“So we spent a few weeks researching other engines, really diving deep with Unreal and Lumberyard, and we made the decision to pull the trigger and move forward with Unreal.” Part of that process involved reevaluating Nightdive’s approach to the game’s technology after discovering that “Unity is not a great engine to use if you want to make an FPS on console,” game director Jason Fader told Polygon at the 2017 Game Developers Conference this week. After raising over $1.3 million on Kickstarter last summer, the team at Nightdive Studios has been working to make good on updating the first-person classic System Shock for today’s audience (and the game’s backers).
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