• Ever wanted an RSS feed of all your favorite gaming news sites? Go check out our new Gaming Headlines feed! Read more about it here.
  • We have made minor adjustments to how the search bar works on ResetEra. You can read about the changes here.

Pryme

Member
Aug 23, 2018
8,164
This is by Nightdive who are well known for the Turok/Turok 2, the Forsaken and Doom 64 remasters.

They don't go in and change stuff and make new textures and models. They are the original games, as they were but running beautifully on modern hardware.

I guess I've made the common mistake of confusing 'remaster' with 'remake'. That said, I wish they'd done more to polish up the game. May be nostalgic rose-tinted glasses, but this doesn't look much different from the Dreamcast version.
 

ghostcrew

The Shrouded Ghost
Administrator
Oct 27, 2017
30,364
Baffled by the people upset that this looks the same as the original game. It's a remaster, not a remake.

It's the original game but (hopefully!) running nice on modern machines. Ie better than your PS1 disc looks on a 50" OLED or better than my Steam version runs on my modern rig without a bunch of ini mods.
 

nachum00

Member
Oct 26, 2017
8,417
Just "port" is more apt in this case.

See?
Read what the dev posted.
We did update the lighting, you can see it often in the trailer.
Samuel put a lot of work into the dynamic shadow mapping, enabling it to be used on even dynamic sources like projectiles and the player's torch. It can even cast shadows through transparent textures in its current iteration.

We did, the Shadow mapping we tried in Turok2 was brought over and refined. It's in the trailer.
 

MBABuddha

Banned
Dec 10, 2019
490
How so? Remastering means to go back to an original film negative and produce a new master of it. Going back to the original source code (well, disassembling the PC code using the PS1 as the only possible reference) and retooling the engine while adding new lighting and visual effects is the epitome of that. Not everything is (or can be) plastering 8K textures.


PC, Switch, Xbox One and PS4.
OK that makes sense - thanks!
 

ghostcrew

The Shrouded Ghost
Administrator
Oct 27, 2017
30,364
I guess I've made the common mistake of confusing 'remaster' with 'remake'. That said, I wish they'd done more to polish up the game. May be nostalgic rose-tinted glasses, but this doesn't look much different from the Dreamcast version.

You should check out their work on the Turok remasters or the Forsaken one. They're amazing work.
 

Samiya

Alt Account
Banned
Nov 30, 2019
4,811
hey Edward850 just wanted to say what you guys are doing at ND is absolutely crazy good and you are on of the most important studios in the games industry. Big thank you and appreciation!
 

FreezePeach

Banned
Oct 25, 2017
12,811
I mean the lighting/shadow systems are in fact different so its mostly just people not actually remembering what the original was. For a game like this thats a perfect addition.
 

Zero83

Member
Oct 29, 2017
573
Oslo
The main theme which plays in this clip is such an amazing track. Takes me right back to playing this on the Nintendo 64 in 1999(?). Loved the game then, but unlike Turok 1 and 2, I'm not convinced this is worth replaying in 2020. I really appreciate the job Nightdive is doing though!
 

JoJoBae

Member
Oct 25, 2017
1,493
Layton, UT
This visibly has all the upgrades the Turok remasters had and y'all are complaining this time lmao

In hard for this. Loved it growing up.
 

Kuyth

Member
Jan 15, 2018
18
For reals? Can we get a photo?

This is one of those games I read about on IGN/etc but never got a chance to play myself. It always seemed like it would be cool.
The atmosphere in this game is pure magic and it deserves to be played despite its flaws. Is really hard to take the photo by myself, but here it is.
B7Mywry.jpg
 

MilkBeard

Member
Oct 25, 2017
7,780
We did update the lighting, you can see it often in the trailer.
Samuel put a lot of work into the dynamic shadow mapping, enabling it to be used on even dynamic sources like projectiles and the player's torch. It can even cast shadows through transparent textures in its current iteration.

We did, the Shadow mapping we tried in Turok2 was brought over and refined. It's in the trailer.
I see. I'm not familiar with the Turok remaster. Sorry for the negative reaction, I suppose I was expecting something different. Of course, now that I've thought about it, it's inline with other remasters I've seen. I admit I haven't played the game in ages. I'll have to check some old footage to see what the original Dreamcast ran like.
 

newmoneytrash

Banned
Oct 25, 2017
8,981
Melbourne, Australia

The Boat

Member
Oct 28, 2017
3,873
I have to say, I'm a fan of remasters that strive to maintain the original art style and look. I don't think that's a very easy task, as a lot of games' signature look and atmosphere stem from hardware limitations and it might be tempting (or just easier) to remake a lot of stuff, even if it's just to avoid reactions as the ones seen in this thread, which might completely throw off the art style. I think there's a very interesting and underrated balancing act going on with certain remasters, especially from this era.
 

Lafazar

Member
Oct 25, 2017
1,579
Bern, Switzerland
Some people need to look up the definition of remaster it seems. I didn't expect much more and am quite pleased with this,

And there are quite a few improvements visible if you actually remember what the original game looked and played like (even the PC version): real time soft shadows, better lighting in general, better animation blending, etc.
 
Oct 25, 2017
4,798
I love the part in the trailer where the player struggles to turn over and over to pick up the collectible item.

I will buy this. Actually, I think... I *already* bought this? I own a Shadowman from Nightdive, and it doesn't seem like they released it that long ago. What's the core difference between this and that?
 

Truant

Member
Oct 28, 2017
6,759
What's wrong with you idiots? Original lighting? The remaster looks great. Most PS4/X1 games don't even have dynamic shadows, let alone a PS1 game from 1999.
 

mugurumakensei

Elizabeth, I’m coming to join you!
Member
Oct 25, 2017
11,328
I love the part in the trailer where the player struggles to turn over and over to pick up the collectible item.

I will buy this. Actually, I think... I *already* bought this? I own a Shadowman from Nightdive, and it doesn't seem like they released it that long ago. What's the core difference between this and that?

Lighting and shadowing system revisions at minimum. Particles also look better but it's been some 5 years since I last played
 

Andromeda

Member
Oct 27, 2017
4,846
YEEEESS!!!

I thought I was the only one who cared about this game



looked a lot cleaner on the Dreamcast. Never got to play much of the game back then.
No, you are not the only one. I do care, a lot.

We did update the lighting, you can see it often in the trailer.
Samuel put a lot of work into the dynamic shadow mapping, enabling it to be used on even dynamic sources like projectiles and the player's torch. It can even cast shadows through transparent textures in its current iteration.

We did, the Shadow mapping we tried in Turok2 was brought over and refined. It's in the trailer.
I appreciate the work done on the lighting and shadows (I noticed it immediately). But can you do something to improve the look of those very low res textures ?
 

Listai

50¢
Member
Oct 27, 2017
5,664
We did update the lighting, you can see it often in the trailer.
Samuel put a lot of work into the dynamic shadow mapping, enabling it to be used on even dynamic sources like projectiles and the player's torch. It can even cast shadows through transparent textures in its current iteration.

We did, the Shadow mapping we tried in Turok2 was brought over and refined. It's in the trailer.

I love the way it looks.

It looks like a developer bullshot from 1999 in motion.
 

ArjanN

Member
Oct 25, 2017
10,114
Yeah, It's a remaster and not a remake, but people forget how much shittier everything actually looked and ran on the N64.
 
Oct 26, 2017
1,744
Jesus what a blast from the past. I'm pretty sure I still have the DC copy in my basement haha. I remember this game being super oppressive in atmosphere. Not sure how it'd hold up now but it was definitely a really unique game
 

InternHertz

Member
Oct 25, 2017
671
Brussels, Belgium
Edward850 Thank you and your team for doing this. I'm very very much looking forward to the cut content!!
I know you can't answer this probably, but was there ever a release window announced?

I'll buy it on PC and PS4 (for the trophies)
 

Suede

Gotham's Finest
Member
Oct 28, 2017
12,514
Scotland
Oh, I missed that this was happening. Really excited to play this again, and Nightdive are top tier devs when it comes to remastering things.
 
Oct 25, 2017
4,798
While it's great to see such a niche franchise back, I'm kind of dissapointed it isn't a full remake.

I would be, except that Shadow Man as an IP just isn't very well-known. It *seems* like Nightdive has worked pretty hard on their remake for System Shock, and in terms of a comparison that is an extremely well-known franchise and, well, they've struggled really hard to deliver it. From the Kickstarter mess, to switching engines, delays, lack of vision -- it's been difficult for them. They're at least discovering that their talents are in remasters and not remakes, per se, or at least re-envisioning. Shadow Man could just never be an investment for them like that; the payoff is far too small.

That being said, I really have to admit, this remaster -- judging by the video -- seems like it isn't doing too much in the way of replacing missing detail. The textures not being redone in some way is a shame, since that and the geometric detail of the game is where the age is most apparent. It's a big job, so I get why they aren't doing it, but then again I suspect they will ask around 20 bucks for this and if so, like, doesn't that deserve some kind of re-done art?
 

Edward850

Software & Netcode Engineer at Nightdive Studios
Verified
Apr 5, 2019
992
New Zealand
That being said, I really have to admit, this remaster -- judging by the video -- seems like it isn't doing too much in the way of replacing missing detail. The textures not being redone in some way is a shame, since that and the geometric detail of the game is where the age is most apparent. It's a big job, so I get why they aren't doing it, but then again I suspect they will ask around 20 bucks for this and if so, like, doesn't that deserve some kind of re-done art?
A games cost isn't only in textures and polygons, if you're unaware. There's a thousand other things going on such as R&D, extensive programming related to getting anything to run with a modern compilers and pipelines (Turok2's 4 byte void pointers were a wild discovery, how was that ever a thing?), developing the tools, disassembly for us especially (the thing that requires specialist skills and expensive tools), and there's not a lot to float the cost. Plus costs dictated by licensing, like with Turok.
 
Oct 25, 2017
4,798
A games cost isn't only in textures and polygons, if you're unaware. There's a thousand other things going on such as R&D, programming, disassembly for us especially (the thing that requires specialist skills and expensive tools), and there's not a lot to float the cost. Plus costs dictated by licensing, like with Turok.

Yes, I am aware. I am also aware that many remasters come out that do tackle texture detail -- in addition to programming, and other work. I get it -- Nightdive doesn't have that kind of money, and they're doing the best they can. I can still be disappointed.
 

Truant

Member
Oct 28, 2017
6,759
A games cost isn't only in textures and polygons, if you're unaware. There's a thousand other things going on such as R&D, extensive programming related to getting anything to run with a modern compilers and pipelines (Turok2's 4 byte void pointers were a wild discovery, how was that ever a thing?), developing the tools, disassembly for us especially (the thing that requires specialist skills and expensive tools), and there's not a lot to float the cost. Plus costs dictated by licensing, like with Turok.

Care to elaborate? Seems interesting.
 

Hella

Member
Oct 27, 2017
23,405
I only rented this once, back in the day, and have the vaguest memories of it. But it's cool to see it back.

Had no idea there was also a sequel.
 

Walker_Boh

Member
Oct 25, 2017
2,007
Boise, Idaho
One of the few N64 games I owned and probably one of the most played along with Ogre Battle 64 and OoT. Super bummed Nightdive couldn't get the rights to NOLF, I don't think that's even possible to play on modern systems.
 

Edward850

Software & Netcode Engineer at Nightdive Studios
Verified
Apr 5, 2019
992
New Zealand
Care to elaborate? Seems interesting.
Turok2's code was a goldmine of weird. We had what was likely a pre-release version of the code (it was for PC and the multiplayer looked incomplete) but we found things like code comments of developers arguing with each other. But the one thing that stuck out at me was they relied on the void type being 4 bytes wide for some of their data management (due to function parameters transfering objects as void pointers), a quirk of the compiler they used at the time. In actuality void is supposed to be 0, as it represents no type and has no meaningful identity (C++ is a memory management language, so how big things are comes up a lot). They seemed to realise this as they converted the project over to vc6, but somehow thought that 0 bytes was a bug.

We were... Quite perplexed to say the least.
 

KORNdog

Banned
Oct 30, 2017
8,001
It looks like a Turok style remaster. And I'm ok with that. But this thing better be cheap.
 

Truant

Member
Oct 28, 2017
6,759
Turok2's code was a goldmine of weird. We had what was likely a pre-release version of the code (it was for PC and the multiplayer looked incomplete) but we found things like code comments of developers arguing with each other. But the one thing that stuck out at me was they relied on the void type being 4 bytes wide for some of their data management (due to function parameters transfering objects as void pointers), a quirk of the compiler they used at the time. In actuality void is supposed to be 0, as it represents no type and has no meaningful identity (C++ is a memory management language, so how big things are comes up a lot). They seemed to realise this as they converted the project over to vc6, but somehow thought that 0 bytes was a bug.

We were... Quite perplexed to say the least.

Hey, I know some of those words!

Thanks for sharing, I think I understood it.
 

zoodoo

Member
Oct 26, 2017
12,748
Montreal
I'll buy it to support Night Dive. I love their work. But I always found this game a bit too janky even back then.

I'm still waiting on a remaster of Powerslave/Exhumed from them.
 

HiHowAreYou

Member
May 31, 2019
29
Shadowman 64 is one of my all time favorites. Everybody should give this remaster a try on their platform of choice. Thanks to Nightdive for working on it.
 

Jeremy

Member
Oct 25, 2017
6,639
I remember having fun with this on the N64

wonder if it still holds up

I went back to the Dreamcast version for a few hours last year.... It doesn't really hold up, imo.

Cool story and concept but the overall muddy look of the game and the simple environments and combat meant I didn't last too long...
 

andymoogle

Member
Oct 27, 2017
2,310
As long as this version can be played at higher than 30 fps without glitching out, I'm good.

For those who don't know, the original PC version is completely broken above 30 fps. You can't even finish the game at a certain framerate. I kept falling to my death from a ledge and I had no idea why until I googled how to get past that part. Some enemies will also require more hits to kill and other fun stuff.
 

Blackpuppy

Member
Oct 28, 2017
4,202
As long as this version can be played at higher than 30 fps without glitching out, I'm good.

For those who don't know, the original PC version is completely broken above 30 fps. You can't even finish the game at a certain framerate. I kept falling to my death from a ledge and I had no idea why until I googled how to get past that part. Some enemies will also require more hits to kill and other fun stuff.

On Twitter, one of the developers said it runs on Switch at 60 fps. So higher than 30 it is!
 

daninthemix

Member
Nov 2, 2017
5,024
A games cost isn't only in textures and polygons, if you're unaware. There's a thousand other things going on such as R&D, extensive programming related to getting anything to run with a modern compilers and pipelines (Turok2's 4 byte void pointers were a wild discovery, how was that ever a thing?), developing the tools, disassembly for us especially (the thing that requires specialist skills and expensive tools), and there's not a lot to float the cost. Plus costs dictated by licensing, like with Turok.
Will this have dual analog / modern camera controls? For me that's pretty much all Shadow Man needed.