Yeah, what I meant by fake human, I really messed up my wording there.Ragsnstitches said:As far as I know, Shodan never had a fake human form, rather she simply impersonated Polito over coms. Also, during that time there was an insurrection taking place, which resulted in a ship wide security lockdown, necessitating the soldiers constant need to hunt for passwords and keys. A single suicide during all this chaos could easily go unnoticed.
But then the rest doesn't fit. Why is real Polito still doing research in the middle of a war?
And what was up with her office?
Well, I can forgive her for that because there's no logical way SHODAN got ten light years on a jettison rocket, but that's just spackling one plot hole with another.Ragsnstitches said:Polito is an AI expert, but Shodan was found light years away from her origin, so you can forgive her for being confused at first.
Still.... She found Earth tech on Tau Ceti containing an AI and never thought to even air-gap it from the rest of the ship before running it? Just the circumstances of its discovery were suspect as hell.Ragsnstitches said:Polito is an AI expert, but Shodan was found light years away from her origin, so you can forgive her for being confused at first. The Many was already causing problems at this time and this mysterious AI was aiding her, so she belayed her concerns to focus on the immediate threat. Shodan, meanwhile was already enacting plans for a ship wide takeover, which is halted before long until the Soldier arrives on scene. By the time Polito realises who the AI is (she does figure it out) it was too late.
But I'm splitting hairs. I hated the plot and that forces me into nitpick mode.
But the only 'encouragement' is that they keep throwing crap at you until you either give up or cheat, unless you got lucky enough to divine their intentions and optimize on your first run. I hate excessive handholding, but they're kicking me out of the tree before my feathers are in. It doesn't take that many misspent points before you're in an unworkable build. To crib Yahtzee's moral choice/upgrade argument, they might as well ask you on the opening screen what your endbuild will be because straying and experimentation locks you out.Ragsnstitches said:1. Repairing was meant to add to the tension. Granted it was a little overwrought given that a futuristic weapon falls apart after a couple of clips, but the idea behind it was that, for the majority of the game, your chosen firearm is an emergency weapon only. What's more, the game encourages you to settle on a specific weapon (psi amp, pistol or wrench) for large chunks of the game.
I guess my problem is that they're not sure whether this is an FPS in which a super solider goes to kill zombies or a survival horror game where a hapless schmuck is clinging for life, and you can't have it both ways.
If you can find hypos. I rarely did. Every attempt I had ended in me wrenching respawners to death, which wasn't fun in Hexen either. Except my first SS2 run, when I missed the wrench. Then I just died. Over and over and over.Ragsnstitches said:All classes are not fixed choices and a mishmash like Psisoldier or PsiTech or TechSoldier can be achieved, though spreading yourself too thin cause issues in the late game. But as a rule of thumb:
*The psi-amp would be your main weapon if you went down the root of OSI for obvious reasons.
But because you have to retread the same ground over and over again, you can't easily run from fights. It's not about getting deeper and deeper into some sort of cesspit of evil, it's about down this hall again, wrench this zombie again. Less looping back would also remove the need for respawning monsters, since every fresh hall naturally has critters.Ragsnstitches said:As for the respawning enemies. Given that the game is FPS survival horror with RPG elements, simply spawning a set number of enemies would nerf the challenge and tension greatly. It would spoil the intended impact of ammo conservation, repair and maintenance, resource scavenging etc. The fact is, the game doesn't rely on closet horror, rather it sets a tone then let's the game dynamically generate the horror.
Except originally there wasn't, other than SHODAN. They bolted on Diego after the story was already written then screwed with the numbers to accommodate, even though him being from that family meant nothing and arbitrarily changing numbers without at least back-of-napkining them introduces more problems for a nitpicker like me to see and pry apart.Ragsnstitches said:2. System shock was never about story. SS1 had a very generic rogue AI plot. AI went mad, kills everyone, you have to stop it. System shock 2 expands on the events of SS1 (oh my god, continuity in a sequel!?), so of course there will be plenty of references to SS1.
We're gonna have to disagree there. A guy making an audio log while a zombie is raising three feet away just rips me out of it.Ragsnstitches said:The thing that SS1 and 2 both do really well, is feed the very basic plot to the player in a very tense and dramatic way. Trough the audio logs you are piecing together the events that transpired, who the movers and shakers were and the motivations behind their actions which you are there to sort out. Essentially, the story has already happened and you are at the conclusion, but first you must figure out what happened before you can act.
But there's no sense of progress. You get a key from X to get a key from Y to open hatch Z and I'm going down levels when I need to go up. I was ten hours in and I was still trying to fix the elevator and wondering why in all this roaming I hadn't found a flight of stairs or ladder up.Ragsnstitches said:4. The elevator repair was to limit your movement around the ship early on, forcing you down a fixed path. Given the disrepair the ship fell into, the lack of able bodied crew, the infestation and other anomalies, a few DIYs are to be expected. I always felt that this section of the game was the most focused and entertaining. After the reveal the plot starts to go all "yeah we sort of made this up as we went along". Again, B-grade sci-fi.