things perfectly show how badly Nightdive feels about the quality of the remake.

Environment

To hell with the shooting! And what about more, I’m not afraid of this word … immersive aspects? Looking Glass once wrote about how the game was made:

Extract from cluebook

What about physics and lighting? It’s a modern engine, not like the ancient Ultima Underworld engine! Everything should be great! So? Alas, not so. The original had destructible screens, simple physics with weightlessness, moving containers, and the ability to destroy corpses, boxes, and some items in the game. Of all this, there was only the opportunity to break some light bulbs and dismember with a successful hit of the next mutant. As for weightlessness, however, it is too early to speak, since you first met it at the second level. The physics of corpses, by the way, is «great». The collisions are so bad that each corpse looks like an epileptic that gets stuck and shakes in suggestive poses, periodically starting to fly under the ceiling. When the husk fell on me for the first time, I remembered the hanging corpses from SS2 and decided that this was a feature. But no, I soon realized that it was a dead cyborg teleported from a nearby corridor. nine0003

Some mutant charms and twisted legs

Would you? He’s still shaking.

Also, enemies at the moment of death like to scatter weapons, each of which is mystically corrupted. The fantastic self-destruct switch is fine, but wouldn’t it be better to just show that Shodan built a weapon into the cyborg’s limb? Then there would be no questions. After all, in the original (and the ML-41 in the remake) you took a significant part of the weapons from the cold, dead fingers of the station personnel. Why did it then remain intact? In the remake, the poor sparqbeam and assault rifles still love to fall under the body of the former owner, and it becomes impossible to pick them up without a couple of reloads — until the shaking corpse slides off the gun. nine0003

Just imagine walking into a cleared room and seeing movement in the corner. «Enemy!» Hacker thinks as he draws his gun. Everything is simpler — it’s just an act of active techno-necrophilia between a cyborg and the wreckage of an automaton. I would not say that this is the horror that I wanted. All this got me so much that I literally dreamed of despawning corpses from SS2 or the possibility of burning them corny from SS1.

Speaking of the «high density of objects» that Looking Glass advocated so much for. In the original, it was really beautiful interiors full of non-interactive things. It was possible to pick up only a small number of them (to then throw them away or destroy them with the «vaporize» button). Scraps of rags. Empty jars. Skulls, severed heads (many of which could be identified as a corpse), and severed limbs. Here in SS2 there were a lot of «meaningless» items that could be picked up, but almost all of them were sent to the recycler for processing into nanites. nine0003

Nightdive and here they decided to «improve» the original. They added various interactive items to the game: thermometers, stethoscopes (which are also somehow designed for robots. Someone did not even know what stethoscopes are used for in technology, since robots do not have the same ICE), kidney trays and Lister scissors for cutting bandages. Two dump trucks of this nonsense were generously scattered throughout all the corridors and rooms. environmental storytelling? What is it? Even in the admin/security room in the center of the level, there are damned kidney trays all over the place. Unlike Looking Glass, where the artists did add microscopes and chemical glass to create an atmosphere, it is clear that the artist had no idea what all these items were for. nine0003

I can imagine how a seventh level technician goes to a doctor. Headache? Now we will heal! Let’s listen, take the temperature, wrap the bandages, and then cut them off! Sister, bring scissors and a kidney tray! I have a toothache? Of course, now we’ll hit you with a kidney tray in the face — the tooth will fly out right away! Haemorrhoids? Of course, now we will immerse the thermometer where it should be, and then the scissors! You yourself wanted immersiveness?

Security room with cameras. On the right you see two closets full of rubbish that is not needed here

Typical useless cabinet

Below is a useless PDA. Remember the minigames from SS1 and SS2? You won’t see them here. But, in the pursuit of kidney trays, Nightdive lost a bunch of other items, which created the atmosphere of horror in SS1. For example, screens with Diego. Not only was it foreshadowing, but it also fit in with the lore, as Diego colluded with Shodan and apparently urged the remaining staff to surrender.

«Resistance is useless, we have cybercookies!

System Shock 1 bribed, including large-scale pictures of the massacre at the station. Broken bulkheads on the sixth level, traces of energy weapons on the walls, gnawed bones and fragments of the crew’s bodies that told a story on their own, and complemented the audio logs.

For example, look at the picture that opened up to you immediately upon exiting the healing suite. Or to the slaughterhouse where the last survivors of the medbay died.

Something rotted in Trioptium domain

The same interiors in the remake are shown below. And the corpses now look not atmospheric, but scattered cheap mannequins after a booze of Satanist students in an abandoned clothing store. Sometimes Nightdive decides it needs to add some horror. Then the gut model comes on the scene, with which they again overdo it. Why, for example, did the nameless mutant put together «The Apotheosis of War»? Does he have OCD? Is he a collector? There are no answers.

The only time Nightdive ever got it right was this dining mutant. nine0003

The model of a corpse deserves separate words. She looks like the Citadel space station was just hired by Goths. Probably, Shodan did not even have to make great efforts — they themselves sawed out of angst. And angst, given the damned kidney trays and the nasty lighting, which we will now move on to, they experienced constantly.

The whole remake is full of brightest light sources. They, like Ivan from the well-known song «Civil Defense», are at every turn. Maybe Nightdive thought cyberpunk was all about lots and lots of LEDs everywhere. They must have disliked Looking Glass’s decision to place the luminous elements with feeling, sense and placement. Like the music, it needed to be «improved». Just look at the SS1 interiors. And I found the most colorful and bright objects:

Meanwhile, the remake burns out your eyes with no hesitation. I am not kidding. By the end of the game, I had to close my eyes when opening doors, but I still had a migraine attack. Let’s open this cute portal…

Wow!

Maybe this door is better?

Oh no! Just not the eyes!

How can one not remember the immortal!

Luckily, I didn’t encounter this bug, but for some lucky ones, the Sun began to shine through the entire station through the cracks in the skin, with even worse bloom effects. nine0003

Nice.

As you can see from the screenshots, a lot of systemsshock has been dualized. For example, the list inventory of SS1 was replaced with the «cellular» inventory of the second game. The original inventory was a response to the apparent complexity of the Ultima Underworld inventory with its plethora of containers and attachments. In SS1, the player only controlled which weapon he would take (the number of slots was more, but less than the types of weapons in the game) and a screen with items like first-aid kits and batteries — there was always room for ammo, grenades, bombs and patches. nine0003

UUW2. The backpack in the screenshot could be opened as well as a couple of smaller bags. https://www.youtube.com/watch?v=EQvMIKsO4nY

Some of these «upgrades» are harmless — for example, a soda can now restores health like in SS2. Part is useful, and part leaves an ambiguous impression. For example, due to the SS2ization of the interface, secret doors are now almost highlighted, when in the original visual cues were much thinner. nine0003

Pay attention to the blue outline of the door

Cameras now try to behave like in SS2 — «spotting» the Hacker and emitting a squeak, but this is where their function is limited. They do not raise an alarm on deck. But, as in SS1, they reduce the security level upon destruction.

Security level affects interaction with many objects in the game — from doors to charging stations

In some places, the geometry of the maps also suffered. In the original, you could walk upright, crouched, and crawled. In the remake, there are only two options for movement, and all the slots (where you find the concussion bomb, for example, near the elevator) have been cut out. The narrow corridors of the «western» part of the station were also expanded and straightened, losing several atmospheric places, including where you, climbing the slopes, could peep what was happening in one of the rooms near the regeneration chamber. Now this place looks much less impressive. nine0003

Vending machines have appeared in the game as in SS2. They are very meaningless, since there is almost no money to use them in the game. By the way, Looking Glass itself wanted to add them to the game, but they did not reach the release of SS1.

Once upon a time I was told in all seriousness that in «immersive sim» there must be a toilet. Hooray, they were added in the remake. Looks like Nightdive belongs to the same water closet school of thought. They are even interactive! Performing the act of defecation and flushing — that’s where the cosmic horror is. In space no one can hear you fart. nine0003

For some reason, the textures were also «improved», which were often found in small rooms with supplies. As always, the masterful work with materials and lighting is visible.

Nightdive also decided to add beauty with implants. At least one in the old place, however, was not found. But look at this animation! Hacker attaches implants to his arm!

The overall result looks something like this:

Not passed «improvements» and riddles. Looking Glass deliberately made puzzles in MFD to create a certain level of abstraction between the actions in the game and in the interface itself. Nightdive completely brought them into the game. In the original, the player tried to solve the puzzle in their neural interface. He did not lay «pipes» — he simply imagined the transmitted data and the rearranged wires of the electronic lock. In the remake, you play as a plumber right in the reality of the game. nine0003

We also entered codes into MFD

The first type of riddles in the original…

and in the remake.

Thanks again to the lighting and material, everything looks shiny and plastic.

The second type of riddles in the original. Rearrange the wires to increase the signal strength, represented by the green bar.

The second type of puzzles in the remake. Feed colored wires to prisms to add/subtract colors. nine0003

System Flush 1: Revenge of the Toilet Cyborgs

The design of the mutants also leaves much to be desired. They look worse than the original, and if that was the idea of ​​Nightdive, they fall short of the truly creepy hybrids from SS2. Rather, they cause surprise and a smile. Why, for example, does a mutant need this tongue resembling a butterfly’s proboscis? Is the vegetation in Grove B pollinated?

We hear you… Run! https://www.youtube.com/watch?v=xpuxNTahh6o

Cyberspace

Alas, this chapter will be the shortest and almost devoid of screenshots, because the cyberspace of the remake is disgustingly implemented, albeit with good intentions. I didn’t even hit F12 anymore, and besides, I wasn’t joking about migraines.

How pixelated!

Cyberspace is prefaced with a roughly ten second clip that can cause epilepsy.

Next, we find ourselves in, unexpectedly, Descent, but without Descent’s sound clues that the robot is moving nearby. In the original, there were three watchdog programs in this level of cyberspace. There are three dozen here. nine0003

Inner door ahead

The ability to explode mines has been added, switches have appeared that open up new areas of cyberspace. All programs are gone, except for the attacking pulser, text files that you found in cyber are gone, games are gone, some objects like the elevator cyberview are gone. Unequal!

For comparison — the original. On the left is an arrow that shows the entry point to the room. On the right is a snarling ICE that closes a useful program. nine0003

Really many enemies. Moreover, unlike SS1, you cannot retreat — the recall programs have not been delivered. And even if you find a way out or they kill you, when you return to cyber, all watchdog programs will be in place. Saving the state is black magic from 1994.

Totals

If you want to get for forty-four bucks a craft with the lost atmosphere of the original and no gameplay improvements, then you are welcome. For everyone else, play the original CD version or the Enchanced Edition, which improves the graphics and allows you to better customize the interface. nine0003

System Shock on Steam and GOG

System Shock 2 on Steam and GOG

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  • The purpose of the public demo access: to allow you to get a general idea of ​​how the cloud server looks and works; nine0295

Our virtual servers are configured to operate with the highest possible connection security. In some cases, and especially on older operating systems (such as Windows XP), certain security checks and encryption types are not supported by default. In such cases, to connect, you need to make a number of system settings. Therefore, if you have any problems with logging into 1C, please contact us to set up the connection by our specialists.

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