Thematically, I think the "Shock" series is over and done with. I wouldn't mind a remake of the first and second System Shocks, though. Different level designs just so we can't rely on ages-old muscle memory, maybe slightly more clement chemical storage room placement so there's a little less backtracking, and hopefully the same incredibly modular approach to gameplay.
The first two "Shock" titles felt very akin to Deus Ex in how you could apply very minute alterations to your character's stats. You essentially had deep RPG-style character progression mechanics in an otherwise standard horror FPS. I'd kill to have that back, seeing as consolization has made it so most devs are afraid of asking their clientèle to stare at numbers for a bit.
If there's hacking involved, I hope to God it'll be tied to a minigame of some sort. Fire-and-forget mechanics are great for twitch gamers, but I really like deliberate pacing. Infinite didn't feel deliberate, it felt like a very successful first-year philosophy student with a hyperactive disorder who would've forgotten his meds.
It had interesting points to make and a great world to flesh out, but I kept feeling that the gameplay was leading me by the hand, taking a painstaking amount of care to make sure I'd never go for more than three minutes without firing my guns at someone.
The first two "Shock" titles felt very akin to Deus Ex in how you could apply very minute alterations to your character's stats. You essentially had deep RPG-style character progression mechanics in an otherwise standard horror FPS. I'd kill to have that back, seeing as consolization has made it so most devs are afraid of asking their clientèle to stare at numbers for a bit.
If there's hacking involved, I hope to God it'll be tied to a minigame of some sort. Fire-and-forget mechanics are great for twitch gamers, but I really like deliberate pacing. Infinite didn't feel deliberate, it felt like a very successful first-year philosophy student with a hyperactive disorder who would've forgotten his meds.
It had interesting points to make and a great world to flesh out, but I kept feeling that the gameplay was leading me by the hand, taking a painstaking amount of care to make sure I'd never go for more than three minutes without firing my guns at someone.