2020-01-01_PC_Gamer_(US_Edition

(sharon) #1

I


can’t remember how
far I got through
System Shock the first
time around. It was
1995, a few months
after it came out, and I was
attempting to play it on my family’s
486/33 PC. But it was a full 3D
game, with lighting and all kinds of
amazing stuff going on, and it was
far too much for our entry-level PC.


I had to give up, but oh my, I wanted
to love it. This adventure through the
decks of a cyborg-riddled space
station was a spiritual follow-up to
Ultima Underworld II, which had
stunned me the summer before. Like
Ultima Underworld, System Shock is
also in first-person and lets you jump
and look up and down, and it features
a huge, non-linear space to explore.
But it exchanged Underworld’s


caverns and labyrinths for the
Citadel, the Guardian for an AI called
SHODAN, and fantasy spells for guns
and cyborg abilities. I remember
seeing it as a heady blend of Doom
and Ultima. Perhaps I could finally...
talk to the monsters?

HUDS UP!
Returning to System Shock today, by
way of Night Dive Studios’ excellent
Enhanced Edition, I’ve been realizing
just how far ahead Looking Glass was
back in the mid-1990s. Well before
the immersive sim was recognized as
a subgenre, System Shock was
showing how to create a world in
which you feel completely enveloped,
where everything fits in the fiction.
And it still feels special. The feeling
of mousing over something in the
environment and dragging it into my
inventory is still really powerful. It

feels like I’m reaching into the world;
it’s surprising how few games use
this simple idea to establish a direct
connection between player, the
screen and the environment.
But my favorite thing has to be
System Shock’s HUD, which takes up
the lower third of your view and
consists of three multifunctional
displays. In the center is the
inventory, which has various tabs,
and on either side are screens which
let you choose what they display. I
have the weapon display on the left,
which also gives you specific controls
for things like loading different
ammo types and displaying overheat
levels. On the right is my automap.
But I could put a little game of Ping
or Road in one of them, browse my
emails, or check the Citadel’s status.
Then, superimposed in the main
view, I can set up a rear-view video
feed, so I’ll see if I’m being attacked
by assailants from behind (I never

SYSTEM SHOCK


NEED TO KNOW
RELEASED
1994
PUBLISHER Origin
Systems/NDS

DEVELOPER Looking Glass/
Night Dive Studios
LINK
nightdivestudios.com

Back to Citadel to see the origins of the emergent sim. By Alex Wiltshire


EXTRA LIFE


NOW PLAYING (^) I UPDATE I MOD SPOTLIGHT I HOW TO (^) I REINSTALL (^) I WHY I LOVE I MUS T P L A Y
The Enhanced Edition runs in the Source Engine for better
compatibility. The remake is a complete rebuild.

Free download pdf