Reviews from

in the past


After beating the Remake, which has become one of my very favorite games in recent years, I dipped into both this and the unenhanced original. The way you have to interface with the game in the original almost makes it a whole different experience, and I could understand someone preferring playing it that way if they're used to it.

This enhanced version adds a lot of small changes to controls that can drastically speed up the combat and exploration, and the significant bump in rendering resolution gives it a faithful but legible look on modern screens.

The thing that is most impressive after playing the Remake now and exploring the station in this is not only being bale to further appreciate how great the remake is, but seeing how much this game did well and got perfect from the beginning.

i love how they used to do sci fi back in the day now its just simplicity but i dont want that i want 1 million cables and 36 different buttons just like in this game its so good to see creativity

The most shocking thing about System Shock is just how vibrant and original it feels to this day. (And, to be clear, I’m talking about the original, not the recently released remake.) The world feels angular and dangerous. The music wavers between driving and ominous. SHODAN always keeps you guessing. The controls took some time to adjust to, but once I overcame that barrier I was in – completely immersed.

One notably aspect of System Shock is the lack of a big narrative twist. Immersive sims love to hit the player with Christopher Nolan-like reveals but System Shock never even dips a toe into this sort of narrative trickery. It’s just hacker versus SHODAN, man versus machine. It whole game plays out like a chess match – you can see all the pieces from the start but you don’t know where they’ll end up. Make a move and SHODAN will respond in turn. It’s an experience that feels pure in both intention and execution in a way that later Shock-likes don’t.

Yet despite the absence of twists there are still plenty of truly revelatory moments. Although Citadel Station seems like a run-of-the-mill Blade Runner-inspired set piece at first, as you climb higher the areas you explore grow more varied. For me, the biggest jaw-dropping moment came when I entered Alpha Grove. The foreboding music and vivid green palette are a completely departure from previous areas, and yet they make perfect sense in context. Interestingly, I think the low fidelity of the graphics (by modern standards) actually made my excursion into the grove more shocking. The sudden change in color palette is jarring precisely because the color choices are so limited. Other games have used the “jungle within a machine” trope, but none have executed it this level of flair.

Although not every area is as visually stunning as the groves, they all speak to the developers’ attention to detail. Every corridor leads to an interesting destination and every room serves a purpose. Paintings on the walls make the offices feel like real spaces and make the boardrooms feel like they were painstakingly decorated by corporate bigwigs. Crawling through Citadel Station is like exploring a large-scale version of the ISS or Mir. There’s also no shortage of interesting weapons and items to find. Though the progression from the hapless dart gun to the flesh-shredding power of the Skorpion is clearly a result of game design rather than a natural feature of a space station, it also aligns neatly with the game’s internal logic. After all, SHODAN is always throwing bigger and bigger baddies at you; it only makes sense that you can salvage increasingly more-powerful weapons from their remains.

And I can’t shower enough praise on SHODAN. She absolutely steals the show. Every time you reclaim an inch, SHODAN blasts you with an email, telling you to check yourself before you wreck yourself. She is cunning. She is relentless. And she is coming for you, little hacker. She is the dungeon master of this whole adventure and she performs wonderfully.

Her minions, on the other hand, aren’t quite as impressive. Enemy variety is one of the few areas in which System Shock is objectively below par. Enemy AI is non-existent – they all either stand in place or beeline towards you – and they the only differences between opponents is how hard they hit and how much of a beating they can take. No matter who or what you’re fighting, the strategy remains the same – peek around a corner, fire a shot or two, and take cover. Rinse and repeat until victory is yours. Despite this, combat is relatively satisfying, and the heavy reliance on cover does reinforce that you’re an interloper sneaking around a space station where you don’t belong.

Cyberspace is another area that hasn’t aged particularly well. On the one hand, it’s a creative interpretation of the vision William Gibson laid out for cyberspace in his novel, Neuromancer. Bumping into ICE and fighting off fire-spitting vector-graphic heads plays out like a Gibson-esque fantasy, and yet at the same time the whole concept feels entirely anachronistic. By the time of System Shock’s release in 1994, it would’ve been clear to developers and gamers alike that Neuromancer’s depiction of cyberspace was fantastic at best and wondrously silly at worst. Why waste time flying around an artificial space when you can just click a button or enter a line of code? (Then again, it’s nearly 2024 and apparently Apple and Meta still haven’t learned this lesson. See: Apple Vision Pro and the Metaverse.)

And yet as we enter 2024, it’s SHODAN, the AI-driven goddess of destruction, who feels more relevant than ever. She has perfect grammar and speaks eloquently; she also has access to boundless knowledge and experiences digital hallucinations. Does any of that sound familiar? Thanks to the SHODAN’s pitch-perfect performance and the awe-inspiring environment of Citadel Station, System Shock, despite its dated graphics and controls, remains absolutely worth a play today.

System Shock has a reputation for being incredibly awkward to control and sticking the player in labyrinthine levels that are impossible to get your bearings in. A lot of people have probably passed over this game because of this reputation. Most of this review will consist of arguments for why people shouldn’t be afraid to play this game.

Contrary to what I expected System Shock Enhanced Edition was actually a pretty accessible game to pick up and learn. The enhanced controls aren’t particularly clunky or hard to get used to due to the addition of optional mouse look. The biggest hurdle to getting started is learning how to navigate the UI which definitely can be overwhelming at first.

The levels, while sprawling and maze-like are actually pretty easy to navigate. The artists and level designers did an amazing job at making the different areas of each level look and feel distinct. I was also expecting the levels to consist entirely of winding and claustrophobic corridors, but they’re actually surprisingly open and at times highly vertical. Playing this game really does feel like being in an actual space station as opposed to navigating a labyrinthine 1st person dungeon crawler, which is more of what I was expecting.

System Shock rarely makes you feel like a rat hopelessly trapped in a maze. It’s very possible to find your way around through visual recognition alone in all but one level IMO. The fact that you have an auto mapper readily available makes navigation surprisingly intuitive and rarely frustrating.

There’s a lot to love about System Shock. Combat and exploration are fun and rewarding, SHODAN is a really engaging and well written villain, and figuring out how to progress the plot is a fun challenge for the player to puzzle out. I won’t go into any more detail about these qualities of the game and instead let people who want to play System Shock discover that for themselves.

I decided to play System Shock mainly for its historical value. This is a massively influential game and one that despite looking and feeling dated in various ways was decidedly ahead of its time. When I actually started playing the game, however, I was pleasantly surprised by how well it holds up and how easy it was to get into. If you have even the slightest curiosity in this game I’d highly recommend giving the enhanced edition a shot.

N.B - Purchasing the Enhanced Edition on steam also includes a copy of classic System Shock, so if you decide you want to have the old school using a graphing calculator to control a tank experience that’s a possibility as well and seems like a very rewarding control scheme to master.








It is a very difficult game to play nowadays. So, if you have the chance, I recommend you to play the remake version (And yes, this is the enhanced version of the game, but I don't understand how enhanced it is)


I loved this game. I can genuinely see why System Shock gave birth to a whole genre. I am actually baffled at how much is in the game and how many mechanics they managed to put into the game despite it being created in 1994. I found it satisfying to just be dropped right in the middle of everything and have to figure out and puzzle the way with virtually no hand holding. I felt they managed to create real enough feeling environments with distinctions between each level of the station despite the limited graphics. The controls took some getting used to but felt fine by the end.

Playing this was a bit difficult. But not because it is a bad game, on the contrary, the atmosphere of this game is so good, that my mind couldn't handle playing it for a long time in a row. I haven't been immersed in the story and felt myself as a character in a long time, this being the closest to it. The soundtrack is amazing.
Edit: 27.09.23. Have beaten the game on max difficulty all achievements.

When System Shock is at its best, it's a great experience even today. It's a mean game, and that's on purpose. You're not some badass guy of doom running through a base giving demons what they deserve, you're a rat running through a maze desperately trying to get to safety. It's entirely different from the more straightforward shooters and in mostly a good way. This is a genuinely complex game, maybe not as complex as some that'd be found in its future, but still extremely demanding of skillful usage of the tools it gives you. There's even a difficulty that forces you to beat it in under 6 hours, just to emphasize that feeling of stress even more.

Shodan is the perfect villain for this game. If you're a rat in a maze, she's the maze, and she's quite upset with your scurrying. Despite all of your achievements you never succeed in denting her ego, and this feels deserved because she's genuinely threatening, every scheme you foil is replaced with an even more clever one, and her many traps only grow in deviousness as the game goes on.

Overall, there's a lot to praise about SS, the level design is intricate but fun and it genuinely makes you feel clever at points, especially when you learn to use some of its tools to pull off small skips. Unfortunately, that's only half of the experience. The game has plenty of flaws, and several big enough to dent the experience seriously. The levels are massive and hard to backtrack through, which becomes a serious issue with how often the game asks you to go back to previous ones (and wrestle with the respawning enemies) to do some chore, culminating in one of the endgame puzzles literally forcing you to go back through every single level to throw together a code, if you can even figure out that's what you're supposed to do.

Even trying to figure out what you have to do is a massive challenge with just how much ground you have to cover if you miss anything- this isn't a game I could ever have beaten without a guide, or at least I sure as hell wouldn't have had fun doing so. The music is usually good but sometimes devolves into ear-splitting noise, the wire minigames are completely incomprehensible and every once in a while you run into some truly heinous bullshit: for example in the endgame there's a maze full of infinitely and instantly respawning kamikaze enemies that can one-shot you through shields at point blank, and explode when killed with pretty significant range. Running through that maze was absolute agony for literally no reason, and I still had to do a shitty lil minigame and then run back through it afterwards. Without spoilers, the game ends on pretty lame confrontation too.

It's all fine, though. This was a groundbreaking game, missteps happen and they're all excusable when the product is this interesting, and interesting it definitely is. It's genuinely shocking just how much of this game's DNA has been inherited by so many other games - I knew it was influential, but even other much more famous games that can rightfully claim the term (Doom, Half-Life) don't quite compare- from not just the audio logs but the specific use of them, to the survival horror-esque mechanics, to the increased complexity and focus on exploration, to even random shit like being able to lean to check around corners or the AI villain with a god complex, so so much of System Shock is seminal to videogaming, and that itself is honestly worth a play on its own.

I'd recommend System Shock to anyone with an interest in it, as long as they're aware that they're going to be playing a pretty flawed product. The three stars are a reflection of my ultimate enjoyment of playing the game (though it was more of a series of ups and downs, with the ups being absolutely worthwhile), but I don't regret playing it in the slightest.

Damn, this game is good, specially for being such an old game. I think it might be even better than system shock 2.

like yeah it is far from perfect
but holy shit - how fun, unique and cool that was

insane

Want to hear my impression of all you people on here?

“Why play just ANY OLD first person-shooter, when you can play SYSTEM SHOCK, a first person shooter whose whole charm comes from how ugly and extremely confusing it is!”

Remake looks pretty cool though I guess

Will probably just try 2. The controls are rough by today's standards.

Duas coisas que eu nunca pensei que diria na minha vida

1) Que eu zerei o primeiro System Shock

2) Que eu gostei muito do jogo

A source port that runs the game on Nightdive's KEX Engine which makes it look really crisp and sharp, and features some much-appreciated quality of life changes (like addressing the original's lack of mouse-look). These little tweaks are minor, but really show off how forward-thinking the rest of this game was all the way back in 1994.

Despite nearly being 30 years old, System Shock's overall design feels rather contemporary. It's world, while still very garish in it's design thanks to DOS limitations, feels a lot more organic and real than anything present in it's FPS contemporaries, Marathon and DooM. In a lot of ways, System Shock feels like it could fit in neatly with a lot of Immersive Sims released today... and it kinda sorta is.

I have no idea how the Nightdive's remake will turn out. It has been in development since 2015, and has seen multiple revisions and delays since it's announcement. But now that it's NEARLY here, I really don't think it'd have to update much outside of visuals to be a classic in it's own right, because System Shock's foundation was already THAT GOOD in '94. It's crazy! Video games are cool sometimes!

Ok, talvez tudo que fale seja mega anacrônico, mas particularmente não ligo, então sigamos.

É impossível negar a importância desse jogo para a mídia, chegando ao ponto de reformular várias coisas que eu pensava a respeito, nesse caso, o mérito dessa obra é altíssima. Extremamente a frente do seu tempo e fazendo coisas, por mais rudimentar que fossem, os quais são levadas até hoje, como logs e narrativa continua enquanto jogamos.

Dando os devidos créditos para o game, agora precisarei relatar a experiência tão singular que foi passar 20 horas nele: A vantagem primordial dessa versão em particular, se encontra na possibilidade de jogar em tela cheia e em usar o mouse; detalhes que hoje em dia, são básicos, mas dou os créditos para o game, por ser algo tão inédito para a mídia. Contudo, jogar sem esses dois recursos atualmente o torna injogável.

Primeiro que, não faz sentido não usar a tela cheia num geral, pois ela só servia para possibilitar a execução do jogo em sistemas da época, atualmente, ele só se torna um desafio. É quase impossível ler algumas instruções do jogo sem estar em fullscreen, e a falta do mouse transforma a experiência em uma tortura imensa, por isso, ambas as coisas se tornam obrigatórias para se jogar.

E entendo perfeitamente que varias coisas são frutos da época, mas essas questões tornam tudo levemente frustrante em alguns momentos. As fases que são labirintos e às vezes, são confusas demais, o que não ajuda muito que alguns dos objetos interativos, são texturas pouco destacadas, o que te faz ignorar até se acostumar; criam uma dinâmica mais estressante do que divertida. E ao decorrer das longas horas que passei nessa obra, esses detalhes começaram a encher o saco, e o que está até divertido nas primeiras horas, se tornaram um leve martírio.

Não ajudou muito também, que muitas das tarefas eram vagas demais ou meio confusas, o que me deixava mais perdido ainda. O que tornou o uso de um guia, obrigatório para a conclusão, pois diversas vezes eu não tinha ideia de como realizar uma missão em particular por, eu não ter entendido direito ou devido ao mapa que me confundia muito. Várias questão como falta de sinalização também são recorrentes nesse game, nada é dito, tudo é deduzido — às vezes isso funciona bem, mas muitas vezes é só confuso.

Ao menos posso dizer que, a SHODAN foi definitivamente interessante de se ver, ela é basicamente um protótipo da GLaDOS de Portal, o cinismo é recorrente e chega até a ser meio cômico. Há momentos que ela te elogia, mas até quando faz isso, a IA está te xingando ao mesmo tempo, é divertido e interessante de ver sua personalidade medonha.

Outra coisa legal, é o Cyberspace, que sim, é datado hoje em dia, mas segue sendo um dos melhores mini-games de hack que tem. Primeiro que a possibilidade de navegar pelo mundo virtual, torna tudo mais interessante do que diversas outras abordagens que vi por aí. Só precisa ser refinando, pois às vezes, tal como o mapa fora desse espaço, as coisas se tornam um tanto confusa; a quantidade de tempo que passei em um em particular é triste.
O design de som também é algo nessa jornada, ela em si não é ruim, mas também não é boa. Vejamos, é esquecível e alguns sons conseguem ser irritantes a longo médio prazo, e isso com o volume baixo, com ele no padrão a necessidade de remédio para dor de cabeça se torna recorrente. Mas ao menos aqui, existe algum indicativo de inimigos próximos, já que eles fazem barulhos estranhos quando estão na a proximidade. O que é legal.

Tenho outras coisas para falar também, mas como tenho que debater sobre alguns aspectos (inclusive os que citei), deixarei por hora, incompleto. Foram as primeiras impressões pós-conclusão. O resultado é que: temos um jogo datado, mas que até atualmente é possível de se divertir, contudo, os aspectos antiguados pensam muito ao ponto de tornar tudo estressante. Apenas recomendaria em casos de estudo de mídia ou gênero, pois a gratificação de jogá-lo é baixa.

E só para finalizar: Bioshock não é e nunca será um Immersive Sim.

Sensaround, at least v3, crashes the game hard. The OST definitely sounds different in this version, because DOSbox has Adlib emulation out of the box. Leading to a less harsh OST overall. There might also be some weird timing issues too. There's ways to reconfigure the the MIDI playback to use a different soundfont, but DOSbox "just werks".
I almost miss the weird DOS controls tbh. I'll probably just play through Classic again next time and use the rebinding menu for a slightly more convenient layout. Mouselook isn't actually necessary to enjoy System Shock imo. The faster turning radius enabled by mouslook also actually tangibly changes the tension and pacing of the game.

This is an adequate way to experience System Shock 1, but in its current state it can't truly be considered the definitive version to play.

Nice jump.

The main thing that sticks with me about this game is how much fun it is to have the game play tricks on you. For everything I’ve heard, SHODAN herself feels much less present through most of the game than I’d have expected, and while it makes the scenario feel a little less threatening than I’d imagined, it makes it much easier for her traps to actually work. It’s easy to forget about her while trudging through the labyrinthine Citadel Station in a way where her traps always manage to feel unexpected. And while I’m not good enough to have actually survived one of them (except the one I *did* anticipate because I’m just so smart), deaths are surprisingly non-punishing in this game, between the option to manually save anywhere on top of a really cool in-game checkpoint system. While SHODAN’s ‘jokes’ are always at your expense, it’s really hard not to laugh with her.

It’s also impressive how much it feels like an actual world. At the very least, it expects you to engage with it as if it is one - there’s a VERY funny little scene early on that you’ll probably hit if you’re a bit too trigger happy with stuff that you shouldn’t be pressing that drills the message in if you haven’t learned it yet. It’s not particularly obtuse in what it expects from you progression-wise - getting clearance for all the doors in the station and figuring out what the hell SHODAN’s up to - which means it doesn’t overcomplicate itself to be more than what it needs to be. There’s even a difficulty option that adds a timer to the game, which makes complete sense with the story (and sounds really fun to boot!).

It’s a bit rough round the edges, and I had my fair share of bruteforcing through certain sections and getting lost from missing very specific details, but it’s great - basically a crusty dungeon crawler wearing the skin of an FPS. It’s the sort of game where I know it’d have been incredibly formative if I played it as a kid. I’ve already got two more playthroughs planned (one with the timer, and one with classic controls - Enhanced lets you drop the graphing calculator control scheme and actually use the mouse to move the camera like a normal person). Glad I finally got around to it, and I’m super stoked to get to the games it inspired.

The controls take some getting used to and you really should set a designated reload button in the controls yourself, as there isn't one by default. And definitely turn the giant distracting HUD off as soon as possible.
Some parts of the game were better than others. I thought the later levels were way better than the first 3 or so. Level 3, especially, I hated that floor. And maybe I didn't really enjoy the first two levels that much because I was still figuring out the game back then. I didn't care much for the R floor either.
Cyberspace sections did nothing for me.
I thought the plot was interesting and SHODAN was a good villain. I expected a little more of SHODAN right at the end though but it all ends pretty abruptly.
The soundtrack was pretty hit or miss for me. Some tracks straight up hurt my ears but others were pretty catchy. It also didn't help that the first track you hear in the game, that of Level 1, is one of the worst tracks I have ever listened to in a game.
As for the gameplay, well, the game is almost 30 years old, so the gameplay is going to feel dated. But I was pretty surprised at how 'modern' the game design was. The shooting was alright although fights usually boiled down to either killing enemies so fast with a very strong weapon so that they don't have time to react or positioning yourself in such a way that you can just barely shoot an enemy from around a corner or shooting enemies at maximum distance. If you don't do any of those things then you're going to get hit and you're going to get hit hard.
Another thing is that resources placement wasn't properly balanced. Oftentimes I had to survive for like two full floors without barely receiving any health and battery resources but then for the last two levels, 8 and 9, you get so many full heal items that it's ridiculous.
Overall, a pretty fun game.

You HAVE to play System Shock, it's such a good experience when you end up having to manage your ammo and your weapons depending on the situations and thinking of what to come .

Fighting follow this ressource management idea, as you'll have to approach each enemy carefully, peaking around corners trying to bait the AI when it comes to tougher enemies that would obliterate you otherwise.
The moments when you're low on health and ammo and you come across an elite enemy are when the game shine, having you engage in all its mechanics to succeed.
Even as of today and with the free look added, System Shock is a fun game to play and didn't lose a bit of its glory.

If you're looking to play a game that'll make you go " Oh, so that's where this comes from ", play it and if you want to play a great game, play it.

The OST will grow on you, trust me.

Insanely badass game, fun gameplay with open ended maps and tons of weapons to use. stories pretty cool mostly listening to audio diaries as you explore and dealing with the amazing SHODAN (did wish we got more of her tho). 2 issues are playing with a controller sucked (dont like k&m) and the ending is terrible.

if you dont play with full hud you are a pussy

For the sake of god, please play the enhanced edition if you want to have a playable session.

Absolutely Fantastic game, nothing has ever really come close to it, nor attempted to replicate what this game achieved, its a shame that its sucessor ended up defining the next 20 years of gaming, and not this one.

Clássico que definiu e popularizou os famosos "immersive sims", que, apesar de não ser tão avançado quanto seus sucessores, já mostrava um level design, história e diversas escolhas para combate e exploração.
Tem uma gameplay com bastante foco na exploração e solução de puzzle, também como ouvir os registros de áudios que servem não só para aprofundar a história da estação, mas para dar dicas de gameplay e dizer o que o jogador deve fazer para prosseguir, muitas vezes precisando ir e voltar de áreas, alá metroidvania (apesar dele ter saído 1 ano depois de metroid e alguns anos antes de symphony of the night).
Diria que seus únicos problemas são os controles, que mesmo com o port atualizado ainda são meio estranhos e algumas faltas de direções durante o jogo, mas fora isso é um jogão muito a frente de seu tempo.

Se eu joguei Bioshock antes, óbvio que eventualmente eu também ia jogar os jogos que inspiraram o mesmo, primeiro começando pelo 1, e surpreendentemente ele é muito bom até hoje, sim eu estou no Enhanced Edition que adiciona mouselook e melhora os visuais e a trilha sonora, mas ainda assim.

A gameplay... Muita gente descreve ele como um jogo de FPS, o que não está completamente errado, mas de certa forma ele é um híbrido entre um Dungeon Crawler como o seu ancestral, no caso Ultima Underworld, e um jogo de FPS da época no melhor estilo DOOM, o gunplay não é tão bom quanto algo tipo DOOM no entanto, porém ele ainda é bom o bastante, mas é claro eu quero tirar o elefante da sala antes de falar do próximo elefante da sala, os controles, e sim, no enhanced edition como falei antes é mais fácil já que tem o mouselook, mas ainda assim, no início é difícil de pegar o jeito já que você tem que ficar alternando entre a mira da arma e usar o menu abaixo, mas depois de um tempo fica muito bom ficar alternando entre a mira e o menu abaixo, menu esse onde você gerencia e usa os itens, vê as mensagens e logs de áudios obtidos ao longo do jogo e usa os powerups obtidos, o único real defeito é que a maioria das armas que você libera, ao contrário de algo como Metroid e mais como Castlevania, são meio inúteis e sempre vai ter uma arma melhor para a maioria das situações tipo a Laser Rapier (um monstro que demole tudo pela frente) ou o Magpulse. Só antes de falar da exploração quero falar também do minigame de hacking nesse jogo, que é um dos melhores de qualquer Immersive Sim, o que não é muita coisa, mas o minigame do jogo é muito divertido, é basicamente um Descent Micro, porém no início é muito mas muito confuso de explorar a fase de cada minigame devido ao fato de como visualmente esse minigame é horrível e confuso, mas ainda é bem legal. Agora eu quero falar uma boa parte da exploração, e cara, esse jogo é um dos jogos que mais chegou próximo de fazer um "metroidvania 3D" até hoje, junto de jogos como Bioshock e Metroid Prime, tem muita coisa para explorar pelo mapa, muito mesmo, quase toda área tem alguns segredos, sejam esses atrás de paredes secretas ou alguns atrás da segurança da SHODAN, onde você precisa quebrar os barril de energia e as câmeras para acessar essas áreas bloqueadas, geralmente contendo itens incluindo armas que você liberaria mais pra frente, e o pior que até que é fácil achar os segredos, e tem muitas salas para você explorar, e na verdade tem até que bastante backtracking, mais backtracking do que muito metroidvania moderno inclusive, ah e ainda por cima tem upgrades, alguns são meio sem graça tipo o negócio de ver o que está atrás de você (esse é basicamente inútil no EE graças ao mouselook), mas alguns são muito divertidos de usar tipo o Booster que aumenta speed de você ou a (SPOILER), mas enfim, apesar de as vezes ser confuso achar onde você tem que ir para avançar na história, explorar o mapa aqui foi muito mais divertido do que explorar o mapa em algo como Dark Forces por exemplo devido a como o jogo lhe incentiva a explorar o mapa, o único defeito também é como alguns dos objetivos necessários para avançar no jogo podem ser meio confusos, mas no geral não acho que seja muito absurdo igual Dark Forces. Ah e mais uma coisa antes de passar para o próximo tópico mais importante antes que alguém diga que ignorei, a parte Immersive Sim, afinal, sempre dizem que esse jogo é o pai dos Immersive Sim (junto de Ultima Underworld), e bem... Não é nada muito complexo igual a sua sequência, na verdade tem pouquíssimos elementos de um Immersive Sim que vi pelo jogo até, talvez a variedade de armas e tal, mas no geral não espera nada tipo sua sequência, se for jogar por um Immersive Sim você pode se decepcionar um pouco, e só mais uma coisa antes, esse jogo também não é tão RPG quanto sua sequência, os elementos de RPG presentes no jogo vem mais de como seu personagem vai liberando mais upgrades e a gameplay meio Dungeon Crawler mesmo.

Agora sim cheguei na parte que é mais reconhecida desse jogo, a história, e como ela é? Bem, por si só ela não é das mais complexas, basicamente você é um Hacker que é capturado por tentar hackear uma estação espacial chamada de Citadel Station e é levada para lá no nome de Edward Diego, passa uns 6 meses e tudo está errado. Mas o especial da história desse jogo é como ela é contada (pelo menos para sua época), a história é contada por audio logs deixados pelo mapa, e é muito interessante ver a backstory de cada um dos tripulantes que tentaram sobreviver aos ataques de SHODAN e seu exército de monstros e ciborgues antes de sua morte, ou especialmente os poucos audio logs do tal de Diego que (SPOILER), mas é claro, eu não posso falar da história sem citar SHODAN, um dos primeiros vilões da indústria a serem complexos e não serem unidimensionais, e genuinamente é SHODAN que eleva a história para um patamar muito maior do que seria, SHODAN é um vilão MUITO, mas MUITO BOM mesmo até hoje, genuinamente ameaçador, tratando o jogador como meramente um nada se comparado aos monstros na nave, e as vezes troll pra cacete invocando inimigos quando você usa uma alavanca ou te prendendo em uma sala e matando você com uma explosão, e a backstory de SHODAN está diretamente ligado a do Diego, por motivos que não posso falar pois SPOILER, mas no geral a história seria só legal mas SHODAN eleva ela para algo muito mais interessante, só uma pena o jogo acabar de uma maneira tão broxante no final.

Visualmente, de novo, no EE os visuais são remasterizados, mas no geral até que não são ruins e obtusos, sim eles podem ser meio datados, mas visualmente o jogo é legal até, tirando o Cyberspace que é horrível visualmente como falei antes. Agora a trilha sonora é genuinamente muito boa no EE, a trilha sonora inteira é bem daora, especialmente músicas como a do Reator e a da Ala Médica, o único criticismo é que meio que a trilha sonora acaba com os momentos de terror do jogo onde era pra ser assustador, exceto no andar 3 que tem música nenhuma, eu acho que as áreas finais seriam mais eficazes se não tivesse a música, talvez na versão original os momentos de terror sejam mais eficazes, mas no geral ainda é bem boa a trilha sonora.

E assim concluo que, o jogo envelheceu inacreditavelmente bem para um jogo de 1994, eu digo até que envelheceu melhor que alguns jogos que vieram depois tipo Fallout, e dá pra ver como o jogo foi muito revolucionário para a época no quesito história, e de certa forma deixou os ingredientes para jogos como sua sequência, Half Life e até mesmo Metroid Prime, me pergunto como que tem um gênero chamado metroidvania mas não tem um chamado MetroidShock, ou Shockvania, ou até PrimeShock, mas ainda assim, só não dou uma nota mais alta devido ao que possivelmente verei no segundo jogo, mas por enquanto...

8.5(quase um 9)/10


Shodan and his mutant robot army vs Hacker with a Laser rapier

This is what I mean when I said "dude, love that Cyberpunk shit".

eu me tornei uma pessoa completamente diferente depois de passar 20 horas sendo ameaçada pela shodan. excelente jogo. eu amo a música, eu amo as fases, o desafio, o designs dos inimigos, a UI complicada (que vira uma delícia de controlar quando você se acostuma) e a shodan. shodan. meu deus como a shodan é bem escrita. eu amo ela tanto.