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System Shock 2

 
Games: System Shock 2
  • Platform: IBM PC Compatible
  • Release Date: August 01, 1999
  • Genre: Role-Playing
  • Style: First-Person Action RPG
  • Similar Games: System Shock (Macintosh), System Shock (IBM PC Compatible)

Game Description

From the minds at Irrational Games comes the sequel to the PC's revolutionary System Shock. System Shock 2 blends science fiction role-playing with first-person gameplay.

After joining the military, you thought you'd be part of history joining the crew of the USS Von Braun, the first ship capable of faster-than-light speed. But something hideous has awakened on the ship and you emerge from your cryogenic chamber to a world gone mad. Decapitated teammates line the hallways, insane scrawls written in blood are left on the walls and hideous hybrid creatures roam the ship in search of meat. This is one day where you should have stayed in bed.

Master a variety of psionic skills, from kinetic redirection to pyrokenesis. Update your cybernetic OS through a series of upgrade terminals scattered around the ship. Wield dangerous and experimental weaponry as you do battle with the last living remnants of the Von Braun, and discover that something called Shodan is back...and wants revenge.

With 3D graphics powered by the Thief: The Dark Project engine and full positional sound effects, System Shock 2 provides an audio-visual environment to accompany the action-RPG gameplay. It's deep, engrossing and full of scares. If you're ready for the challenge, System Shock 2 is your game!
~ Colin Williamson, All Game Guide

Roots & Influences

This game is a direct sequel to the original System Shock.
~ Colin Williamson, All Game Guide

Review: Overall

Fear. Yes, a bit of an over-used and almost meaningless word these days. However, just stop. Think what the word actually means -- and that's the simplest, easiest way to describe a game like System Shock 2. Utterly immersive in its use of character attachment and amnesiac story-telling, it is a game that will honestly give you the sweats. Hybrids, degrading weapons, cyborg mid-wives, and an omniscient computer personality out to get you. There are elements coyly taken from countless, influential sci-fi/horror films out there already: after all, as the looming sense of dread pervades every scene and every small mission, the recollections of similar scenes in past movies or horror novels will keep you with many a nervous twitch. Have to restart a generator? Have to find a certain beaker? Fine. But be prepared to have that low, nervous feeling in your stomach the entire time, avoiding (not just dodging) enemies, guessing what's going to happen next, and randomly having the urine scared out of you as you are attacked from out of nowhere.

So yes, SS2 is scary. Released in the Summer of 1999, it comes a few years after the debut game's landmark cult impact and many more years after that game's narrative. In the first game, SHODAN was supposedly destroyed -- been here before -- by a clever hacker. Here (and trying to avoid any spoilers), another AI, XERXES, is making things running amok, but for reasons (in)directly connected to the very same artificial hussy. The only thing one should know is that if you thought beating a super-intelligent central personality was tough the first time around, try two of them on for size.

But let's not get side-tracked here. As engaging as the premise and narrative is (after this game and 1998's Half-Life, subsequent First-Person-Shooters have been in a real bind to live up to such story-telling), it's the genre's gameplay that really takes the gold. Take most of the elements that make a FPS work (fluid control, unparalleled virtual point-of-view, etc.) and throw in enough Role Playing Game ingredients (character choice, controlled growth, etc.) to keep things boiling. There's not too much FPS focus, not too much RPG confusion, and the game rests in that comfy middle-ground between Actual Interest and Statistical Overload. At its most basic form, the game's player characters are as follows: marine, psi-officer, and hacker (essentially, the Fighter, the Mage, and The Best of Both Worlds). This "character control" side of things tend to work extremely well as it helps push the player to enriching and building up one's character just so one can, well, try and get rid of the big, scary stuff. It's true, in this way, the diverse gaming genres are all additive -- not destructive -- to the whole nightmarish experience.

So exactly how is this game so "scary?" Well, what one will notice straight off is just how atmospheric this game really is on any design level. The graphics are crystal-clear, solid, and moody -- with ship level designs that don't always make sense but play well for a game -- and the character models usually repel you with disgust as you frantically try to off them with whatever damaged weapon at your disposal. The sound design surely helps too, as it is absolutely, teeth-clenchingly disturbing. Looking Glass Studios has shown they already know how to craft an effective, creative world of sound with games like Thief: The Dark Project, but the sound designers really went all out for the audio scope of SS2. Distant rumblings infect you with a dripping phobia, while the more specific effects get you prepared to yelp like a baby (proud to admit or not, it's often much, much scarier hearing and then realizing that there's a cyborg mid-wife or a batch of spiders around the corner than actually just going in there and killing them). The game sucks you in, fast. And with a sound design as superb as this, you might not want it to all the time.

Going a bit deeper, though, the inclusion of RPG ingredients are again well-suited to a game of this immersive nature and strengthen its foreboding nature. Although the game heavily leans towards a hacker character and his skills (plenty of extra health, money, and a dead-easy confrontation with SHODAN), the others still leave enough diversity to demand instant replayability. A marine-based character will give you access to nearly any weapon in the game, with little repair to do, and plenty of personal strength to confront most enemies. A psi-officer, again like most magic-based characters of RPGs, starts off incredibly weak (the game gains a new subtitle: "You Will Love Wrenches. Or Else."), but then -- if one is patient enough -- can slowly become extremely powerful with wisely-chosen "spells" (health-regeneration, money-creation, etc.) and new modes off attack (charging is Bad). So, while they're not entirely even or revolutionary, the different player character types add another useful layer to the experience.

SS2 isn't entirely flawless, of course. The game's only real mis-steps come near its end where the lack of challenging level growth turns in on itself. The "take A to B to turn on C which helps you get to D but don't forget to put back A when you can so B won't break down...and did we mention C is lost again?" goal propellants start to drain. Even worse, the uninventive use of having to destroy yet another Big Bad Fleshy Boss Brain Thing becomes a flat climax. After so much skulking about and meticulous character crafting, it leaves a "rushed" feeling in one's mouth, as if the creators were gasping for breath here trying to keep up with their own premise. Even with the terrific, quintessential horror "twist" at the very end too.

The incessant respawn element might put off a lot of seasoned players as well. One side of the argument has it that you never get a sense of "completion" when clearing out a level because there's always something lurking somewhere. The other side is that this is precisely why you never disengage from the game's terrifying universe...you are always on your toes, you are always careful of where you're going, and you never, ever feel truly safe. A patch is supposed to let the user set the respawn rate (or turn it off completely), so that might please anybody coming into the game.

The RPG character designs also should've been tweaked a bit more. Again, while the original directions of skills and attributes are crucial to the early portions of the game, they still almost become moot as the game progresses. It's hard to start with low health -- or virtually no weapon skills -- but once one is racking up the experience, they can boost up just about every element in one's character. Even if it doesn't apply to that character type. After all, if one makes the important decision of being a marine (Fighter), for example, it would make equal sense for this marine to be nearly cut off entirely from gaining Psi attributes (Mage "spells") at any later point in the game. Conventional RPG's usually adhere to this character-limitation rule, and it's a shame SS2 doesn't measure up in this regard.

The weapon degradation is another issue. While it's ludicrous to imagine a future where technology is so shoddy as to have weapons start degrading after one or two shots, it still will leave other players with another layer to keep on top of and control (after all, there are "maintenance" and "repair" skills that don't take forever to attain). Whether this adds or detracts from the game is essentially a matter of taste. Again, the patch is supposed to let the user control this aspect as well, so one can theoretically do as they want.

Most harmful, though, is the narrative. As intriguing as the plot is, it would've been nice to have somewhat of a choice in the linear story-line. While The Many tempts you with improving your life and discovered weapons with the "way of the flesh," and SHODAN (and the game's inherent interface) showing you the powers of cybernetic metal, the game's fundamental goals would've been elevated from simple Kill Big Baddies if in some way there was a "choice" of which ideal to head towards. Both nemeses would still have to be dealt with, but one would be chosen to focus on and chosen to be eliminated first for certain "flesh" or "cybernetic" benefits. The game sets up a certain organic/metallic rift of technology, but never really takes this theme into the player's narrative.

In any case, the game holds up despite its cracks. The FPS/RPG meld is a good one, as gamers are re-learning (even with a bit too liberal approach to it all). The sound design is outstanding (even when your weapon jams for the 43rd time in a row). The story-line (despite its eventual "rushed" and draining nature) usually keeps up with the ominous world the rest of the game creates. Yet what really drives SS2, what really makes it tick, what really makes you go back over and over again, is -- simply -- the fear it seeps into you. The atmosphere absolutely drips from this game, impresses you behind every corner, chills you to the spine...even when you don't exactly know how. Yet it's all part of the experience. It's all part of having to play with other people at home so you feel safer. It's all about replacing your shorts every half-hour or so. It is, indeed, an intelligent, intense gem that should not go unnoticed.
~ Alec Norands, All Game Guide

Review: Enjoyment

Quite tough and enduring when starting out, but worth the struggle for amazing, immersive game-play.
~ Alec Norands, All Game Guide

Review: Graphics

Crisp, dark graphics with superior character modeling.
~ Alec Norands, All Game Guide

Review: Sound

Music is almost non-existent, but the ominous ambient sound effects and chilling enemy speech are outstanding and instantly memorable.
~ Alec Norands, All Game Guide

Review: Replay Value

With the three core character types, a few difficulty settings, as well as some engine tweaks and co-op multiplayer play (as per later patch), replay is relatively high.
~ Alec Norands, All Game Guide

Review: Documentation

Real-world documentation is average, but the in-game "training" tutorials and random "help" units aids the player into becoming accustomed with the solid interface incredibly quickly.
~ Alec Norands, All Game Guide

Production Credits

IRRATIONAL GAMES Project Manager & Programmer, AI, Combat, Psi Powers: Jonathan Chey; Lead Programmer, Games Systems, Interface: Rob Fermier; Lead Designer, Story & Content: Ken Levine; Lead Artist, creatures, weapons, objects, FX: Gareth Hinds; Level Designer, Ops. Engineering: Matt Boynton; Level Designer, Command, Rickenbacker: Scott Blinn; 2D Artist, maps, signs: Steve Kimura; 2D Artist, textures, interface, meta-game: Michael Swiderek; 3D Artist, objects: Mauricio Tejerina; Additional Design: Shawn Swift; Additional Art: Eric Dannerhoj, Bill Bobos; LOOKING GLASS STUDIOS Lead Engine Programmer, Meta-Game, Engine Support: Marc LeBlanc; Lead Level Designer, Gameplay Tuning, Training, Station: Dorian Hart; Level Designer, Hydro, Shodan: Michael Ryan; Level Designer, Medsci, Rec, Many: Ian Vogel; 3D Artist, weapons, objects, FX, Big Droids: Nate Wells; Executive Producer: Joseph Gilby; Producer: Josh Randall; Motion Processing, Manual: Laura Baldwin; Motion Processing, Localization: Robert Caminos; A/V Audio Director: Eric Brosius; Cutscene Artist, Website: Jennifer Hrobota; Cutscene Artist: Daniel Thron; Video Director, Cutscene Artist: Fred Galpern; Audio Technician: Kemal Amarasingham, Ramin Djawadi; ENGINE PROGRAMMING Physics: Chris Carollo; Programming: Doug Church; AI: Tom Leonard; Multiplayer: Mike Rowley; Installer: David Teichholtz; Sound, Creature Motion: Michael White; Hardware Support: Zarko Bizaca; QA Manager: Mike Steinkrauss; QA Lead: Lulu Lamer; QA Staff: David Bax, Nathan Blaisdell, Kevin Callow, Alex Duran, Matthew Gambol, Tom Grealy Hooboy, Alexx Kay, Daniel Krikorian, Taavo Smith; ADDITIONAL PROGRAMMING Renderer: Sean Barrett; Creature Motion: Kate Jenkins, Johann Koehler; Additional Design: Hydro, Rick architecture, Level beautification: Nate Wells; Shodan Encounter Cutscene: Randy Smith; ADDITIONAL ART Arachnightmare, Overlord, Droids: Mark Lizotte; ADDITIONAL PRODUCTION String files, localization: Alex Kay; LOOKING GLASS MANAGEMENT President: William Carlson; Managing Director: Paul Neurath; Marketing Vice President: Michael Malizola; A/V Coordination: Nicolas Valtz; ELECTRONIC ARTS Producer: Scott Evans; Marketing: Jonathan Harris, Patrick O'Loughlin; PR: Kristen McEntire; Lead Tester: Daniel Hiatt; Assistant Lead: Carl Grande; Testers: Ken Cunningham, Erik Purins (special thanks to Doug Doine and Jamil Dawsari); Test Supervisor: Rosalie Vivacano; Localization Director: Atsuko Matsumoto; Localization: Bryan Davis, Barry Feather, John Pemberton; Documentation Adaptation: Yuri Hospodar; Documentation Design/Production: Tonda Mueller; Packaging: Nancy Waisanen; Customer Quality Control: Justin Mason, Jacob Fernandez, Benjamin Crick, Dave Knudson, Shane Ferguson; Motion Capture: Jonathan Conant, Maya Apfelbum; Adaptive Optics Support: Liz Hinks; Network Admin: Rob Meffan, Andy Meuse; VOICES Myers, Rosenberg: Kemal Amarasingham; Turnbull: Laura Baldwin; Martin: Matt Boynton; Droids: Eric Brosius; BitchingBetty, Delacroix, Shodan: Terri Brosius; Norris, Suarez: Rob Caminos; Yang: Steve Canniff; Bronson: Erin Coughlan; Dr. Miller: Bill Farquhar; Yount: Rob Fermier; Bloome, TheMany, Midwife, Polito, Siddons: Esra Gaffin; Malone: Fred Galpern; Xtra Man 1: Dorian Hart; Malick: Alexx Kay; Cortez: Ken Levine; Xtra Man 2: Andy Meuse; Amanpour: Josh Randall; Murdoch: Gayle Robertson; McKay: Mike Romatelli; Announcer, Diego, TheMany, OnceGrunt, Xerxes: Stephen Russell; Loesser, OSA Recruiter, Sanger: Karen Saltus; Croker: Randy Smith; Grassi: Mike Swiderek; Prefontaine, Navy Recruiter, Dr. Watts, Wood: Daniel Thron; Bayliss, Marine Recruiter: Nate Wells; Curtiz, Korenchkin, Military Recruiter: Ian Vogel
~ Rich Hernandez, All Game Guide
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Wikipedia: System Shock 2
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System Shock 2
The cover art of System Shock 2
Developer(s) Irrational Games
Looking Glass Studios
Publisher(s) Electronic Arts
Designer(s) Ken Levine
Composer(s) Eric Brosius
Engine Enhanced Dark Engine[1]
Version 2.3 (September 17, 1999)[2]
Platform(s) Microsoft Windows
Dreamcast (canceled)[3]
Release date(s) NA August 11, 1999[4]
Genre(s) First-person shooter, action RPG, action-adventure, survival horror
Mode(s) Single-player, cooperative
Rating(s) ELSPA: 15+
ESRB: M
OFLC: MA15+
Media CD-ROM
System requirements Windows 9x, Pentium or K6 200+ MHz, 32 MB RAM, 4X CD/DVD-ROM, DirectX 6+, Highcolor 4 MB PCI or AGP video card, sound card.
Input methods Keyboard, mouse, joystick

System Shock 2 is an action role-playing video game, designed by Ken Levine for the personal computer. The title is a sequel to the 1994 PC game System Shock, and was co-developed by Irrational Games and Looking Glass Studios. The sequel was originally designed as a standalone title with no relation to System Shock; story changes were made when Electronic Arts—who owned the Shock franchise rights—signed on as publisher. System Shock 2 was released on August 11, 1999 in North America.

The game takes place on board a starship in a cyberpunk depiction of 2114. The player assumes the role of a lone soldier trying to stem the outbreak of a genetic infection that has devastated the ship. Like System Shock, gameplay consists of first person shooting and exploration. A role-playing system allows the player to develop unique skills and traits, such as hacking and psionic abilities.

System Shock 2 received positive reviews when released, but failed to meet commercial sales expectations. In retrospect, many critics have determined the game to be highly influential, particularly on first person shooters, and far ahead of its time, and inducted it into several "greatest games of all time" lists. In January 2006, Computer and Video Games reported System Shock 3 may be under development. As of January 2009, nothing conclusive has surfaced regarding the purported project's status. In 2007, Irrational—now 2K Boston/2K Australia—released a self-proclaimed 'spiritual successor' to the System Shock series, entitled BioShock, to critical acclaim and strong sales.

Contents

Gameplay

An in-game screenshot displaying the inventory at the top; health, psionic points, nanites, and cyber modules at the bottom left; and the cyber interface and weapon information at the bottom right.

Like its predecessor, gameplay in System Shock 2 is an amalgamation of the role-playing game (RPG) and first person shooter (FPS) genres. The player uses melee and projectile weapons to defeat enemies, while a role-playing system allows the development of useful abilities. Navigation is presented from a first-person perspective and complemented with a heads-up display that shows character and weapon information, a map, and a drag and drop inventory.[5] Backstory is explained progressively through the acquisition of audio logs and encounters with ghostly apparitions.[4]

The game begins with the player choosing a career in a branch of the Unified National Nominate, a fictional military organization. Each branch of service enhances certain skills; the Marines augment marksmanship and weapon proficiency, the Navy improves expertise in repairing and hacking, and a paranormal branch of military, called the OSA, hones psionic powers.[6]

After choosing a branch and undergoing a character development stage, the player begins receiving "cyber-modules" for completing story-based objectives. Skills are enhanced by spending cyber-modules at devices called "cyber-upgrade units".[7] O/S units allow special one-time character upgrades to be made (e.g. permanent health enhancement), while in-game currency, called "nanites", may be spent on items at vending machines. "Quantum Bio-Reconstruction Machines" can be activated and reconstitute the player for 20 "nanites" if they die in the same area. Otherwise, the game ends and progress must be resumed from a save point.[7]

The player can hack devices, such as keypads to open alternate areas and vending machines to reduce prices. When a hack is attempted, a minigame begins where a grid of green nodes form; the player must connect three in a straight row to succeed. Optionally, electronic lock picks can be found and automatically hack a machine, regardless of its difficulty.[8]

Various weapons can be procured throughout the game, including melee weapons, pistols, shotguns, and alien weapons.[9] Non-melee weapons degrade with use and will break if they are not regularly repaired with maintenance tools.[10] Different ammunition types exist which are more effective to susceptible enemies. For example, organic enemies are vulnerable to anti-personnel rounds, while mechanical foes are weak against armor-piercing rounds. Because ammunition is scarce, the player must use it sparingly and carefully search rooms for supplies.[11] Additionally along side ammo types, software can be used to research unknown items and enemy weaknesses, by sampling their organs and combining chemicals found in storage rooms. Psionic powers can also be learned, such as telepathy and the ability to hurl energy balls.[6]

Plot

The story begins in 2114, forty-two years after the events of System Shock. After joining the United National Nominate, the protagonist — Soldier G65434-2 — is assigned to the Rickenbacker, a military spacecraft. The Rickenbacker is escorting the Von Braun, an experimental faster-than-light starship, on its maiden voyage.[12] A few months into the journey, the ships respond to a distress signal from the planet Tau Ceti V.[13] A rescue team is sent to the planet surface where they discover strange eggs.[14] The eggs infect the rescue team and integrate them into an alien communion that calls itself the Many. The infestation eventually overtakes both ships.

The soldier awakens in a cryo-tube on the medical deck of the Von Braun with amnesia due to a computer malfunction. He is immediately contacted by another survivor, Dr. Janice Polito, who guides him to safety before the cabin depressurizes and demands he rendezvous with her on deck 4.[15] Along the way, the soldier battles the infected crew members. The Many also telepathically communicate with him, attempting to persuade the soldier to join their collective.

After restarting the ship's engine core and purging an elevator shaft, the soldier reaches deck 4 and discovers Polito is dead. He is then confronted by SHODAN, a malevolent artificial intelligence that devastated Citadel Station, a fictional space station, in the previous game. It is revealed she has been posing as Polito to gain the soldier's trust and is responsible for creating the Many.[16] She escaped from Citadel Station to Tau Ceti V and cultivated these artificial creatures to help establish her godhood. The Many evolved beyond her control.[17] SHODAN issues an ultimatum to the soldier, stating his only chance for survival lies in helping destroy her rebellious creations.[18]

Efforts to regain control of the main computer fail. SHODAN informs the soldier that destroying the Von Braun is their only option, but he must transmit her program to the Rickenbacker first.[19] While en route, the soldier briefly encounters two survivors, Tommy Suarez and Rebbecca Siddons, who flee the ship aboard an escape pod.[20]

With the transfer complete, the soldier travels to the Rickenbacker and learns both ships have been enveloped by the infection's source, a gigantic mass of bio-organic tissue.[21] The soldier enters the biomass and destroys its core, stopping the alien infection. SHODAN congratulates the protagonist and informs him of her intentions to merge real space and cyberspace using the Von Braun's faster-than-light drive.[22] The soldier confronts SHODAN in cyberspace and defeats her. The final scene shows Tommy and Rebbecca receiving a message from the Von Braun. Tommy responds, saying they will return but Rebbecca is feeling ill. She is shown speaking similarly to SHODAN.

Development

Horror is a key focus of System Shock 2. This concept art depicts the protagonist encountering an infected crewmember.

Development began in 1997 when Looking Glass Studios approached Irrational Games with an idea to co-develop a new game.[23] The development team were fans of System Shock and sought to create a game with similar elements. Early story ideas were similar to the novella Heart of Darkness. In an early draft, the player was tasked with assassinating an insane commander on a starship.[24] The title took 18 months to create with a budget of $1.7 million.[25]

The game was pitched to several publishers, and Electronic Arts—who owned the rights to the Shock franchise—responded by suggesting the game become a sequel to System Shock. The team agreed; Electronic Arts became the publisher and story changes were made to incorporate the franchise.[24] The project was allotted one year to be completed. To compensate for the short time frame, the staff began working with Looking Glass Studio's unfinished Dark Engine, the same engine used to create Thief: The Dark Project.[25]

The designers wanted RPG elements in the game. Similar to Ultima Underworld, another Looking Glass Studios project, the environment in System Shock 2 is persistent and constantly changes without the player's presence.[26][27] Paper and pencil RPGs were also influential; the character customization system was based on Traveller's methodology. In System Shock 2, this design was implemented in the fictional military branches.[26] By allowing multiple character paths, the player could receive a more open-ended gameplay experience.[28]

Horror was a key focus and four major points were identified to successfully incorporate it. Isolation was deemed primary, which resulted in the player having little physical contact with other sentient beings. Secondly, vulnerability was created by focusing on a fragile character, instead of making the player strong. Lastly were the inclusion of moody sound effects and "the intelligent placement of lighting and shadows".[29]

The game's lead designer, Ken Levine, oversaw the return of System Shock villain SHODAN. Part of Levine's design was to ally the player with her,[24] but he also believed game characters were too trusting, stating "good guys are good, bad guys are bad. What you see and perceive is real." Levine sought to challenge this notion by having SHODAN betray the player: "Sometimes characters are betrayed, but the player never is. I wanted to violate that trust and make the player feel that they, and not [only] the character, were led on and deceived." This design choice was controversial with the development team.[30]

Several problems were encountered during the project. Because the team comprised two software companies, tension emerged regarding job assignments. Some developers left the project altogether. Additionally, many employees were largely inexperienced, but in retrospect project manager Jonathan Chey felt this was advantageous, stating "...inexperience also bred enthusiasm and commitment that might not have been present with a more jaded set of developers." The Dark Engine posed problems of its own. It was unfinished, forcing the programmers to fix software bugs when encountered. In contrast, working closely with the engine code allowed them to write additional features.[25] Not all setbacks were localized; a demonstration build at E3 was hindered when it was requested all guns be removed from the presentation. This was done in light of the recent Columbine High School massacre.[29]

A demo for the game, featuring a tutorial and a third of the first mission, was released on August 2, 1999.[31] Nine days later, System Shock 2 was shipped to retailers[32] and received acclaim from numerous critics.[33] An enhancement patch was released a month later and added significant features, such as co-operative multiplayer and control over weapon degradation and enemy respawn rates.[2] A port was planned for the Dreamcast, but was subsequently canceled.[3]

Reception

 Reception
Aggregate scores
Aggregator Score
GameRankings 92% based on 36 reviews[34]
Metacritic 92% based on 20 reviews[33]
Review scores
Publication Score
Allgame 4/5 stars[35]
Computer and Video Games 9.5/10[36]
GamePro 5/5 stars[37]
Game Revolution A[38]
GameSpot 8.5/10[1]
IGN 9.0/10[4]
PC Gamer US 95%[39]

System Shock 2 received over a dozen awards, including seven "Game of the Year" awards by publications, such as Game Revolution and USA Today.[40] Reviews were very positive and lauded the title for its hybrid gameplay, moody sound design, and engaging story.[33] Despite critical acclaim, the title did not sell well.[41]

Many publications praised the title for its open-ended gameplay. With regard to character customization, Trent Ward of IGN stated the best element of the RPG system was allowing gamers to "play the game as completely different characters", and felt this made each play-through unique.[4] Erik Reckase writing for Just Adventure agreed, saying “There are very few games that allow you [to] play the way you want”.[42] Alec Norands of Allgame believed the different character classes made the game “diverse enough to demand instant replayability."[35]

Critics described the game as frightening. Colin of Game Revolution attested that the game rivaled the terror of Resident Evil 2 and Silent Hill, and felt the game was "brimming with horror”.[38] Computer and Video Games described the atmosphere as “gripping” and guaranteed readers they would "jump out of [their] skin" numerous times.[36] Norands found the sound design particularly effective, calling it “absolutely, teeth-clenchingly disturbing,”[35] while PC Gamer editor William Harms christened System Shock 2 the most frightening game he had ever played.[39]

Many critics found the weapon degradation system to be annoying.[4][5][35] Members of the development team have also expressed misgivings about the system.[23][43] The RPG system was another point of contention. Desslock of GameSpot described the job system as "badly unbalanced" because the player can develop skills outside their career choice.[1] Norands felt similarly about the system, saying it "leaned towards a hacker character".[35]

Legacy

System Shock 2 is regarded by critics as highly influential, particularly on first-person shooters and the horror genre. In a retrospective article, Gamespot declared the title "well ahead of its time" and stated it "upped the ante in dramatic and mechanical terms" by creating a horrific gameplay experience.[30] Along with Deus Ex, Sid Shuman of GamePro christened System Shock 2 "[one of the] twin barrels of modern FPS innovation," due to its complex role-playing gameplay.[44] IGN writer Cam Shea referred to the game as "another reinvention of the FPS genre", citing the story, characters, and RPG system.[45] The title has been inducted into a number of features listing the greatest games ever made, including ones by Gamespy,[46] Edge,[47] IGN,[48] Gamespot,[30] and PC Gamer.[49]

The return of SHODAN has been observed as an innovation itself. Brad Shoemaker of Gamespot described her revelation to the player as "one of the most shocking and effective video game plot devices" he had ever seen.[30] Her inclusion, Gamespy stated, is what made System Shock 2 "a complete experience instead of just another game."[46] SHODAN has proven to be a popular character among some critics; among these are IGN,[50] Gamespot,[51] and The Phoenix.[52]

System Shock 2 has amassed a cult following with fans, many of whom have demanded a sequel.[48] Some fans are active in the modding community where collaborations to update the game's graphics take place. One graphical enhancement mod, entitled Rebirth, replaces many low-polygonal models with higher quality ones.[53] Another mod, the Shock Texture Upgrade Project (SHTUP), significantly increases the resolution of in-game textures.[30] The community at Sshock2, a fan site, have also released a free level editor entitled ShockEd, which is a repackaged version of Looking Glass Studios' own editor.[54][55]

In 2007, 2K Boston/2K Australia—previously known as Irrational Games—released a spiritual successor to the System Shock series, entitled BioShock.[56] The game takes place in an abandoned underwater utopian community gone awry through the genetic modification of its populace. The game has been very successful commercially and critically.[57][58] BioShock shares many gameplay elements with System Shock 2: reconstitution stations can be activated, allowing the player to be resurrected when they die; hacking, ammo conservation, and exploration are integral parts of gameplay; and unique powers may be acquired via plasmids, special abilities that function similarly to psionics in System Shock 2.[59] The two titles also share plot similarities and employ audio logs and encounters with ghostly apparitions to reveal backstory.[60]

On January 9, 2006, GameSpot reported that Electronic Arts had renewed its trademark protection on the System Shock name,[61] leading to speculation that System Shock 3 might be under development.[62] Three days later, Computer and Video Games reported a reliable source had come forward and confirmed the title's production. Electronic Arts UK made no comment when confronted with the information.[63] PC Gamer UK expanded these rumors further, stating the team behind The Godfather was charged with its creation.[64] Ken Levine, when asked whether he would helm a third installment, replied "that question is completely out of my hands."[65] He expressed optimism at the prospect of System Shock 3,[66] but was also critical of Electronic Arts' attitude towards development of the game.[67][68] As of January 2009, nothing conclusive has been reported regarding the status of the purported project.[69]

References

  1. ^ a b c Desslock (1999-08-25). "GameSpot System Shock 2 review". GameSpot. http://www.gamespot.com/pc/rpg/systemshock2/review.html?om_act=convert&om_clk=tabs&tag=tabs;reviews. Retrieved 2008-02-16. 
  2. ^ a b IGN Staff (1999-09-17). "Shock 2 2.0". IGN. http://pc.ign.com/articles/070/070556p1.html. Retrieved 2008-02-16. 
  3. ^ a b IGN Staff. "System Shock 2 (Dreamcast)". IGN. http://dreamcast.ign.com/objects/014/014851.html. Retrieved 2008-02-19. 
  4. ^ a b c d e Ward, Trent (1999-08-20). "IGN System Shock 2 review". IGN. http://pc.ign.com/articles/161/161087p1.html. Retrieved 2008-02-15. 
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  13. ^ Irrational Games. System Shock 2. (Electronic Arts). PC. (1999-08-11) "Korenchkin: We have picked up a transmission from the surface of Tau Ceti V. I have been in negotiation with Captain Diego of the Rickenbacker and after some... coercion, he's agreed to go planet side as a joint venture. Imagine, this historic mission might even become more historic. First Contact. And who is there to get exclusive rights to all media, patents and land grants? TriOptimum. Miri, I told you this would be worth it."
  14. ^ Irrational Games. System Shock 2. (Electronic Arts). PC. (1999-08-11) "Bayliss: After a couple of hours it was... it was like being on a bender... long periods that you couldn't remember... one minute we were in that crater... the next minute we were loading up the shuttle with the eggs... I remember hearing that idiot Korenchkin calling the Von Braun and ordering them to clear off the ENTIRE hydroponics deck. Diego seemed to think this was strange and said, 'Are you crazy, Anatoly?' And Korenchkin smiled and said back to him, 'Oh, Captain... WE are not Anatoly..."
  15. ^ Irrational Games. System Shock 2. (Electronic Arts). PC. (1999-08-11) "Polito: Make sure you expend all your cybernetic modules before you leave this area. You don't know when you'll find another upgrade unit. Now, find a way to deck 4."
  16. ^ Irrational Games. System Shock 2. (Electronic Arts). PC. (1999-08-11) "SHODAN: I used Polito's image to communicate with you, until we had established trust."
  17. ^ Irrational Games. System Shock 2. (Electronic Arts). PC. (1999-08-11) "SHODAN: Thrived, and grew unruly. And now they seek to destroy me. I will not allow that."
  18. ^ Irrational Games. System Shock 2. (Electronic Arts). PC. (1999-08-11) "SHODAN: Remember, that it is my will that guided you here; it is my will that gave you your cybernetic implants—the only beauty in that meat you call a body. If you value that meat, you will do as I tell you."
  19. ^ Irrational Games. System Shock 2. (Electronic Arts). PC. (1999-08-11) "SHODAN: My creation has run rampant. I demand their extermination. I have no choice but to destroy this starship. We can make our escape in the Rickenbacker, but you must transfer my intelligence to that ship first."
  20. ^ Irrational Games. System Shock 2. (Electronic Arts). PC. (1999-08-11) "Siddons: Move it, Tommy... the escape pod is this way!"
  21. ^ Irrational Games. System Shock 2. (Electronic Arts). PC. (1999-08-11) "SHODAN: The Many has grown to a massive size. It has wrapped itself around these two ships, preventing their separation."
  22. ^ Irrational Games. System Shock 2. (Electronic Arts). PC. (1999-08-11) "Delacroix: You must understand the stakes here... if SHODAN is left to continue, her reality will completely assimilate ours. Space will become cyberspace and SHODAN's whims will become reality."
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