The Making of System Shock 2
The British gaming magazine Edge, which has teamed up with the website Next Generation, offers up a piece looking back at the creation of System Shock 2 . The cult classic storytelling horror-themed FPS has survived as a popular and often-referenced game despite the eight years between now and its release. The piece covers the reasons behind that popularity, as well as the 'horror' of an inexperienced team taking on a dauntingly high-profile task: "The original System Shock was one of the games that made Levine want to move into the videogame industry in the first place. What made it so special? 'The feeling of being in a real place,' he raves. 'The feeling of a mystery, of unraveling it - not in an adventure game way, but in the context of an action game. You arrive and... what happened? That's a really good storytelling mechanism.' Austin Grossman and Doug Church's original idea from Shock was something Irrational expanded in its sequel. 'In Shock 1 you were a specific guy, you had a backstory,' Levine notes. 'With Shock 2, I started you out with the classic 'wake up with amnesia'.'"
How unoriginal. I hope they sue.
Got to the point where you're avoiding cameras and every time you go around the corner a camera sees you. I tried various things to get past but it was just stupid, there was nothing to do. Tried various game guides, none of them had anything to say about it. So I'm not particularly fond of SS2 and I burn inside every time someone praises it.. I have a special hatred for video games that have a f'(x)=infinity learning curve and stump you after 9 seconds of playing. It's just not fun..
Hey! I'm a fat SS2 loving attic dweller, you insensitive clod!
GAAH! MY PRINTER IS ON FIRE!!! PUT IT OUT! PUT IT OUT!
"Is that you SHODAN?"
N-n-n-n-no, h-hacker.