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System Shock is an action role-playing game developed by Looking Glass Technologies and published by Origin Systems. Released in 1994, the game is set aboard the fictional Citadel Station in a cyberpunk vision of 2072. Assuming the role of a nameless hacker, the player attempts to hinder the plans of a malevolent artificial intelligence.
Unlike other first-person games of the time, System Shock features true 3D environments, allowing the player to look up and down, climb, duck, jump, and lean to the side. Critics praised System Shock and hailed the game as a major innovation in its genre. It was later placed on multiple hall of fame lists. Despite its technological feats and critical acceptance, System Shock was outsold by its contemporaries. A sequel, System Shock 2 , was released by Looking Glass Studios and off-shoot developer Irrational Games in 1999. System Shock was subsequently the progenitor of BioShock .
Plot
Before the beginning of the game, the protagonist—a nameless hacker—is caught attempting to remotely access files concerning Citadel Station, a space station owned by the fictional TriOptimum Corporation. The hacker is taken to Citadel Station and brought before Edward Diego, a TriOptimum executive. Diego offers to drop all charges against the hacker in exchange for a confidential hacking of SHODAN, the artificial intelligence that controls the station. To entice cooperation, Diego promises the hacker a valuable military grade neural implant.
After hacking SHODAN, removing the AI's ethical constraints, and handing control over to Diego, the protagonist undergoes a surgery that fits him with the promised neural interface. Following the operation, the hacker is put into a six-month controlled healing coma. The game begins as the protagonist awakens from his coma and finds that SHODAN has commandeered the station. All robots aboard have been reprogrammed for hostility, and the crew have been either transformed into cyborgs, mutated, or killed.
Rebecca Lansing, a TriOptimum counter-terrorism consultant, contacts the player and claims that Citadel Station's mining laser is being charged up for a strike against Earth. Rebecca informs the hacker that a certain crew member should know how to deactivate the laser, and promises to remove records of the hacker's incriminating exchange with Diego provided the strike is stopped. SHODAN plans to destroy all major cities on Earth in a bid to become a kind of god. Through information gained from log discs, the hacker discovers that firing the laser into Citadel Station's own shields will destroy it. Foiled by the hacker's work, SHODAN prepares to seed Earth with a mutagen virus—the same one responsible for turning the station's crew into mutants. The hacker again defeats the AI by jettisoning the chambers used to cultivate the virus.
Next, SHODAN begins an attempt to download itself into Earth's computer networks. Following Rebecca's advice, the hacker destroys the four antennae used by SHODAN to prevent the download's fulfillment. Soon after, Rebecca contacts the hacker, revealing that she has convinced TriOptimum to authorize the station's destruction—and giving him details on how to destroy it. After obtaining the necessary codes, the hacker begins the station's self-destruction sequence, and escapes to the life pods.
There, the hacker finds Diego, transformed into a powerful cyborg by SHODAN to guard the pods. The hacker quickly dispatches him and attempts to disembark. However, SHODAN prevents the pod from launching in an attempt to force the player to remain on the station while the bridge—containing SHODAN—is jettisoned to a safe distance. Rebecca tells the hacker that he can still survive if he reaches the bridge; SHODAN then intercepts and jams the transmission. The hacker is still able to find his way to the bridge as it is released from the main station, which soon detonates. The hacker is then contacted by a technician who managed to circumvent SHODAN's jamming signal. The technician informs the hacker that the only path to defeating SHODAN lies in cyberspace, due to powerful physical shields protecting the computers. Using a terminal near SHODAN's mainframe, the hacker enters cyberspace and destroys SHODAN. After his rescue, the hacker is offered a job at TriOptimum, but declines in favor of continuing his life as a hacker.
Gameplay
System Shock features a first-person interface similar to that of Ultima Underworld , with a free moving mouse cursor for aiming, manipulating objects, and using the heads-up display. This interface is also used for leaning left or right, looking up and down, crouching and crawling. It does not use mouselook (to look or turn using the mouse, one has to click the mouse button while pointing at the edge of the screen). An inventory on the heads-up display stores items and weapons.
The player may temporarily enter Cyberspace through specific terminals. While in Cyberspace, the player is able to move weightlessly through a wire frame 3D environment, collecting data and fighting security programs. Actions in Cyberspace sometimes cause events in the game's physical world; for example, certain locked doors may only be opened from Cyberspace.
Throughout System Shock , players find attachable hardware for the protagonist's neural implant, including targeting systems, energy shields and head-mounted lanterns. One piece of hardware plays log discs and e-mails, which provide the player with hints, and helps advance the story. Increasingly advanced versions of hardware are found as the game continues. Most active hardware gradually drains energy from a main reserve, necessitating economization.
The game features sixteen weapons, of which the player can carry a maximum of eight at once. Projectile weapons often have multiple, selectable ammunition types; certain munitions are more powerful than others. Energy weapons forgo ammunition, instead drawing from the player's energy supply. These weapons feature adjustable shot power, which proportionally affects energy consumption. If fired too often, energy weapons will overheat, making them unusable for a short time. Several types of explosives may also be found, ranging from percussion grenades to land mines and adjustable time bombs.
Weapons and munitions deal certain kinds of damage, and enemies are sometimes immune or more vulnerable to particular types of damage. For example, electromagnetic pulse weapons heavily damage robots but do not affect mutants. Conversely, gas grenades are effective against mutants, but do not damage robots. If an enemy is hit by an attack to which it is not immune, the damage calculation is modified by factors including armor absorption, vulnerabilities, critical hits, and a degree of randomness. These effects are presented as messages such as "Normal damage", displayed near attacked enemies when certain hardware is active.
The game contains various dermal patches, each with certain effects, and occasionally negative after-effects. A "Medipatch" gradually restores a small amount of the player character's health, while a "Berserk" patch increases the power of the player character's melee attacks—but causes hallucinations as a side-effect.
Development
System Shock was conceived after Looking Glass Technologies had finished Ultima Underworld II: Labyrinth of Worlds . The team decided that they "had done too many dungeon games ... wanted to concentrate on making a really immersive 3-D world that can interact with." The design team attempted to make the game as realistic as possible, crafting an engine which allowed inclined surfaces, looking up and down, and leaning. The results were revolutionary, though straining on the processing power of contemporary computers.
Developer Seamus Blackley designed an advanced physics system for the game, using an invisible 3D model to govern the player character's physics in real-time. Lead designer Doug Church stated that the system effected "the head tilt forward when you start to run, and jerk back a bit when you stop", and that "when you run into a wall, or are hit by a bullet, or run into by an enemy, your head is knocked in the direction opposite the hit, with proportion to mass and velocity of the objects involved." The physics system also allowed wall-climbing.
Prior to System Shock 's release, Doug Church stated that "we've always felt that first person games are maximally atmospheric", and "in System Shock we are pushing that in as many ways as we can." Developers focused on the game's story to achieve their desired atmosphere; Looking Glass Technologies believed that "things have to look real ... feel real". Similarly, the game's log and e-mail messages were designed to be "more than 'you must pull lever N'", with the goal of " them feel as though they came from and are going to someone real." As no non-player characters appeared in System Shock to converse with the player, the plot was conveyed through these log discs and e-mails. System Shock 2 developer Johnathan Chey later stated that this decision resulted from 1994's computer technology being "simply inadequate to support believable and enjoyable interactions with ."
System Shock was released on floppy disk for DOS in March 1994, with no speech and support for only a 320x240 display re
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