![]() ![]() The first enemies you meet are the hybrids, former crewmen taken over by a parasitic worm. So, grabbing a handful of medical patches, a wrench and a pistol, you set out to explore the innards of the Von Braun. Being a soldier and the last man standing, you’ve got to try and do something. You can’t just hide in a closet and wimper, tho, even if it seems a tempting option sometimes. And now whatever’s out there has noticed you. You’re beyond help, and rather hopelessly outmatched. You have only a few resources, very limited knowledge of whatever the hell is going on here. Worse, the ship’s own security systems are shooting at anything human. The crew are all dead, or turned into hideous half-human monsters. When you wake up, the situation is all very familiar to anyone who played the first Shock. For reasons initially unknown, rather than being an active part of the crew, you’re stuck in aliens-style cryosleep for several months. It’s sent by Tri-Optimum, the corporation who’s Citadel station was the scene of a terrible disaster in the first game. You’re then posted as a lowly soldier to the Von Braun, the world’s first faster-than-light spacecraft, on her maiden voyage. The game begins with the character-creation process, done in engine and represented as your character reporting to a military recruiting station. Meanwhile, powering all this is Looking Glass’ Dark engine, also seen in the Thief games. Really, if RPGs aren’t normally your thing, don’t immediately discount this as it’s still some way removed from bearded dungeon-crawling. However, a system of skills and vital statistics determines how powerful you are, what actions you can take and what weapons you have access to. You move around, shoot things and interact with the world just like an FPS. To give a brief overview, System Shock 2 is a hybrid of first-person shooter, and roleplaying game. Fortunately tho that sequel did indeed come about a few years later, a joint effort with Irrational Games. Around 1997ish, their answer was “looks unlikely”. I remember being quite keen for a sequel, even to the extent of mailing Looking Glass themselves to ask about the possibility. Where by discerning I snobbishly mean “people like me”. It never gained the success of iD’s title, but still managed critical acclaim and respect from discerning gamers. It also happened to boast a rather advanced 3D engine for the day, with such features as slopes and looking up and down. Where Doom was about hectic running and blasting, Shock was a slower-paced title with more emphasis on plot and atmosphere. Well, by PC Zone anyway (a mag that inspired both of us in our youths). In 1994 Looking Glass Studios brought us System Shock, a game dubbed “the Thinking Man’s Doom” in some circles. When all else fails, clobber hybrids with a wrench. ![]()
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