I'm curious about communication between NightDive's SSR team and Warren Spector's team at OtherSide Austin starting on SS3 as well. The point about NightDive changing the levels from the original System Shock is a good one. Are visual references to the original game off-limits to the SS3 team? Are they stuck referring to the original only via narrative? "Hey, remember that place on Citadel with the thing?" Another question from the Ancient Fan zone might be to note that the originals were PC-only, and to wonder how supporting the latest consoles is affecting the changes being made to the reboot. Having to make the game playable on a TV across the room instead of a monitor a foot from your face means embiggening objects and simplifying the world -- so how is this going to affect the interactive depth of the game world, and the "feel" of moving through the world, and the impression of the player's size versus the locations and objects in the world? Will having to limit inputs to the trivial set of buttons on a console controller (versus the many inputs of keyboard + mouse) limit the number of "verbs" available to players in the reboot? Will the original game's balance between exploration and face-shooting change in the reboot? "More DOOM-like" makes me nervous. If the reboot turns into a run-and-gun, where there's constantly something attacking players and preventing them from observing and perceiving and thinking and planning, a critical part of what makes the original game great will be lost. What's the overall design strategy for the changes to available weapons? What was sub-optimal about the original game's weapons (I can think of a few things; I'm not just being confrontational here), and what's the new concept guiding the design of weapons for the reboot?