Now that the kiddies are comfy
in their living rooms happily playing their shiny new Dreamcasts it's time to get back to
the real deal, the kind of gaming that takes place after hours in the darkened back
office, or in that exceptionally shady corner of the bedroom where the lines between the
dirty laundry and game boxes get so blurry that you have to remember to watch your step or
your cookies will get crushed.
Ive often told friends
that the secret formula for movie magic is equal parts space ships, robots, and monkeys .
. . and maybe some zombies to taste. System Shock 2 isnt a movie, though for all
intents and purposes it has satisfied all of the aforementioned criteria and
provided me with more entertainment than any movie could hope to--except for Star Wars,
but thats a given. System Shock a blend of Alien, Heinleins Puppet Masters,
Gibsons Neuromancer, and a host of other science fiction motifs, all thrown
together, blended, and excreted in a handy CD-R format.
If
you didnt play the first System Shock it doesnt matter; the sequel is equally
accessible for newbies and veterans. As the story goes, its forty years after the
events of the first game, after the terrible events of Citadel, when a rogue AI named
SHODAN ruthlessly murdered and cybernetically enslaved the inhabitants of a ill-fated
space station. You are now a soldier in the employ of Unified National Nominate (UNN), on
the fourth year of your tour of duty. Your character awakes after cybernetic implant
surgery with no memories of the last few weeks. All you know is that you are aboard the
Von Braun, the first faster than light starship, owned and operated by the
mega-corporation TriOptimum, and watched over by the UNN Destroyer Rickenbacker. The ships
are appropriately populated by various ill-tempered entities, mostly zombie-like
hybrids, subjugated by what you soon come to know as "The Many," who in their
natural form are essentially worms with collective consciousness. Noisy droids wander
around the decks, though they are also under the control of the oddly-acting Xerxes
supercomputer, as are the ships deadly security systems. Most notable for me are the
monkeys, thats right, monkeys that have evidently undergone gruesome, traumatic
experiments, and have acquired psionic powers--they have become self aware and are not
entirely happy about it. I could go on about the denizens that inhabit the Von Braun-- the
super-stealthy Cyberninjas, the gigantic Rumblers, and so on, but to relate any more would
spoil all of the great surprises the game has in store for you, so let's move on to
gameplay.
System
Shock 2 is, at least in part, a role-playing-game, so character generation is necessary
and takes place prior to your "waking" (as well as a very useful tutorial which
I highly recommend). You choose your characters special traits by selecting one of
three classes. Pick UNN Navy and you have a good start at technical skills and a
generally well-rounded character. UNN Marines are for the run-and-gunners, good at weapon
use, high on statistics. And then there's the enigmatic OSA, or research branch of the UNN
military, this gets you started on your way to the psionic discipline. After deciding on
your branch of service you get to pick-and-choose the posts of your first three years of
tour of duty--pick wisely, my friend, this is what you're stuck with the rest of the game,
unless you wish to start all over again. Id like to note that my favorite choice is
the psionic discipline. Who doesnt want to have the powers of Projected Pyrokinesis
or Photonic Redirection (invisibility)? if you do pick one of the others, tell me how it
is sometime.
Now it's time to move on to the game itself--and oh geez, where do I start?
Most of the time I found myself lurking, peeking around corners and generally trying to
hang out menacingly-which is tricky, since the AI can hear you. You can do stuff like
lean, and it will save your life on many occasions. Listening carefully is key, as well
getting to know the woods, so to speak. This is important because you will revisit
particular spots regularly. Picking up logs, listening to e-mails and reading chemical
manifests are as important in this game as marksmanship. Clues are everywhere and putting
them together is a fundamental aspect of the game. Where to go next is usually solved by
listening. Sidearms are important if you dont want to spend all your time meleeing
with a sturdy wrench, though dialing in on the skilled use of the wrench is cool,
especially if you get the upgrade for the overhand attacks. Throughout the game you are
constantly upgrading your character, getting new skills, and enhancing your chosen
disciplines. The hacking skill is probably the most important, though.
There
are fourteen weapons--including the standards: pistol, shotgun, etc . . . as well as the
heavys: EMP rifle, Stasis Field Generator, etc . And then there are the exotic weapons:
the Crystal Shard, Worm Launcher, and Viral Proliferator--these are the ones you want to
get your grubby paws on. To use psionic powers, you'll need the Psi Amp, which allows you
to access thirty-five different psi powers. These powers are distributed among five
skill levels, starting with Kinetic Redirection and Projected Cryokinesis, and running
through Molecular Duplication and Projected Pyrokinesis, on to Instantaneous Quantum
Relocation and External Psionic Detonation. Sound like good stuff? You know it. Keep in
mind that in order to use many of the cool powers in the game you must have certain skills
and skill-levels.
The
interface is not at all clunky. It takes a few minutes to get used to, but shortly
youll be flipping back and forth from mouse-look to inventory like a pro. You have a
lot of paraphernalia to manage throughout the game, and it is dealt with intuitively on
the screen and keyboard. And since you can only carry so much with you, its a good
idea to find a safe spot to stash stuff that you might think youll need later.
Chemical storerooms are best, moslty since youll be frequenting them to further your
research into monster anatomy and exotic weaponry.
As you should expect, System Shock 2 is-in all actuality-pretty dang creepy. On several
occasions I felt my heart jump upon rounding a corner and finding myself face to face with
a horribly mutated hybrid, or walking into a room and seeing a crew member hanging from
the ceiling in apparent suicide, their eyes darkly ringed and body slowly swaying in the
draft.
At least
half, though maybe more, of the creepiness of SS2 is achieved through the sound design of
the game. To put it bluntly-the sound is phenomenal. I would not dream of playing this
game without A3D or Environmental Audio--to do so would severely hamper your overall
experience. You can hear the hybrids in the next room breathing heavily and mumbling to
you, or the droids down the hall asking politely after your whereabouts. But dont
let the helpful facade fool yo-- they're out to get you, too. The ambient noise
lends the game an eerie feel, and it changes throughout the levels. Near the end of the
game you enter a section of the ship that has had its gravity polarized, and the first
thing I noticed was that the background noise and music were playing backwards. In
other words, sound and level design are extremely well-integrated.
Although
SS2 takes place entirely on the two spaceships--except for brief excursions to
another couple of locations at the end--the game never gets tired. The architecture from
level to level has enough variation to keep you looking around the corner, and it is
unified enough not to look out of place. And you can never completely clear a level
of enemies--you can go back to a location an hour or two later and deal with a
repopulated, though weary, AI.
Even though SS2 is a first person shooter, it goes far beyond what we have
come to expect from the genre. The role-playing aspects are so thoroughly integrated into
the gameplay that they become intuitive in a matter of minutes. Yes, you do spend a lot of
time tweaking your character, thinking about the next upgrade, and going through
inventory, but that doesnt mean that there's downtime in the game. I cant
count how many times I was re-reading logs and a hybrid came up and busted me in the back
of the head with a lead pipe.
Irrational
Games and Looking Glass have outdone themselves with the modified Thief: The Dark Project
engine. Dont get me wrong, the graphics arent ground-breaking, but they are
better than par for a serious game at this point. It's the overall design of the
levels, the architecture, the art, and the sound that makes for the deep suspension of
disbelief. The AI is excellent, your enemies are smart, and they will stalk you, hide, and
come back for you later. Everything about System Shock 2 screams excellence, and makes it
what I believe to be the best game on the scene since Half-Life. If you dont have it
already, go get it and get back to the real deal.
--Thomas Hoff