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When I was gathering facts for this review (other than playing the game of course), I almost couldn't believe my eyes when I discovered that System Shock was released in 1994. At that time, the killer game was id Software's DOOM, technically brilliant yet totally mindless (yes, I played it but I was never a real DOOM addict, I thought it was lacking inventiveness and flair). 2D point and click adventures were perhaps at their height with popular releases like King's Quest VII or Myst.
The game starts with a lengthy (for 1994 anyway) animated intro sequence. Sometime in 21st century, an unnamed hacker intrudes into the computer system of TriOptimum Corporation. But he's not careful enough and soon the TriOptimum goons break down the door of his apartment and apprehend him. But then the hacker is brought in front of a TriOptimum executive Edward Diego and given a choice: he can suffer the punishment for unauthorized network access or he can hack into certain computer system for Diego and if successful, be awarded a neuro graft interface for his services.
That ends the introduction. Your next task as a player is to set up the game options and this part is very interesting. You can adjust the toughness of enemies, difficulty of puzzles and complexity of the story. System Shock can go from almost pure 3D shooter with bad monsters and linear progress to near adventure game with feeble opponents that are there just for show and many quests requiring lots of running around the space station. I think this variability ensured that System Shock was popular with many kinds of players. I naturally played the version with not too dangerous monsters and most complex quests and toughest puzzles. The game starts when the hacker - now controlled by you - comes out of his half year sleep. You find yourself on the hospital level of Citadel Station. Unfortunately for you, something has gone horribly wrong. Servant robots are attacking you and the station seems to be overrun by strange mutants. Security systems have gone haywire and have apparently killed all the station personnel.
To fight your way through the station - or, on the easiest difficulty level, to waltz through the station - you can choose from a variety of weapons. You start armed with just a simple but effective lead pipe and soon find a dart gun, laser blaster or a military pistol. As you progress towards the upper levels of Citadel Station, you find more powerful weapons - pistols, submachine guns, energy weapons and automatic rifles. But of course your enemies will be more powerful too. Fortunately most of them carry some ammunition so there is little danger of running out of bullets.
The interface of System Shock is fairly complex. It is a true 3D game which means that you can look up and down. Hence it is necessary to control the game with both hands, one hand on the mouse for directing the pointer and the other hand on keyboard or joystick for walking around. Nowadays it's not unusual but it was in 1994 - when I first played System Shock sometime in early 1995, it took me quite a while to get used to the controls. The level layout is mostly 2D and some levels are rather large and complex. Fortunately your cyber interface includes an automap which is extremely handy. Without it I'd certainly get totally lost. The automap even allows you to make notes in it to mark important places. Enhanced versions of your cybernetic mapping unit include even a scanner/radar that will show you enemies on the map before they see you - very useful.
Apart from the "real" environment of Citadel Station, you must also make few trips to the cyberspace which can be accessed from cyber jacks located in several offices. The cyberspace is fully 3D with wireframe "space" - sort of spacious halls interconnected with long tunnels. In cyberspace you have to fight cybernetic guards and collect various data, for instance combat software or data fragments containing access codes. The movement cyberspace is a little confusing because there is no up and down - no gravity you know...
The art in the game is about what you'd expect in 1994. The game runs in 320x200 resolution with 256 colors which does look rather blocky on today's big monitors. But of course System Shock didn't require even a Pentium or a 3D card. There are digitized sound effects and synthesized music - the game supports most sound cards of that time, including SB AWE32. The sounds and music aren't quite as great as in some Sierra games but certainly not bad. I believe Origin later released a CD version of the game that supported SVGA resolutions and had more sound effects but I only played the original floppy version (you remember floppies don't you?). System Shock is
a fun game. It is not an adventure game but it contains enough adventure
elements to be attractive to fans of that genre. On the other hand
at first sight it looks like an action shooter so action gamers might
mistakenly play a game that requires more than just eye-hand coordination.
The graphics look pixely nowadays but it wouldn't be fair to compare
System Shock with games that require hundred times more horsepower
(if only they were hundred times better!). It has distinct atmosphere
(when the cyborgs jump at you from the dark it's really scary!) and
the gameplay is very immersive, it is really hard to stop playing
once you started. Given all that, I decided to award System Shock
a nice and clean A. It is one of the games that will not be forgotten
anytime soon. Final Grade: A System
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