Despite the fact that System Shock 2 is probably my favourite FPS (dogshit ending and all), I’d never made a real concerted effort to go back and play the game that preceded it. I knew that much of what was to become become solidified in 0451 games originated in System Shock, but by the time I first encountered those elements in Bioshock, much of that piquantness had been watered down to a highly palatable bitterness, necessary for tent-pole games that hit several consoles simultaneously, from the highly acquired flavour of PC jank, when being able to play console or PC really meant a lot, of the Shock name-makers. Even going back and playing System Shock 2 a decade ago required one session of bouncing off and readjusting my expectations appropriately. So despite the immensely rewarding sense of place and possibility offered on that cold and hostile station, when I saw that what laid the track to get there was more archaic, more artifacted, more mystifying, and more unforthcoming, I thought that I could just play Dishonored instead.

When the remake for System Shock was announced though, I figured I could get the context without the homework; I would be able to cruise through The Citadel as The Hacker as easily as Alpha and Delta could through Rapture. NOPE! System Shock is a remake of the 1994, but it has not been remade. The environments are wonderfully updated without a beautiful voxel fidelity that feels foreign and tactile and industrial, and the interface is snappy and easy to navigate with the solidified 30 years of reinforced key-mapping schema and necessity - but, the design? The encounters? The puzzles? That’s all 1994 vintage, baby. At pretty regular intervals, I would do something by accident and wonder, “Jesus, they didn’t tutorialise that?” Nightdive made the call in their updating that Looking Glass’s original ideas still held water, irradiated though it might be, and that their job was to allow a new generation to see it, nothing more. And I think they were pretty spot on with this approach: the parts of System Shock 2 that are truly great, the level design, the environmental storytelling, the incidental characterisation, the unique and strangeness of how the game asks you to interact with it; that’s all here pretty much as fully formed as it was in System Shock 2. Maybe more so, if just because the face lift (and complete counter-intuitiveness to modern sensibilities in AAA shooters) allow for what was great about BOTH System Shock games to come through as clearly as it ever has been able to.

That said, the 90s ImSim jank is still pretty gritty, and your tolerance for slowly locomoting (with a pretty pitiful stamina reserve) through massive levels with barely any idea of which surface of The Citadel’s, like, 10 different spinning plates is about to serve you a big ol pile of Akira flesh is going to dictate how much of the game compels you. The combat, despite gluing me to the mouse and keyboard with high impact tension - each bullet smashing through me with the impact of most game’s artillery class weapons - is flatly complex, with a huge amount of lateral possibilities, but not much ability to upwardly advance in tactics. You can tell when peeking in and out of corners, taking your three shots and then waiting for the enemy to take theirs, that DOOM had come out only 10 months earlier than the original Shock, and was pretty much the only game in town for really interesting shooting. The guns in System Shock (2023) feel great, and they look amazing as models, but taking the Scorpion or the Railgun into combat won’t change your tactics: you'll be looting ammo and shooting that ammo, but that's about as complex as the gunplay can get. Also sorely missing from System Shock 2 is the progression path allowed (being that this system was innovated into the 0451 genre with that sequel so I understand it not being here, but, you know), making exploration a more exciting and integrated possibility than in either the original or the remake. Getting guns that pack more of a punch - and gadgets that drain your energy faster than should be legal for how useful they ultimately end up being - is not enough to curve the difficulty up the way they do; the game starts off far too easy, and it ends with demanding some pretty reprehensible quicksave tactics being necessary to save yourself from having to constantly hoof it back to the nearest floor with a decked out med chamber. The ultimately pretty static state of The Hacker removes a great deal of replayability, and I’d imagine that on a second go, knowing how little you need to scrounge up to get to the highest state of mechanical proficiency, it would be pretty easy to cut the playtime of the first go through of The Citadel into 1/4th of the initial time.

All that said: wow, they really did place a lot of emphasis across so many more nodes of play possibility back in the day, didn’t they? Obviously as fidelity has become of preeminent importance for roping in gen pop, the design teams of games have shrunk their respective share of modern developers - to get someone who only plays 2-3 AAA games a year, you kind of need them to feel generally warm about everything in front of them. But Nightdive got off pretty sweet without making that deal with the devil: the design was right there, it can all be technical personnel for the remake if that’s what they want. I think Looking Glass would be proud as heck if they made this game - and whoops! They did.

Reviewed on Jul 21, 2023


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