![]() |
![]() |
|
![]() |
![]() |
Encyclopedia :
S :
SY :
SYS :
System Shock |
|
|
System ShockSystem Shock is a computer game series developed by Looking Glass Studios (formerly Looking Glass Technologies) and offshoot Irrational Games. The first game was published by Origin, which was subsequently bought by Electronic Arts (EA). The sequel (1999) was published by EA. The series is considered by some people to be one of the greatest ever made.System ShockSystem Shock was Origin Systems' 1994 entry into the first person sci-fi/horror genre, set aboard the fictional Citadel space station. The player is a hacker hired by an ambitious Tri-Optimum Corporation executive to do a secret hack job. In return, the hacker receives a valuable, military-grade cybernetic implant. However, once the hacker awakes from his post-operation healing coma on board the station, he finds all hell has broken loose. He must fight for survival against mutantss, cyborgs and robots created or reprogrammed by the brilliant but insane artificial intelligence called SHODAN. Although the game was superficially similar to many other first-person shooters on the market, it was critically acclaimed for having detailed environments, an engrossing storyline and a memorable villain. System Shock is often cited as an inspiration for games like Deus Ex and Half-Life. Even though it was considered technologically superior, it was still outsold by more mainstream action games of the time, most notably Doom. The game sold fewer than 100,000 copies.The weapons system was considered by some to be quite innovative (for an FPS). Certain weapons affected certain enemies differently. EMP weapons, for example are devastating against robots and cyborgs, but useless against purely biological targets. Some of the tougher enemies are not even hurt by some of the weaker weapons, the bullets just can't penetrate their armour. Some weapons are adjustable, with sliders for the power of energy weapons, and for the timers on timed explosives. Most bullet weapons can be switched between two types of ammo, each unique to those guns. A couple weapons are practically useless (in the player's situation), but add to the realism, as they would have been used for stunning of individuals or non-lethal suppression of rioting groups, before everything went haywire on the station. The bodies of the station crew and destroyed enemies can be searched, and items taken from them. Although System Shock was not the first FPS to have allow a player to do so, it was a very rare feature at the time. Much of the time, these items were randomized, which helps change the gameplay experience each time the game is played. As the player progresses through the game they find hardware that can be attached to their cybernetic rig, including shields, lights, and mapping and targeting systems. Nearly all of these can be upgraded, with newer versions making them more powerful or offering more features. However, some of these drain power from a main reserve when used, meaning that a player cannot have the luxury of having them on all the time. Thus, the player must balance their energy use, deciding when and where best to make use of the systems. The game Deus Ex makes a similar use of this concept in regards to its Augmentation system. The game also contains 'Cyberspace' areas. At certain points in the game, the player can use their cybernetic rig to "jack in" to Cyberspace terminals. The player is then able to fly around a fully 3D user interface, collecting data and fighting security programs. Some actions in Cyberspace generate events in the real world. Some doors, for example, are locked, with the only way to unlock them being accessible via Cyberspace. There were two versions of the game released. The original floppy disk version was released in early 1994. It only supported one screen resolution, and did not have speech. The CD enhanced version, released some months later, had speech for almost every log and email. This considerably heightened the atmosphere, and is considered by most the superior version. It also allowed for several resolutions, up to 640x480 (quite a feat for a 1994 game), including more detailed graphics to make the most of the higher resolution. This was enough to tax nearly any system of the time. The game actually supported much higher resolutions, but these were disabled as they would still have been unplayable years later. System Shock 2System Shock 2, the sequel to System Shock, was developed by Irrational Games and Looking Glass Studios and released in 1999 by EA. This game takes the tenets of its predecessor, namely to combine a sci-fi/horror action game with role-playing elements, one step further by relying on the modified Thief engine for visuals and atmosphere. Similar to the earlier game, the story takes place in an artificial construct (a spacecraft named the Von Braun) that has been taken over by an alien intelligence, basically turning all the surroundings against the player. In both System Shock games, the player character has a number of specific skills that can come into play at various points in the game, depending on how the player decides to create the character and play the game. The character can be customized towards various professions, like a gun-slinging Marine, a hacker/engineer or a psi-corps "wizard". In these aspects, the System Shock series has as much in common with computer role-playing games as with first person shooters. Gameplay furthermore requires more variability and alternative problem solving than most first-person shooters, mainly because the combat has been toughened up in comparison; most guns require special skills, and skill points are hard to come by. Also, guns degrade through use, and can eventually break, and have to be repaired, either by nanites or special skills. In a typical game, the player will only be able to use about half of the weapons or psychic powers (depending on one's choice of specialization) - this provides a good amount of replayability, and forces the player to think strategically. Much as the original System Shock's commercial defeat was at the hands of the mainstream Doom, System Shock 2 was essentially eclipsed by Half-Life. The official patch updates the game from the release version (1.15) to version 2.3. You must have the release version for the patch to work. It adds multiplayer support, a new difficulty level, and several bugfixes. It is recommended to get the patch before playing. However, it can be applied without breaking savegames. System Shock 2 Fan ModificationsA free fan-made add-on pack, called "Rebirth," is available on the net, which improves some of the textures and polygon counts that had been kept simple in the original release to ensure high performance speed. It has been criticized a little though because some fans believe that it changes the 'feel' of the original enemies. As such, it is recommended to play through the unmodifed game (but one should still apply the official patch) at least once, before deciding whether or not to use Rebirth. The "No Spiders" patch removes the spider enemies from the game. Some people with severe arachnophobia were unable to continue after encountering these enemies. System Shock 2 criticismsWhile lauded as excellent by devoted fans, many people (particularly more casual, mainstream gamers) have criticised certain aspects of System Shock 2. Most of the complaints take issue with System Shock 2's gun degradation system. Designed to add tension to the game, many feel that the guns degrade too quickly and too often. Another issue is respawning. Unlike most current games, System Shock 2 will occasionally spawn new enemies in certain areas, that will come looking for the player, in order to prevent the player from running casually through previously cleared areas. In light of these complaints, the patched version of System Shock 2 allows players to tone down - or remove - these aspects of the game. This can also allow these aspects to be increased, for players wanting an extra challenge. Finally, System Shock 2 is sometimes considered (by some experienced players who have played both games) as holding the player's hand very slightly at certain points, in regards to how problems in the game are solved. However, some people, mostly newer players, prefer this method, and easily lose their way in the first game. System Shock enemiesThere are a number of powerful enemies within the System Shock universe. Here is a short list of the primary leading Enemies, with a small description. SHODAN: As noted above, SHODAN is the primary enemy in SS1. Her name stands for Sentient Hyper-Optimized Data Access Network. At the beginning of the game she has her ethical protocols taken off-line, leading to her insanity. She returns in System Shock 2. XERXES: An AI similar in structure to SHODAN but not quite as intelligent, and with many more safety protocols, XERXES is the primary computer for the starship Von Braun. He is corrupted by the infestation that takes over the ship and becomes a puppet for the will of The Many. The Many: A biological collective that has evolved from SHODAN's genetic experimentation, The Many have infested the Von Braun in hopes of spreading across the galaxy. Turning against SHODAN (whom they call the "Machine Mother"), they are the primary antagonist in System Shock 2 and the only reason why SHODAN tolerates your presence in the second game. Edward Diego: A former Vice-President of marketing of Tri-Optimum Corporation, he is the one responsible for hiring the Hacker to remove SHODAN's ethical protocols. He thought he could use SHODAN to secure himself as the head of Tri-Optimum. Instead, he greatly underestimated SHODAN's power, intelligence, and savagery. His son is the captain of the military vessel sent with the Von Braun. Capt. Anatoly Korenchkin: The Captain of the Von Braun and a true "company man," Korenchkin wants so much for the mission to succeed that he is willing to go to any lengths to make sure that anything bad on the ship is covered up, up to negligently ignoring the warnings of the Chief Engineer, Dr. Marie Delacroix. He is also the one responsible for bringing the annelids to the Von Braun in the first place. Future of the System Shock seriesRecently, Doom 3 has used some survival horror elements from the System Shock series to create ambience, as well as borrowing some plot devices. However, Doom 3 only resembles System Shock superficially, having a rigidly linear plotline, something that was very much against the Looking Glass Studios philosophy of emergent narrative. Though some hold the opinion that Doom 3 is the spiritual successor to System Shock 2, a far more likely successor would be Deus Ex. Deus Ex was in part developed by many of the ex-employees of Looking Glass Studios after the collapse of the company, and embodies much of the Looking Glass Studios philosophy of emergent narrative. Because of the way the rights to the System Shock series were sold after Looking Glass liquidated, the possibility of a true System Shock sequel is unlikely. Many companies purchased small sections of the franchise, and many of these companies do not even know they own them. This may work in fans favour however, as it prevents any company from making an "unworthy" sequel. As such, Irrational Games recently announced a true 'spiritual successor' to the System Shock series, entitled BioShock. The game takes place in an abandoned WW2 lab uncovered in the 21st century, in which the genetic projects started during the war have lived on. Whereas System Shock is considered "a convergence of technology and commercialism", BioShock will instead represent "a convergence of technology and biological life." External links
|
|
|
This article is from Wikipedia. All text is available under the terms of the GNU Free Documentation License. |
|
| © 2008 Chamas Enterprises Inc. |