Andy Chalk said:
Farthing said:
Ah good. There are some of these. While SS2 is one of the greatest games ever made in my opinion, there are lots of reasons to dislike it.
I don't really want to be the one to bring this up, but you do realize that you're complaining that the game is challenging, complex, varied and substantial, right?
Or taxing, over-complicated, unfocused and padded...
Now, before I get pilloried- as I said, there are things to be said for the game, and if nothing else, I'm glad that some aspects of it went on to be used in other (*cough*
better *cough*) games. The game as taken isn't a
bad game at all, and it would be downright hypocritical of me to lambaste modern developers for not taking chances in their array of sequels and franchises and simultaneously criticize a game like
SS2 for taking those chances.
But, frankly- some of the choices made in that game were really, really poor. My personal highlight being that making a player have to go back and forth through segments of the station multiple times to do grunt work while dealing with an infinite enemy respawn and a finite resource pool was punishing. Not in a "survival horror" way, not in a "I need to utilize my resources better" kind of way, not in a "The game is challenging me to re-examine how I'm approaching this" kind of way.
Not in any kind of
fun way. Just in a "For @#%#'s sake, when does it
end" kind of a way. I strongly feel that games shouldn't punish you for exploring, or make your successes trivial or tedious.
Some criticize
Bioshock for the Vita Chambers and the possibly infinitely forgiving pool of lives they provided, but
System Shock 2 showed why that was necessary: they charged players for every respawn- and every attempt to pick a lock, and every repair for the constantly degenerating weapons, etc. etc.- and close to the end of the game, it's clear that the developers didn't have a damn
clue what kind of resources the player would have on hand.
So then they made them fight an enemy who it was suicide to take on without a projectile weapon.
...Yeah.
So, yes, it did some remarkable things for its time, and it was a stepping stone for a lot of great titles up the road. But quite frankly, in some ways I'm glad it didn't sell all that well in its time, because if it had, developers would be straight-up imitating it rather than refining its mechanics into games that are better than
System Shock 2 itself really was.