Ammunition is scarce throughout the game, forcing you to warily advance through dark hallways, leaning around corners to look for additional resources and opportunities to dispatch unwary foes. Unlike in a first-person shooter, you'll find it hard to be successful in System Shock 2 if you storm into every room, guns blazing. ![]() The game looks and generally feels like a first-person shooter, but the RPG elements and detailed environments give the gameplay more depth. The role-playing elements are deeper than they were in the first game, as you're able to personalize your character's initial attributes and abilities and later update them in a variety of significant ways. ![]() Like its predecessor, System Shock 2 is a first-person game that cannot be easily characterized otherwise. Collectively these storytelling methods convey an intriguing plot and generate an eerie atmosphere that make System Shock 2 feel unique through to the end. You'll also experience a handful of scripted story sequences crafted using the game engine, as well as frequent and interesting ghostly reenactments of earlier events. Unfortunately, since the settings have generally been abandoned by friendlies, the logs all but replace direct interaction with nonplayer characters. While the convenient placement of dozens of logs throughout the otherwise realistic environments is a bit contrived, the messages are consistently engaging and gradually expand upon the fates of most of the game's key figures. The plot unravels as you listen to e-mail and message logs. This one offers a rich combination of psionic powers, contemporary and futuristic weaponry, and William Gibson-esque cybernetic implants and technical skills. Suffering from that infamous RPG plot device, amnesia, your character finds that he has received illegal cybernetic implants that grant superhuman abilities - just the kind of endowments necessary to survive System Shock 2's chaotic circumstances.Įven though it's a sequel, System Shock 2 feels entirely original because too few RPGs have science fiction settings. Your character awakens in the midst of a crisis, as the ship that undertook the monumental journey has apparently become infested by some form of alien life. But after inventing faster-than-light technology, the corporate creator of SHODAN, TriOptimum Corporation, convinced the UNN to engage in a cooperative expedition into unexplored space. Prompted by the near destruction of Earth by the self-aware and malevolent artificial intelligence SHODAN, Earth's previously ineffectual political governments formed the Unified National Nominate and imposed constraints on the power of megaconglomerates. Irrational Games was given the difficult task of creating a worthy successor to the cult-classic original, and the new development company has responded by delivering a game that both retains the best attributes of its predecessor and provides a fresh experience in its own right. Yet it was precisely because of its creative design that it is now commonly, belatedly, regarded as one of the best computer games ever made. In fact, System Shock was a game that defied pigeonhole classification because it borrowed elements and themes from a variety of genres. Other players dismissed it as a derivative first-person role-playing game that arrived on retail shelves just after a parade of Wizardries and Might and Magics. Some erroneously discounted it as a Doom clone, even though it was actually the offspring of a line of games that preceded any of id Software's first-person shooters. But when it first released in 1994, gamers overlooked Looking Glass's groundbreaking game despite favorable reviews. Contrary to popular gaming lore, the original System Shock was not a commercial failure and sold over 170,000 copies over time.
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