![]() ![]() ![]() Most remarkable in its similarities to modern immersive sims is in how exactly the story unfolds. There are stupid wire puzzles, ammunition is scarce and I ended up with a hundred stamina buffs that I never used. I scrounged through cupboards for supplies, found augmentations for my brain and body, and hit enemies with a lead pipe. But as I began to poke my way around the station, the overwhelming feeling I had was one of comforting familiarity. The UI and control scheme are hard to come to terms with at first (more on this later). My first impressions of the game were ones of extreme disorientation. And while its sequel has received the lion’s share of praise, there is a small and devoted sect of players who hold the original up as the true masterpiece. I always strive towards giving honest and unabashed criticism, but the legacy of this game weighed heavily upon me. I started my play-through of System Shock, then, filled with a kind of trepidation. And it did all that less than a year after the release of Doom. It laid the foundation for so many mechanics that have become staples of the immersive sim genre, expanding greatly on the template provided by Ultima Underworld. Many of my favourite games - including Deus Ex, Bioshock 2, and Prey - couldn’t have existed without System Shock. It's a strange thing to come face to face with one of the ancestors of gaming history. ![]()
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