And finally, there's the vertiginous sprint through the collapsing station, into the brainstem of the beast-into SHODAN. You run a gamut of feeling, from bafflement to horror and revenge. You start off knocking over zombies and poking about in the trash of a ruined space station soon you're exploring the innards of a supercomputer with destructive intent. The structure of the game emphasised this: you were back and forth madly between the various zones, trying desperately to break SHODAN's control and, ultimately, save both yourself and the planet full of people that the deadly station was cruising toward. More than BioShock's Rapture, the System Shock space station gave a strong impression of being a working thing-a device for living in space. Each of them was perfectly pitched-the great air-locks of the spaceport section, the clunky jungles of the bio-spheres, and the surprising elegance of the executive suites. Competent acting with CD-quality reproduction: this was a great leap forward for the time, and brought game audio into the modern age.Įven with its graphically crude presentation, System Shock delivered the most believable, detailed environments we'd ever seen. This is what inspired BioShock's own series of voice-recordings, and, for those people who were lucky enough to buy the CD rather than the floppy disk version of System Shock, they were revelatory. Although you never see another living person, they're brought to life via their journals and diary entries.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |