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System Shock (PC, 1994)

System Shock (PC, 1994)

Subgenre: 3D Action Adventure/Survival Horror, Systemic Game/Immersive Sim


Perspective: FP view


Movement Mechanics: Jumping and crouching+crawling (can also climb the edge of some platforms), Cyberspace segments (these play kind of like Descent and have their own set of items), P&C-style interface for examining and interacting with objects

  • Partially non-linear structure (a few ability/tool-gated segments (jump jets, enviro-suit (beta grove), some dark areas (need to use a head-mounted lantern or infrared night sight or sight patch), skates? - might be needed on hard where there's a time limit) and some soft gating with tough enemies, sometimes what you do in one level affects something in another and you'll sometimes have to come back to a point of interest later on)

  • Collectathon/killathon element (need to lower the security level (Shodan's control of a floor) by destroying all cameras and CPUs in each level - unlocks elevators and various doors; most of these as well as some cyberspace segments are optional but yield very useful equipment)

  • Auto-mapper (mini-map in the hud (has a full screen hotkey but no semi-transparent overlay option), can zoom in/out, placeable map markers with typed messages, can toggle camera location markers on it, when upgraded it can show enemies within scanning radius of your sensors which can also be upgraded), Compass, can view other parts of a level via certain screens on walls (you can't zoom out though so it's often hard to tell what you're looking at)

  • Sometimes new enemies appear when revisiting a place you've been to previously which makes backtracking more interesting, can solve puzzles on level 2 to stop hopper robot production on that floor

  • Save anywhere (8 nameable slots, these don't show your current location nor your status), Restoration bays (reconfigured cyborg conversion stations) - these respawn you after death with all equipment intact when activated and progress up to that point is kept (most HP is restored but no energy, have to be on the same floor as one or it doesn't work), Energy charge stations which have varying efficiency (recharge time and amount of energy stored), A few HP restoration points (surgery beds - only 3 operational ones)

  • All items stay where you put them (one point of no return late in the game but you are warned about it, consumable items can be blown up)

  • A few teleporters (all but one of these lead to isolated areas rather than being used for fast travel though)

  • One alternate bad ending (a short death cutscene on floor 2)

  • Wire and circuit puzzles (latter play kind of like minesweeper) - can be skipped with certain items, Some other puzzles

  • One sequence break possible (can skip extending the bridge on lvl 8/security by performing a tricky jump - you'll miss the plasma rifle (not really needed) and some dialogue though, can also skip the escape pods segment+mini-boss on floor 5 after activating the self-destruct on the reactor - miss some dialogue)

  • Some enemy respawning (not sure exactly how it works but in some areas it's a lot worse than others)

  • Storytelling via audio and text logs (additional lore and gameplay hints, some radio communications from survivors and later on from Earth plus the villain)

  • Can examine most objects in the game as well as each inventory item, Optional tooltip/"on-line help" pop ups for interactive objects (also shows hidden doors and elevators if close to them)


Playthrough - Video Review - Mini-Review



Influenced by: Ultima Underworld 1-2, probably Doom, Neuromancer (book), probably Corporation, possibly Metroid, Project Firestart, Star Cruiser, Cybercon III, Blake Stone


Influenced: Deus Ex, possibly Bioforge, Metroid Prime, Strife, Powerslave/Exhumed, Dead Space, Thief, Bioshock

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