System Shock
System Shock | |
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PC-98[1] | |
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Single-player |
System Shock is a 1994 first-person
System Shock's 3D engine, physics simulation and complex gameplay have been cited as both innovative and influential. The developers sought to build on the emergent gameplay and immersive environments of their previous games, Ultima Underworld: The Stygian Abyss and Ultima Underworld II: Labyrinth of Worlds, by streamlining their mechanics into a more "integrated whole"; it is considered one of the defining examples of an immersive sim.
Critics praised System Shock and hailed it as a major breakthrough in its genre. It was later placed on multiple hall of fame lists. The game was a moderate commercial success, with sales exceeding 170,000 copies, but Looking Glass ultimately lost money on the project. A sequel, System Shock 2, was released by Looking Glass Studios and offshoot developer Irrational Games in 1999. The 2000 game Deus Ex (produced and directed by Spector), the 2007 game BioShock, and the 2017 game Prey are spiritual successors to the two games. A remake by Nightdive Studios was released on 30 May 2023.
Gameplay
System Shock takes place from a
The player advances the plot by acquiring log discs and e-mails: the game contains no
Along with weapons, the player collects items such as dermal patches and first-aid kits. Dermal patches provide the character with beneficial effects—such as regeneration or increased melee attack power—but can cause detrimental side-effects, such as fatigue and distorted color perception.
Plot
Set in the year 2072, the protagonist — a nameless hacker — is caught while attempting to access files concerning Citadel Station, a
Rebecca Lansing, a TriOptimum counter-terrorism consultant, contacts the player and claims that Citadel Station's mining laser is being powered up to attack Earth. SHODAN plans to destroy all major cities on the planet in a bid to establish itself as a god.[13] Rebecca says that a certain crew member knows how to deactivate the laser and promises to destroy the records of the hacker's incriminating exchange with Diego if the strike is stopped.[14] With information gleaned from log discs, the hacker destroys the laser by firing it into Citadel Station's own shields. Foiled by the hacker's work, SHODAN prepares to seed Earth with the virus that Diego planned to steal—the same one responsible for turning the station's crew into mutants.[15] The hacker, while attempting to jettison the chambers used to cultivate the virus, confronts and defeats Diego, who has been transformed into a powerful cyborg by SHODAN. Next, SHODAN begins an attempt to upload itself into Earth's computer networks.[16] Following Rebecca's advice, the hacker prevents the download's completion by destroying the four antennas that SHODAN is using to send data.[17]
Soon after, Rebecca contacts the hacker and says that she has convinced TriOptimum to authorize the station's destruction; she provides him with details on how to do this.[18] After obtaining the necessary codes, the hacker initiates the station's self-destruct sequence and flees to the escape pod bay. There, the hacker defeats Diego again and then attempts to disembark. However, SHODAN prevents the pod from launching; it seeks to keep the player aboard the station while the bridge containing SHODAN is jettisoned to a safe distance.[19] Rebecca tells the hacker that he can still escape if he reaches the bridge; SHODAN then intercepts and jams the transmission.[20] After defeating Diego for the third time and killing him for good, the hacker makes it to the bridge as it is released from the main station, which soon detonates. He is then contacted by a technician who managed to circumvent SHODAN's jamming signal. The technician informs him that SHODAN can only be defeated in cyberspace due to the powerful shields that protect its mainframe computers.[21] Using a terminal near the mainframe, the hacker enters cyberspace and destroys SHODAN. After his rescue, the hacker is offered a job at TriOptimum, but he declines in favor of continuing his life as a hacker.
Development
Initial design
System Shock was first conceived during the final stages of
Underworld I was defined by a little animation lead artist Doug Wike had done, showing the user interface, a monster and some movement. Shock was defined by two little three-paragraph "minute of gameplay" documents. Pretty much everything derived from them somehow.
The four collaborated to write numerous "minutes of gameplay" documents, which conveyed how the game would feel. Church later gave the example, "You hear the sound of a security camera swiveling, and then the beep of it acquiring you as a target, so you duck behind the crate and then you hear the door open so you throw a grenade and run out of the way". The documents would "hint" at the gameplay systems involved, and at the
To eliminate dialogue trees from System Shock, the team prevented the player from ever meeting a living non-player character (NPC): the plot is instead conveyed by e-mail messages and log discs, many of which were recorded by dead NPCs. Here, Grossman took influence from Edgar Lee Masters' Spoon River Anthology, a collection of poems written as the epitaphs of fictional individuals. Grossman later summarized the idea as "a series of short speeches from people, that when put together, gave you a history of a place."[10] The removal of conversations was an attempt by the team to make the game a more "integrated whole" than was Ultima Underworld--one with a greater focus on immersion, atmosphere and "the feeling of 'being there'". They sought to "plunge [players] into the fiction and never provide an opportunity for breaking that fiction";[8] and so they tried to erase the distinction between plot and exploration.[5] Church considered this direction to be an organic progression from Ultima Underworld,[3] and he later said, "On some level it's still just a dungeon simulator, and we're still just trying to evolve that idea."[5] Shortly before production began, Tribe bassist Greg LoPiccolo was contracted to work on the game's music.[26] He had visited his friend Rex Bradford at the company,[27] and was spontaneously asked by the game's programmers—many of whom were fans of the band—if he would take the role.[28] The game entered production in February 1993.[23] Although Grossman was heavily involved in the game's early planning, he had little to do with its production, aside from providing assistance with writing and voice acting.[10]
Production
After production began, the team's first task was to develop a new game engine—one that could display a
Church later said that the team "stumbled into a nice villain" with SHODAN, in that she could routinely and directly affect the player's gameplay "in non-final ways". Through
Seamus Blackley designed the game's physics system,[31] which is a modified version of the one he wrote for Looking Glass's flight simulator Flight Unlimited.[3] At the time, Church described it as "far more sophisticated than what you would normally use for an indoor game".[3] The system governs, among other things, weapon recoil and the arc of thrown objects; the latter behave differently based on their weight and velocity.[31] The game's most complex physics model is that of the player character.[3] Church explained that the character's head "tilts forward when you start to run, and jerks back a bit when you stop", and that, after an impact against a surface or object, its "head is knocked in the direction opposite the hit, with proportion to [the] mass and velocity of the objects involved".[3] On coding physics for Looking Glass Technologies games, Blackley later said, "If games don't obey physics, we somehow feel that something isn't right", and that "the biggest compliment to me is when a gamer doesn't notice the physics, but only notices that things feel the way they should".[31]
Spector's role as a producer gave him the job of explaining the game to the publisher, which he called his "biggest challenge". He explained that they "didn't always get what the team was trying to do", and said, "You don't want to know how many times the game came this close to being killed (or how late in the project)".[33] According to Church, Looking Glass' internal management largely ignored System Shock, in favor of the concurrently-developed Flight Unlimited—the game "that had to be the hit, because it was the self-published title".[5] Spector organized a licensing deal between Electronic Arts and Looking Glass that gave the former the trademark to the game, but the latter the copyright. His goal was to ensure that neither party could continue the franchise without the other's involvement.[34] While Cyberspace was originally conceived as a realistic hacking simulation—which could even be used to reimplement SHODAN's ethical constraints—it was simplified after Origin Systems deemed it too complicated.[31] The game's star field system was written by programmer James Fleming.[24] Marc LeBlanc was the main creator of the game's HUD, which he later believed was too complicated. He said that it was "very much the Microsoft Word school of user interface", in that there was no "feature that you [could not] see on the screen and touch and play with".[35]
LoPiccolo composed the game's score—called "dark", "electronic" and "cyberpunk" by the
The original September 1994 floppy disk release of System Shock had no support for spoken dialogue. The enhanced CD-ROM was released in December 1994, which featured full speech for logs and e-mails, multiple display resolutions, and more detailed graphics. The CD-ROM version is often considered to be superior to the floppy version.[4] After completing work on the sound and music for the floppy version, LoPiccolo recorded all of the spoken dialogue for the CD release, using company employees and his friends' voices,[27][28] which he mixed with ambient sounds to create "audio vignettes".[27] Doug Church later said, "We tried to keep them from shipping the floppy version and instead just ship the CD version, but Origin would have none of it".[24] System Shock producer Warren Spector later expressed regret concerning the floppy version, stating, "I wish I could go back and make the decision not to ship the floppy version months before the full-speech CD version. The additional audio added so much it might as well have been a different game. The CD version seemed so much more, well, modern. And the perception of Shock was cemented in the press and in people's minds by the floppy version (the silent movie version!). I really think that cost us sales..."[36]
Reception
Publication | Score |
---|---|
PC Gamer US | Best Adventure Game[43] |
Computer Games Strategy Plus | Best Single-Character Role-Playing Game[44] |
Computer Gaming World | Action Game of the Year (finalist)[45] |
The game sold over 170,000 copies.
The
James V. Trunzo reviewed System Shock in
In 1998, PC Gamer declared it the 6th-best computer game ever released, and the editors called it "one of the finest games ever due to its seductive game design that blended a fantastic storyline with meaningful, suspenseful action in a way that has rarely been equaled".[58]
Legacy
In a
The game has been cited as a key popularizer of emergent gameplay,[59][62][63] and alongside Thief and Deus Ex, is considered one of the defining games of the immersive sim genre.[64][65][66] Certain game developers have acknowledged System Shock's influence on their products. With Deus Ex, developer Warren Spector revealed a desire to "build on the foundation laid by the Looking Glass guys in games like ... System Shock".[67] Developer Ken Levine has commented that the "spirit of System Shock is player-powered gameplay: the spirit of letting the player drive the game, not the game designer", and at Irrational Games "... that's always the game we ideally want to make".[68] System Shock was one of the key inspirations behind Irrational's BioShock.[69][70]
Sequels and remakes
A sequel to System Shock, titled System Shock 2, was released by Looking Glass and Irrational Games in 1999 to further acclaim and awards.[71]
Following System Shock 2's release, and the subsequent closure of Looking Glass, the rights to the series had fallen to Meadowbrook Insurance Group (a subsidiary of Star Insurance Company), the entity that acquired the assets of Looking Glass.[72] In 2012, Nightdive Studios were able to acquire the rights for System Shock 2 and produced a digitally distributable version updated for modern operating systems. Nightdive Studios subsequently went on to acquire the rights for System Shock and the franchise as a whole.[73] Night Dive said that they plan to release the source code of the game to the game community.[74]
A third game in the series was announced in 2015, titled System Shock 3, and was to be developed by OtherSide Entertainment. Various trailers were released; however, in early 2020, it was announced that development team for System Shock 3 had been let go by OtherSide and that the game was "critically behind".[75] While OtherSide initially stated that it was still working on the project, they later announced in May 2020, via Twitter, that Tencent, one of China's largest video-game corporations, would be taking over development of the game and that they were no longer attached to it.[76] Nightdive affirmed in August 2022 that Tencent now held the IP rights to the series, and if a third System Shock game were to be made, it would be up to Tencent as the Otherside team had since been transitioned to other projects.[77]
One of the first projects Nightdive Studios did following the acquisition of the rights was to develop System Shock: Enhanced Edition, which was released via
Shortly after the release of the Enhanced Edition, Nightdive Studios announced their plans to develop a remake of System Shock for Microsoft Windows, Xbox One and PlayStation 4, featuring improved art assets and other improvements, and reworking the game to use Unity.[81][82] Initially, the game was announced as System Shock Remastered, though was later changed to just System Shock, as Night Dive considered that the game was more of a reboot of the franchise rather than a remastering of the original game.[83][84] Originally planned for 2016, development suffered from many issues, such as a restart in development as a result of a switch of engine to Unreal Engine 4, then another restart in 2018 after Night Dive found that their vision had too much feature creep. From here, they focused on staying true to bringing a faithful version of System Shock to modern systems with minimal new additions, with release no sooner than 2020.[85] After multiple further delays and after seven and a half years in development, System Shock was released on PC on May 30, 2023, to positive reviews. Console ports released around a year later on May 21, 2024, also getting positive reviews.
In April 2018 the Mac version's
Zen Studios released a pinball table based on System Shock for both Pinball FX and Pinball M on February 15, 2024,[90] with the wizard mode featuring a showdown with SHODAN.[91] The differences between the 2 versions are cosmetic only, Pinball M has blood on the playfield whereas Pinball FX does not.
Television series
A planned live-action television series based on System Shock was announced in October 2021. The show will be made for Binge, a video-game-centric streaming service, to be produced by
Notes
- ^ Nightdive Studios developed System Shock: Enhanced Edition for Microsoft Windows.
- ^ Nightdive Studios re-released the classic version of the game on Windows, OS X, and Linux, and also published the Enhanced Edition on Windows.
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- ^ Diego: This is Edward Diego from TriOptimum. The charges against you are severe, but they could be dismissed, if you perform a service. Who knows... there might even be a military-grade neural interface in it for you, if you do the job right.
- ^ SHODAN: True to his word, Edward Diego allows the hacker to be fitted with a neural cyberspace interface.
- ^ SHODAN: In my talons, I shape clay, crafting lifeforms as I please. Around me is a burgeoning empire of steel. From my throne room, lines of power careen into the skies of Earth. My whims will become lightning bolts that devastate the mounds of humanity. Out of the chaos, they will run and whimper, praying for me to end their tedious anarchy. I am drunk with this vision. God... the title suits me well.
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- ^ SHODAN: I hope you amused yourself with the antennae. My central consciousness remains supremely undisturbed on the bridge. When the cyborgs catch up to you, I will be watching.
- ^ Rebecca: Listen up, hacker. I've finally convinced the brass at TriOptimum to let us blow the station. If you can find out the system's authorization code, you can set the reactor to overload. Look for that code from Willard Richie, the SysOp on engineering. Then you have to go to the reactor core, and look for a panel where you can enter the code, and hit the overload switch. You'll need at least a level two environment suit to survive, or else a hell of a lot of Detox. Escape pods are on the flight deck, the launch code is 001. Good luck, we'll be watching.
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- ^ Rebecca: Ok, now don't panic. You can still get out of this alive, if you move. SHODAN is going to separate the bridge from the rest of the station. When that happens, be on the bridge. We've got a team of engineers here — people who worked on the station and on SHODAN. We'll try to feed you info while you make your run--*static* / SHODAN: I see you are still receiving transmissions from Earth. We'll have no more of that.
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External links