![]() Kick opted to put the project on hold, reassigning the team to other projects in the interim. Night Dive's director of business development Larry Kuperman said they had approached publishing partners to fund the expanded effort, but could not obtain this additional support. ![]() System Shock is going to be completed and all of our promises fulfilled.' Kick explained that as the project had shifted from a remake to a reboot, they 'strayed from the core concepts of the original title', and found they needed a larger budget. We are taking a break, but not ending the project. CEO Stephen Kick stated 'I have put the team on a hiatus while we reassess our path so that we can return to our vision. In mid-February 2018, Night Dive announced that development of System Shock was put on hold. Fader offered that while the story remains beat-for-beat, the team had added Chris Avellone to change some of the dialog and to fix some of the plot holes from the original game. Fader offered one example in level design, calling the original System Shock 's maps a 'product of the time' which did not age well while somewhat fixed to the level's layout, the team was able to open up some areas and remove unnecessary mazes to make the game more interesting for players. Fader also clarified that they now considered the game a more 'faithful reboot' than a remaster the game's story, character, weapons, levels, and enemies remained as in the original game, but they were applying 'modern design principles' to rework some of these and add in others to make the game more playable for current audiences. ![]() Fader cited issues related to a combination of fidelity, cross-platform support, content pipelines and performance issues as the reason for the switch. During the 2017 Game Developers Conference, Night Dive Studios announced they would move development from Unity to Unreal Engine 4, with director Jason Fader said 'Unity is not a great engine to use if you want to make an FPS on console'. ![]()
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