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Graphics: Horror has never looked so pretty. Using an enhanced version of the Thief engine, System Shock 2 incorporates 16-bit color and an assortment of other new features that, when put together, are sufficient to warrant a high rating. (Even though the visual high points lean more on level design and believability of environments than they do in actual technical prowess.) In Shock 1, nearly every object was identifiable and in some manner able to be manipulated, and Shock 2 is no different. Monitors, video screens, most windows, crates and electronic systems can be destroyed. Like most Looking Glass titles, they’ve incorporated a number of action-based outcomes in which portions of levels are altered based on actions either taken by the player or some other force in the game. This is a great tool that, when used properly, can make things seem much bigger than they actually are.
While Shock 2 was a little darker in spots than I would have preferred, their use of colors and lighting does a superb job in adding to the creepiness feeling so prevalent throughout. Enemies, especially those of the Many, are so hauntingly good looking that you’ll want to sleep with the lights on for the first few nights. The artists have done an exceptional job in designing the look of the interfaces as well. They are clean, crisp and have a very technical look to them. Altogether, Shock 2 is a great looking title — just lose the water texture.
Interface: There is virtually nothing wrong with the interface except it is so complex, some players are bound to be frustrated with it. The learning curve associated with mastering it is quite steep and sure to irritate fans of the pure first-person shooter. Successfully managing the interface requires players to use up to 50 inventory slots, navigate and learn how to use a multi-functional display with read-outs for over 60 character statistics, panels that direct research information, and a virtual computer that displays all communication. It’s a daunting task for sure, so take it in chunks. Luckily the designers have included a lot of shortcuts and the keyboard and mouse may be configured to your liking, but unfortunately there is no mouse-wheel support. One of my favorite interface features in all of gaming is included, though: the Looking Glass lean. This is a great tool for moving through tight spots when you don’t want to be noticed. Fans of action titles should feel right at home with basic navigation — they’ll just have to get used to the hardcore role-playing inventory and stats management at the same time.
Gameplay: The only game System Shock 2 can be compared to is its predecessor. Otherwise, there is nothing like this anywhere. The gameplay simultaneously and successfully combines hardcore first-person action with intensely sophisticated role-playing. The storyline is non-stop and does nothing to slow down the pace. Like in the original, the story is conveyed through digital e-mails and voice communiqués received by the player through his cybernetic implants or when he finds a digital e-mail disc. There are a number of cinematic sequences using the in-game engine that are milestone achievements, letting the player know how well he or she is progressing. Player-to-NPC interactions are nearly non-existent, a trademark of the Shock series, but there are a few very choice NPC encounters. (I won’t spoil the surprise.)
Negatively impacting the gameplay are two factors. First, the flow is sometimes held up by the difficulty. Limited ammunition and quickly deteriorating weapons make fighting off the respawning enemies a tough chore. I also have a minor gripe with the disparaging range of enemy danger factors. I found the most dangerous enemy to be the Invisible Arachnid, but when stacked up against the menacing Rumbler and evil Cyborg Assassins, it’s apparent that the enemy toughness scale needs a little refinement. And as I mentioned earlier, the absence of any multiplayer option is a disappointment.
Sound FX: I never thought a game’s sound could affect the action and story as dramatically as it does here. Much of the creepiness and fright associated with this title can be attributed to the sound effects. The Thief engine masterfully associates sounds with textures, and therefore allows the designers to do things no other title incorporates. If there was a sixth, seventh, or eight star rating Shock 2 would deserve it — just remember to play with headphones, and turn down the lights.
Musical Score: The musical score in Shock 2 is unequivocal. It’s an original blend of fast-paced synthesized orchestral music mixed with an occasional Phantom of the Opera style score. The music is both location and event specific, ensuring that the right music is played at the most appropriate moment — a classical symphony of horrors.
Intelligence & Difficulty: The artificial intelligence of the monsters is as good as any game you’ll play today. Similar to that seen in Thief, enemies will use multiple senses to gauge your position, including light and an acute sense of hearing. Opponents are also aware of events transpiring in the area, and they can communicate with one another better than in any title I’ve played. Once an enemy has located you, he is able to take a number of actions, such as following you through multiple doors or notifying nearby reinforcements. In terms of difficulty, System Shock 2 is unreasonably tough.
Overall: If playing games is more of a religion than a hobby to you, meet your new bible. And on that same point, if you weren’t a religious person before you started playing, you will be once you’re done. System Shock 2 will scare the hell right out of you — and you’ll like it for that reason. It’s like no other title on the market. Its design is fresh, compelling and oh so addicting. And did I mention it’s scary?
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