System Shock was very close to a true-3D engine. The graphics are a leap ahead of the competition. I assume that the memorable voice for SHODAN was designed to show that A.I. SHODAN is a megalomaniac, not only does it try to play god but also cheerfully refers to itself as god. has a weakness, it must act through other beings (unless you are in cyberspace.) What is even better, the developers decided to give this villain a memorable personality. as the main villain was not novel at the time, but the game shows very effectively how difficult it would be to overcome such a foe. It is a welcome change of pace from the usual strafing and dodging. In cyberspace you search for and gather "software" and "data", fight enemy programs (visualized as malevolent faces) and avoid traps. Essentially computer and programming concepts become visualized as metaphors within this electronic world. System Shock also introduced "cyberspace", where your character would find himself free-floating within wire-frame rooms and corridors. Even though the voice acting isn't always believable, the designers do an excellent job showing how "ordinary people" would react to an apocalyptic event. The audio logs give a good idea of what happened on Citadel Station and also some backstory on the station. System Shock told a story with a beginning, middle and end, with plot twists along the way. The object of FPSes was simply to kill everything in sight. Few, if any FPSes had tried to tell a story within the game. System Shock was revolutionary for its time. An FPS with a Plot!?! DOOM seems insignificant by comparison!
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