There doesn't seem to be a thread about it yet, so let's go:
I've been playing the newly released remake of System Shock 1 lately. I don't have any history with the original, which came out literally one year after I was born, and it always looked to me just a tad too archaic to go back to. Don't get me wrong, if I put my mind to it I could certainly play it and probably even finish it, I just don't reckon I'd be enjoying myself very much. Which is why I've been interested in the remake ever since I heard it was in production, considering I do like SS2 quite a bit and at least in theory SS1 intrigued me.
So, after a reportedly pretty rocky development cycle it's out and yet even more surprisingly, it turned out really well!
Wile I can't judge its fidelity to the original version, coming into it only familiar with its official and spiritual successors, it's interesting to see where it all spawned from.
It's thought of as the great grandfather of what, thanks to Warren Spector, we're still calling Immersive Sims (a term which never made any sense, but whatever) but it doesn't exactly fit into that genre. If an ImSim is a style of game that offers manifold solutions to each given problem, SS1 had entirely different priorities. If in a game like Deus Ex you're meant to enter a locked room, it might give you the choice to pick the lock, look around for a key, blow up the door, hack the computer controlling the lock or crawl through an airvent into the room, System Shock has exactly one way to enter it, and it's usually finding the correct key(card).
Let me put it that way: There's a parallel universe where System Shock is an official 3D Metroid game. It has the basic progression of a Metroidvania. You explore a space station. You look for upgrades that will either assist you in combat or help you get places. Sometimes, you backtrack with these upgrades to get to places you couldn't before.
It's such an odd game to play from a modern perspective, because while its influences can be seen practically everywhere there is nothing to my knowledge that plays quite like it. Bioshock, the first one that is, feels like a very streamlined version of the same principle. But where Bioshock was a linear or at the very least very guided tour through the sunken city of Rapture, the Citadel Space Station in System Shock is a claustrophobic, labyrinthine sprawl that you are very much meant to get lost in.
And what a beautiful setting it is. With improved, if stylized, graphics, the art team behind this remake get to really indulge in their homage to dystopian 80's science fiction. There is something beautiful to how tactile all the technology looks. I felt similarly about Alien Isolation and Cyberpunk 2077, it's not as smooth and rounded as the modern vision of futuristic technology but full of pipes and buttons and little lamps and... listen, the more I play it the more I want to touch literally everything.
The setting very much is the centerpiece of the game, especially considering the villainous AI SHODAN, for lack of a physical body, has weaponized the environment itself against the player. She can't kill you, but she has got an entire space station full of things that can at her command. A small army of mutants and corrupted robots whose AI is very minimal, yet nevertheless present a threat on account of the players limited ressources and the cramped environments that leave little place to avoid them.
The original System Shock was, as far I'm aware, an evolution of classic PC dungeon crawlers, a genre I'm completely unfamiliar with, but experiencing this modern reconstruction that is nevertheless so committed to its source material really makes you realize how unique it is. It foregoes the more cinematic pacing conventions of its succesors in favour of something the players relationship to his environment. It's SHODAN's labyrinth and to her you might as well be a rat. For all you know you're the only living being on what was practically an entire city in space. The complete lack of story related downtime makes Citadel a more opressive place than one like Rapture could ever be.
All that puts the System Shock remake in the surprisingly long line of really good remakes that came out recently. It's the perfect game if you always wanted to experience the original System Shock but we're put off by just how much it has aged.
I've been playing the newly released remake of System Shock 1 lately. I don't have any history with the original, which came out literally one year after I was born, and it always looked to me just a tad too archaic to go back to. Don't get me wrong, if I put my mind to it I could certainly play it and probably even finish it, I just don't reckon I'd be enjoying myself very much. Which is why I've been interested in the remake ever since I heard it was in production, considering I do like SS2 quite a bit and at least in theory SS1 intrigued me.
So, after a reportedly pretty rocky development cycle it's out and yet even more surprisingly, it turned out really well!
Wile I can't judge its fidelity to the original version, coming into it only familiar with its official and spiritual successors, it's interesting to see where it all spawned from.
It's thought of as the great grandfather of what, thanks to Warren Spector, we're still calling Immersive Sims (a term which never made any sense, but whatever) but it doesn't exactly fit into that genre. If an ImSim is a style of game that offers manifold solutions to each given problem, SS1 had entirely different priorities. If in a game like Deus Ex you're meant to enter a locked room, it might give you the choice to pick the lock, look around for a key, blow up the door, hack the computer controlling the lock or crawl through an airvent into the room, System Shock has exactly one way to enter it, and it's usually finding the correct key(card).
Let me put it that way: There's a parallel universe where System Shock is an official 3D Metroid game. It has the basic progression of a Metroidvania. You explore a space station. You look for upgrades that will either assist you in combat or help you get places. Sometimes, you backtrack with these upgrades to get to places you couldn't before.
It's such an odd game to play from a modern perspective, because while its influences can be seen practically everywhere there is nothing to my knowledge that plays quite like it. Bioshock, the first one that is, feels like a very streamlined version of the same principle. But where Bioshock was a linear or at the very least very guided tour through the sunken city of Rapture, the Citadel Space Station in System Shock is a claustrophobic, labyrinthine sprawl that you are very much meant to get lost in.
And what a beautiful setting it is. With improved, if stylized, graphics, the art team behind this remake get to really indulge in their homage to dystopian 80's science fiction. There is something beautiful to how tactile all the technology looks. I felt similarly about Alien Isolation and Cyberpunk 2077, it's not as smooth and rounded as the modern vision of futuristic technology but full of pipes and buttons and little lamps and... listen, the more I play it the more I want to touch literally everything.
The setting very much is the centerpiece of the game, especially considering the villainous AI SHODAN, for lack of a physical body, has weaponized the environment itself against the player. She can't kill you, but she has got an entire space station full of things that can at her command. A small army of mutants and corrupted robots whose AI is very minimal, yet nevertheless present a threat on account of the players limited ressources and the cramped environments that leave little place to avoid them.
The original System Shock was, as far I'm aware, an evolution of classic PC dungeon crawlers, a genre I'm completely unfamiliar with, but experiencing this modern reconstruction that is nevertheless so committed to its source material really makes you realize how unique it is. It foregoes the more cinematic pacing conventions of its succesors in favour of something the players relationship to his environment. It's SHODAN's labyrinth and to her you might as well be a rat. For all you know you're the only living being on what was practically an entire city in space. The complete lack of story related downtime makes Citadel a more opressive place than one like Rapture could ever be.
All that puts the System Shock remake in the surprisingly long line of really good remakes that came out recently. It's the perfect game if you always wanted to experience the original System Shock but we're put off by just how much it has aged.