Among the select group of aficionados was a young Ken Levine. However, the game managed to develop a cult following over the years. System Shock obtained wide critical acclaim, but sold poorly. Sadly, in what would become a pattern for Looking Glass, releasing a product that was years ahead of its time didn‘t pay off. The fact remains that in an age where games like Doom limited its content to navigating mazes, finding keys and shooting stuff, System Shock featured a complex (if convoluted) UI that allowed the player to jump, crouch, peek around corners, jack into cyberspace, read logs and manage an extensive inventory. Whether the 1994 System Shock can be considered an RPG is up for debate. How could anyone possibly forget playing – No, experiencing! – that? The creeping feeling that the very environment you inhabit is your mortal enemy. The exceedingly polite, if somewhat pushy and accident-prone protocol droids, or the partially vivisected monkeys rising up against their captors. The cyborg midwives tending to their “little ones” while rattling off motherly stock phrases of affection. The ungodly sight of blood and bizarre biological growths covering walls and ceilings while a horrific symphony of terror created by computer terminals, whirring security cameras and the ship‘s relentlessly droning engines plays in the background. Who could ever forget playing System Shock 2? Who could forget the mindless, pipe wielding mutants patrolling dimly lit hallways. System Shock 2’s Project Manager and Lead Programmer There are a lot of things that can go wrong.” It requires you to constantly be very focused and intense. There’s a horror element to the story and characters are terribly disfigured or in pain or whatever, but that’s actually less important to me than the fact that the game is really, really hard. I would probably describe it more as being about tension than horror. “For me the important part of System Shock 2 is the difficulty and the resource scarcity.
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