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''System Shock'' is a 1994 first-person action-adventure
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
developed by LookingGlass Technologies and published by
Origin Systems Origin Systems, Inc. was an American video game developer based in Austin, Texas. It was founded on March 3, 1983, by Richard Garriott and his brother Robert. Origin is best known for their groundbreaking work in multiple genres of video games ...
. It was directed by Doug Church with Warren Spector serving as producer. The game is set aboard a space station in a
cyberpunk Cyberpunk is a subgenre of science fiction in a dystopian Futurism, futuristic setting that tends to focus on a "combination of low-life, lowlife and high tech", featuring futuristic technological and scientific achievements, such as artificial in ...
vision of the year 2072. Assuming the role of a nameless
security hacker A security hacker is someone who explores methods for breaching defenses and exploiting weaknesses in a computer system or network. Hackers may be motivated by a multitude of reasons, such as profit, protest, information gathering, challeng ...
, the player attempts to hinder the plans of a malevolent artificial intelligence called SHODAN. ''System Shock'' 3D engine, physics simulation and complex gameplay have been cited as both innovative and influential. The developers sought to build on the emergent gameplay and immersive environments of their previous games, '' Ultima Underworld: The Stygian Abyss'' and '' Ultima Underworld II: Labyrinth of Worlds'', by streamlining their mechanics into a more "integrated whole". Critics praised ''System Shock'' and hailed it as a major breakthrough in its genre. It was later placed on multiple hall of fame lists. The game was a moderate commercial success, with sales exceeding 170,000 copies, but Looking Glass ultimately lost money on the project. A sequel, '' System Shock 2'', was released by Looking Glass Studios and offshoot developer Irrational Games in 1999. The 2000 game ''
Deus Ex ''Deus Ex'' is a series of role-playing video games, set during the mid 21st century. Focusing on the conflict between secretive factions who wish to control the world by proxy, and the effects of transhumanistic attitudes and technologies in a ...
'' (produced and directed by Spector), the 2007 game ''
BioShock ''BioShock'' is a 2007 first-person shooter game developed by 2K Boston (later Irrational Games) and 2K Australia, and published by 2K Games. The first game in the ''BioShock'' series, it was released for Microsoft Windows and Xbox 360 pla ...
'', and the 2017 game ''
Prey Predation is a biological interaction where one organism, the predator, kills and eats another organism, its prey. It is one of a family of common feeding behaviours that includes parasitism and micropredation (which usually do not kill the ...
'' are spiritual successors to the two games.


Gameplay

''System Shock'' takes place from a first-person perspective in a
three-dimensional Three-dimensional space (also: 3D space, 3-space or, rarely, tri-dimensional space) is a geometric setting in which three values (called ''parameters'') are required to determine the position of an element (i.e., point). This is the informal ...
(3D) graphical environment. The game is set inside a large, multi-level space station, in which players explore, combat enemies and solve puzzles. Progress is largely non-linear, and the game is designed to allow for emergent gameplay. As in '' Ultima Underworld'', the player uses a freely movable mouse cursor to aim weapons, to interact with objects and to manipulate the heads-up display (HUD) interface. View and posture controls on the HUD allow the player to lean left or right, look up or down, crouch, and crawl. Practical uses for these actions include taking cover, retrieving items from beneath the player character and navigating small passages, respectively. The HUD also features three "multi-function displays", which may be configured to display information such as weapon readouts, an automap and an inventory. The player advances the plot by acquiring log discs and
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s: the game contains no
non-player characters A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
with which to converse. Throughout the game, an evil
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machine A machine is a physical system using Power (physics), power to apply Force, forces and control Motion, moveme ...
called SHODAN hinders the player's progress with traps and blocked pathways. Specific computer terminals allow the player to temporarily enter Cyberspace; inside, the player moves weightlessly through a wire-frame 3D environment, while collecting data and fighting SHODAN's security programs. Actions in Cyberspace sometimes cause events in the game's physical world; for example, certain locked doors may only be opened in Cyberspace. Outside of Cyberspace, the player uses the game's sixteen weapons, of which a maximum of seven may be carried at one time, to combat robots, cyborgs and mutants controlled by SHODAN. Projectile weapons often have selectable ammunition types with varying effects; for example, the "dart pistol" may fire either explosive needles or tranquilizers. Energy weapons and several types of explosives may also be found, with the latter ranging from concussion grenades to land mines. Along with weapons, the player collects items such as dermal patches and first-aid kits. Dermal patches provide the character with beneficial effects—such as regeneration or increased melee attack power—but can cause detrimental side-effects, such as fatigue and distorted color perception. Attachable "hardware" may also be found, including energy shields and head-mounted lanterns. Increasingly advanced versions of this hardware may be obtained as the game progresses. When activated, most hardware drains from a main energy reserve, which necessitates economization. Certain hardware displays the effectiveness of attacks when active, with messages such as "Normal damage". When an enemy is attacked, the damage is calculated by armor absorption, vulnerabilities, critical hits and a degree of randomness. Weapons and munitions deal specific kinds of damage, and certain enemies are immune, or more vulnerable, to particular types. For example,
electromagnetic pulse An electromagnetic pulse (EMP), also a transient electromagnetic disturbance (TED), is a brief burst of electromagnetic energy. Depending upon the source, the origin of an EMP can be natural or artificial, and can occur as an electromagnetic fi ...
weapons heavily damage robots, but do not affect mutants. Conversely, gas grenades are effective against mutants, but do not damage robots.


Plot

Set in the year 2072, the protagonist—a nameless hacker—is caught while attempting to access files concerning Citadel Station, a
space station A space station is a spacecraft capable of supporting a human crew in orbit for an extended period of time, and is therefore a type of space habitat. It lacks major propulsion or landing systems. An orbital station or an orbital space station ...
owned by the 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 Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machine A machine is a physical system using Power (physics), power to apply Force, forces and control Motion, moveme ...
that controls the station. Diego secretly plans to steal an experimental mutagenic virus being tested on Citadel Station and to sell it on the black market as a biological weapon. 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 surgery to implant the promised neural interface. Following the operation, the hacker is put into a six-month healing
coma A coma is a deep state of prolonged unconsciousness in which a person cannot be awakened, fails to respond normally to painful stimuli, light, or sound, lacks a normal wake-sleep cycle and does not initiate voluntary actions. Coma patients exhi ...
. 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
mutated In biology, a mutation is an alteration in the nucleic acid sequence of the genome of an organism, virus, or extrachromosomal DNA. Viral genomes contain either DNA or RNA. Mutations result from errors during DNA or viral replication, mitos ...
, transformed into
cyborg A cyborg ()—a portmanteau of ''cybernetic'' and ''organism''—is a being with both organic and biomechatronic body parts. The term was coined in 1960 by Manfred Clynes and Nathan S. Kline.
s, or killed. Rebecca Lansing, a TriOptimum counter-terrorism consultant, contacts the player and claims that Citadel Station's mining laser is being powered up to attack Earth. SHODAN's plan is to destroy all major cities on the planet, in a bid to establish itself as a god. Rebecca says that a certain crew member knows how to deactivate the laser, and promises to destroy the records of the hacker's incriminating exchange with Diego if the strike is stopped. With information gleaned from log discs, the hacker destroys the laser by firing it into Citadel Station's own shields. Foiled by the hacker's work, SHODAN prepares to seed Earth with the virus that Diego planned to steal—the same one responsible for turning the station's crew into mutants. The hacker, while attempting to jettison the chambers used to cultivate the virus, confronts and defeats Diego, who has been transformed into a powerful cyborg by SHODAN. Next, SHODAN begins an attempt to upload itself into Earth's computer networks. Following Rebecca's advice, the hacker prevents the download's completion by destroying the four antennas that SHODAN is using to send data. Soon after, Rebecca contacts the hacker and says that she has convinced TriOptimum to authorize the station's destruction; she provides him with details on how to do this. After obtaining the necessary codes, the hacker initiates the station's self-destruct sequence and flees to the escape pod bay. There, the hacker defeats Diego a second time, then attempts to disembark. However, SHODAN prevents the pod from launching; it seeks to keep the player aboard the station, while the bridge—which contains SHODAN—is jettisoned to a safe distance. Rebecca tells the hacker that he can still escape if he reaches the bridge; SHODAN then intercepts and jams the transmission. After defeating Diego for the third time and killing him for good, the hacker makes it to the bridge as it is released from the main station, which soon detonates. He is then contacted by a technician who managed to circumvent SHODAN's jamming signal. The technician informs him that SHODAN can only be defeated in cyberspace, due to the powerful shields that protect its
mainframe computer A mainframe computer, informally called a mainframe or big iron, is a computer used primarily by large organizations for critical applications like bulk data processing for tasks such as censuses, industry and consumer statistics, enterpris ...
s. Using a terminal near the mainframe, the hacker enters cyberspace and destroys SHODAN. After his rescue, the hacker is offered a job at TriOptimum, but he declines in favor of continuing his life as a hacker.


Development


Initial design

''System Shock'' was first conceived during the final stages of '' Ultima Underworld II: Labyrinth of Worlds'' development, between December 1992 and January 1993. Designer and programmer Doug Church spent this period at the Texas headquarters of publisher
Origin Systems Origin Systems, Inc. was an American video game developer based in Austin, Texas. It was founded on March 3, 1983, by Richard Garriott and his brother Robert. Origin is best known for their groundbreaking work in multiple genres of video games ...
, and discussions about
Looking Glass Technologies Looking Glass Studios, Inc. (formerly Blue Sky Productions and LookingGlass Technologies, Inc.) was an American video game developer based in Cambridge, Massachusetts. The company was founded by Paul Neurath with Ned Lerner as Blue Sky Product ...
' next project occurred between him and producer Warren Spector, with input from designer Austin Grossman and company head
Paul Neurath Paul Neurath is a video game designer and creative director. He founded both Blue Sky Productions (later renamed Looking Glass Studios) and Floodgate Entertainment. He was the creative director of Zynga Boston. In 2014 he founded OtherSide Entert ...
in Massachusetts. According to Church, the team believed that they had made "too many dungeon games"; and Neurath later explained that they were experiencing
burnout Burnout or burn-out may refer to: Entertainment * ''Burnout'' (film), a 2017 Moroccan film * ''Burn Out'' (film), a 2017 French film * Burnout (ride), a Funfields amusement ride in Australia * ''Burnout'' (series), a racing game series created by ...
after the rushed development of ''Ultima Underworld II''. As a result, they decided to create another "immersive simulation game", but without a fantasy setting. They briefly considered placing the game in modern day, but Church said that the idea was rejected because "it ouldjust beg so many questions: why can't I pick up the phone, why can't I get on the train, and so on". Church returned to Looking Glass in Massachusetts, where he, Neurath and Grossman brainstormed possible science fiction settings for the game. According to Spector, the game was initially titled "''Alien Commander''" and was a spin-off of the ''
Wing Commander Wing commander (Wg Cdr in the RAF, the IAF, and the PAF, WGCDR in the RNZAF and RAAF, formerly sometimes W/C in all services) is a senior commissioned rank in the British Royal Air Force and air forces of many countries which have historic ...
'' series; however, this idea was soon replaced entirely. Spector said that they enjoyed not being attached to an existing franchise, because it meant that they "could basically do whatever heyliked". The four collaborated to write numerous "minutes of gameplay" documents, which conveyed how the game would feel. Church later gave the example, "You hear the sound of a security camera swiveling, and then the beep of it acquiring you as a target, so you duck behind the crate and then you hear the door open so you throw a grenade and run out of the way". The documents would "hint" at the gameplay systems involved, and at the
emergent Emergent may refer to: * ''Emergent'' (album), a 2003 album by Gordian Knot * Emergent (software), Neural Simulation Software * Emergent BioSolutions, a multinational biopharmaceutical company headquartered in Gaithersburg, Maryland, USA * Emerg ...
possibilities in each situation. Although Neurath was involved in these initial design sessions, he believed that the project "was always Doug Church's vision at heart". Church and Grossman refined several of the team's documents and defined the game's design and direction, and Grossman wrote the game's original design document. Grossman built on ideas that he first explored while writing and designing ''Ultima Underworld IIs tomb dimension, which he later called a "mini-prototype" for ''System Shock''. These concepts included the minimization of dialogue trees and a greater focus on exploration. The team believed that dialogue trees "broke the fiction" of games; Church later commented that the dialogue trees in the ''Ultima Underworld'' series were like separate games in themselves, disconnected from main experience of being immersed in the environment. There were also concerns about realism. To eliminate dialogue trees from ''System Shock'', the team prevented the player from ever meeting a living
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
(NPC): the plot is instead conveyed by e-mail messages and log discs, many of which were recorded by dead NPCs. Here, Grossman took influence from Edgar Lee Masters' '' Spoon River Anthology'', a collection of poems written as the epitaphs of fictional individuals. Grossman later summarized the idea as "a series of short speeches from people, that when put together, gave you a history of a place." The removal of conversations was an attempt by the team to make the game a more "integrated whole" than was ''Ultima Underworld''--one with a greater focus on immersion, atmosphere and "the feeling of 'being there'". They sought to "plunge layersinto the fiction and never provide an opportunity for breaking that fiction"; and so they tried to erase the distinction between plot and exploration. Church considered this direction to be an organic progression from ''Ultima Underworld'', and he later said, "On some level it's still just a dungeon simulator, and we're still just trying to evolve that idea." Shortly before production began,
Tribe The term tribe is used in many different contexts to refer to a category of human social group. The predominant worldwide usage of the term in English is in the discipline of anthropology. This definition is contested, in part due to confl ...
bassist Greg LoPiccolo was contracted to work on the game's music. He had visited his friend Rex Bradford at the company, and was spontaneously asked by the game's programmers—many of whom were fans of the band—if he would take the role. The game entered production in February 1993. Although Grossman was heavily involved in the game's early planning, he had little to do with its production, aside from providing assistance with writing and voice acting.


Production

After production began, the team's first task was to develop a new game engine—one that could display a true 3D environment and allow for advanced gameplay. The team abandoned the engine used for the ''Ultima Underworld'' games and coded one from scratch in Watcom C/C++, using
32-bit In computer architecture, 32-bit computing refers to computer systems with a processor, memory, and other major system components that operate on data in 32- bit units. Compared to smaller bit widths, 32-bit computers can perform large calcula ...
code. The new engine is capable of processing
texture maps Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mappi ...
, sloped architecture and light-emitting objects; and it allows the player to look in any direction, whereas ''Ultima Underworlds engine was "very limited" in this regard. It also enables the
player character A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
to jump, crawl, climb walls and lean, among other things. The designers utilized loopholes in the engine's renderer to create more diverse and striking environments. Despite having coded the renderer, Church said that "at first glance even I couldn't see how they did them". However, this added to the performance issues already being caused by the engine's advanced nature, and the team struggled to optimize the game throughout development. 3D
polygon In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed '' polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two t ...
al character models were planned, but they could not be implemented on schedule. Church said that the team's ultimate goal was to create a "rich, exciting, active environment" in which the player could be immersed, and that this required "a coherent story and a world that you can interact with as much as possible." Church later said that the team "stumbled into a nice villain" with SHODAN, in that she could routinely and directly affect the player's gameplay "in non-final ways". Through triggered events and through objects in the environment, such as security cameras that the player must destroy, the team made SHODAN's presence part of the player's exploration of the world. Because SHODAN interacts with the player as a "recurring, consistent, palpable enemy", Church believed that she meaningfully connects the player to the story. ''System Shock'' concept artist Robb Waters created SHODAN's visual design, and LoPiccolo recruited his bandmate Terri Brosius to voice the character. Brosius said that her goal during the recording sessions was to speak "without emotion, but with some up and down inflections". Afterward, her voice was heavily edited in post-production, which created a robotic effect inspired by the voice of Max Headroom. LoPiccolo later said that the large number of effects on Brosius's voice were "laboriously hand-done" with
Sound Designer In physics, sound is a vibration that propagates as an acoustic wave, through a transmission medium such as a gas, liquid or solid. In human physiology and psychology, sound is the ''reception'' of such waves and their ''perception'' by the ...
, which lacked the features that a sound editor would normally use to achieve such results. SHODAN's dialogue early in the game was given "a few glitches" to hint at her corrupted status. LoPiccolo increased the number of these effects throughout the game, which creates an "arc" that ends with SHODAN "completely out of her mind .. andcollapsing as an entity". The character of the hacker arose as a reaction against the protagonist of the ''Ultima'' series, the
Avatar Avatar (, ; ), is a concept within Hinduism that in Sanskrit literally means "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appeara ...
. According to Grossman, they wanted to cast the player as someone "interestingly morally compromised" who had a stake in the situation.
Seamus Blackley Jonathan "Seamus" Blackley (born 1968) is an American video game designer and former agent with Creative Artists Agency representing video game creators. He is best known for creating and designing the original Xbox in 2001. Career After enteri ...
designed the game's physics system, which is a modified version of the one he wrote for Looking Glass's flight simulator
Flight Unlimited ''Flight Unlimited'' is a 1995 aerobatic flight simulator video game developed and published by LookingGlass Technologies. It allows players to pilot reproductions of real-world aircraft and to perform aerobatic maneuvers. They may fly freely, ra ...
. At the time, Church described it as "far more sophisticated than what you would normally use for an indoor game". The system governs, among other things, weapon recoil and the arc of thrown objects; the latter behave differently based on their weight and velocity. The game's most complex physics model is that of the player character. Church explained that the character's head "tilts forward when you start to run, and jerks back a bit when you stop", and that, after an impact against a surface or object, its "head is knocked in the direction opposite the hit, with proportion to hemass and velocity of the objects involved". On coding physics for Looking Glass Technologies games, Blackley later said, "If games don't obey physics, we somehow feel that something isn't right", and that "the biggest compliment to me is when a gamer doesn't notice the physics, but only notices that things feel the way they should". Spector's role as a producer gave him the job of explaining the game to the publisher, which he called his "biggest challenge". He explained that they "didn't always get what the team was trying to do", and said, "You don't want to know how many times the game came ''this'' close to being killed (or how late in the project)". According to Church, Looking Glass' internal management largely ignored ''System Shock'', in favor of the concurrently-developed ''
Flight Unlimited ''Flight Unlimited'' is a 1995 aerobatic flight simulator video game developed and published by LookingGlass Technologies. It allows players to pilot reproductions of real-world aircraft and to perform aerobatic maneuvers. They may fly freely, ra ...
''—the game "that had to be the hit, because it was the self-published title". Spector organized a licensing deal between
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted th ...
and Looking Glass that gave the former the trademark to the game, but the latter the copyright. His goal was to ensure that neither party could continue the franchise without the other's involvement. While Cyberspace was originally conceived as a realistic hacking simulation—which could even be used to reimplement SHODAN's ethical constraints—it was simplified after
Origin Systems Origin Systems, Inc. was an American video game developer based in Austin, Texas. It was founded on March 3, 1983, by Richard Garriott and his brother Robert. Origin is best known for their groundbreaking work in multiple genres of video games ...
deemed it too complicated. The game's star field system was written by programmer James Fleming. Marc LeBlanc was the main creator of the game's HUD, which he later believed was too complicated. He said that it was "very much the
Microsoft Word Microsoft Word is a word processing software developed by Microsoft. It was first released on October 25, 1983, under the name ''Multi-Tool Word'' for Xenix systems. Subsequent versions were later written for several other platforms includi ...
school of user interface", in that there was no "feature that you
ould not Ould is an English surname and an Arabic name ( ar, ولد). In some Arabic dialects, particularly Hassaniya Arabic, ولد‎ (the patronymic, meaning "son of") is transliterated as Ould. Most Mauritanians have patronymic surnames. Notable pe ...
see on the screen and touch and play with". LoPiccolo composed the game's score—called "dark", "electronic" and "cyberpunk" by the ''
Boston Herald The ''Boston Herald'' is an American daily newspaper whose primary market is Boston, Massachusetts, and its surrounding area. It was founded in 1846 and is one of the oldest daily newspapers in the United States. It has been awarded eight Puli ...
''—on a Macintosh computer and inexpensive synthesizer, using Audio Vision. It dynamically changes according to the player's actions, a decision made in keeping with the team's focus on emergent gameplay. Each track was "written at three different intensity levels", which change depending on the player's nearness to enemies; and certain events, such as victory in combat, trigger special music. The game's tracks were composed of four-bar segments that could be rearranged dynamically in reaction to game events, with "melodies through-composed on top". LoPiccolo noted that, when using this method, it is necessary to write music that "still flows with the overall theme and doesn't jump around". Because the score was closely tied to the gameplay, LoPiccolo had to work closely with Church and Rob Fermier, the latter of whom wrote the "interactive scoring module" that allowed for dynamic music. After recording the music, LoPiccolo recorded all of the game's sound effects. He later recalled visiting an
automobile repair shop An automobile repair shop (also known regionally as a garage or a workshop) is an establishment where automobiles are repaired by auto mechanics and technicians. Types Automotive garages and repair shops can be divided into following categori ...
with "portable recorder and a mic", and "having ismechanic ..hit things with wrenches and so forth, just to get the raw material". He developed the game's audio over 16 months, working on a contractual basis until Tribe disbanded in May 1994; Ned Lerner gave him a full-time job as audio director the next day. Tim Ries composed the "Elevator" music. The original September 1994
floppy disk A floppy disk or floppy diskette (casually referred to as a floppy, or a diskette) is an obsolescent type of disk storage composed of a thin and flexible disk of a magnetic storage medium in a square or nearly square plastic enclosure lined ...
release of ''System Shock'' had no support for spoken dialogue. The enhanced CD-ROM was released in December 1994, which featured full speech for logs and e-mails, multiple display resolutions, and more detailed graphics. The CD-ROM version is often considered to be superior to the floppy version. After completing work on the sound and music for the floppy version, LoPiccolo recorded all of the spoken dialogue for the CD release, using company employees and his friends' voices, which he mixed with ambient sounds to create "audio vignettes". Doug Church later said, "We tried to keep them from shipping the floppy version and instead just ship the CD version, but Origin would have none of it". ''System Shock'' producer Warren Spector later expressed regret concerning the floppy version, stating, "I wish I could go back and make the decision not to ship the floppy version months before the full-speech CD version. The additional audio added so much it might as well have been a different game. The CD version seemed so much more, well, modern. And the perception of ''Shock'' was cemented in the press and in people's minds by the floppy version (the silent movie version!). I really think that cost us sales..."


Reception

The game sold over 170,000 copies. ''
Maximum PC ''Maximum PC'', formerly known as ''boot'', is an American magazine and website published by Future US. It focuses on cutting-edge PC hardware, with an emphasis on product reviews, step-by-step tutorials, and in-depth technical briefs. Component ...
'' believed that the game did not reach "blockbuster" status, but was successful enough to "keep Looking Glass afloat". GameSpy's Bill Hiles said, "Though it sold well, it never reached the frenzied popularity of ''Doom''">Doom_(series).html" ;"title="/nowiki>Doom (series)">''Doom''/nowiki>". Paul Neurath later said that the game "was not a flop", but that it ultimately "lost money" for the company, which he attributed to its steep learning curve. ''Computer Gaming World'' praised the game's scale, physics system, and true 3D environments; the magazine extolled the presentation of Cyberspace as "nothing short of phenomenal". However, the reviewer believed that the game had "little sense of urgency" and "confusing level layouts". '' Computer Shopper'' wrote that, while the game's controls were difficult to master compared to "simple run-and-shoot game like ''Doom''", they were "worth the time and effort". The reviewer noted that the game "grows on you, and it will keep you intrigued for weeks". The ''
Boston Herald The ''Boston Herald'' is an American daily newspaper whose primary market is Boston, Massachusetts, and its surrounding area. It was founded in 1846 and is one of the oldest daily newspapers in the United States. It has been awarded eight Puli ...
'' noted superficial similarities between ''System Shock'' and '' Doom'', but called ''System Shock'' "much more elaborate". The reviewer noted its high system requirements and complex controls; of the latter, he said, "There's no way you can play ''System Shock'' without first studying the manual for at least 20 minutes". The paper believed that the game would "set a new standard for computer games with its combination of action and puzzle-solving". ''
The Atlanta Journal-Constitution ''The Atlanta Journal-Constitution'' is the only major daily newspaper in the metropolitan area of Atlanta, Georgia. It is the flagship publication of Cox Enterprises. The ''Atlanta Journal-Constitution'' is the result of the merger between ...
'' said that the game "is like a well-prepared hamburger—familiar stuff, but good to the last byte". The reviewer noted the game's "somewhat clumsy control", but said, "That, however, is all I can find to complain about. Graphics and sound are outstanding, and the game is well-paced and riveting". ''
PC Gamer US ''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games mag ...
'' wrote, "''System Shock'' smokes. It is the most fully immersive game world I have ever experienced". The reviewer praised the game's story and control system, and believed that "no matter what kind of game you're looking for, you'll find something in ''System Shock'' to delight you". He finished his review by stating that the game "unquestionably raises computer gaming to a new level". '' Next Generation Magazine'' summarized the game as "a great blend of strategy and action backed up with all the extras". Various sources have ranked SHODAN as one of the most effective antagonists and female characters in the history of video gaming. In the years following its release, ''System Shock'' has been inducted into many lists of the best video games of all time, including those by ''PC Gamer'', GameSpy, and ''Computer Gaming World''. In 1998, ''
PC Gamer ''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games m ...
'' declared it the 6th-best computer game ever released, and the editors called it "one of the finest games ever due to its seductive game design that blended a fantastic storyline with meaningful, suspenseful action in a way that has rarely been equaled".


Legacy

In a
Gamasutra ''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Gam ...
feature, Patrick Redding of
Ubisoft Ubisoft Entertainment SA (; ; formerly Ubi Soft Entertainment SA) is a French video game publisher headquartered in Saint-Mandé with development studios across the world. Its video game franchises include ''Assassin's Creed'', '' Far Cry'', ...
attested that "the fact that so many of ''System Shock'' features are now virtually ''de rigueur'' in modern
sci-fi Science fiction (sometimes shortened to Sci-Fi or SF) is a genre of speculative fiction which typically deals with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, parallel univ ...
shooters is a testament to the influence exerted by this one game". GameSpy argued that the game "is the progenitor of today's story-based action games, a group with titles as diverse as '' Metal Gear Solid'', ''
Resident Evil ''Resident Evil'', known in Japan as is a Japanese horror game series and media franchise created by Capcom. It consists of survival horror, third-person shooter and first-person shooter games, with players typically surviving in environmen ...
'', and even ''
Half-Life Half-life (symbol ) is the time required for a quantity (of substance) to reduce to half of its initial value. The term is commonly used in nuclear physics to describe how quickly unstable atoms undergo radioactive decay or how long stable at ...
''".
Eurogamer ''Eurogamer'' is a British video game journalism website launched in 1999 and owned by alongside formed company Gamer Network. Its editor-in-chief is Martin Robinson. Since 2008, it is known for the formerly eponymous games trade fair EGX ...
called the ''System Shock'' series "the benchmark for intelligent first-person gaming" and noted that it "kick-start dthe revolution which ... has influenced the design of countless other games". Steven Wright for '' Glixel'' said in a 2017 essay that ''System Shock'' still is important to gaming today, and that the only reasons it is not considered a "Mt. Olympus of gaming" is due to its lower sales compared to games like ''Half-Life'' that sold in the millions, and that at the time it was released, it was difficult for players to adjust to the complex systems in the game compared to straightforward first-person shooters. The game has been cited as a key popularizer of emergent gameplay, and alongside ''Thief'' and ''Deus Ex'', is considered one of the defining games of the immersive sim genre. Certain game developers have acknowledged ''System Shock'' influence on their products. With ''
Deus Ex ''Deus Ex'' is a series of role-playing video games, set during the mid 21st century. Focusing on the conflict between secretive factions who wish to control the world by proxy, and the effects of transhumanistic attitudes and technologies in a ...
'', developer Warren Spector revealed a desire to "build on the foundation laid by the Looking Glass guys in games like ... ''System Shock''". Developer Ken Levine has commented that the "spirit of ''System Shock'' is player-powered gameplay: the spirit of letting the player drive the game, not the game designer", and at Irrational Games "... that's always the game we ideally want to make". ''System Shock'' was one of the key inspirations behind Irrational's ''
BioShock ''BioShock'' is a 2007 first-person shooter game developed by 2K Boston (later Irrational Games) and 2K Australia, and published by 2K Games. The first game in the ''BioShock'' series, it was released for Microsoft Windows and Xbox 360 pla ...
''.


Sequels and remakes

A sequel to ''System Shock'', titled '' System Shock 2'', was released by Looking Glass and Irrational Games in 1999 to further acclaim and awards. Following ''System Shock 2''s release, and the subsequent closure of Looking Glass, the rights to the series had fallen to Meadowbrook Insurance Group (a subsidiary of Star Insurance Company), the entity that acquired the assets of Looking Glass. In 2012, Night Dive Studios were able to acquire the rights for ''System Shock 2'' and produced a digitally distributable version updated for modern operating systems. Night Dive Studios subsequently went on to acquire the rights for ''System Shock'' and the franchise as a whole. Night Dive said that they plan to release the
source code In computing, source code, or simply code, is any collection of code, with or without comment (computer programming), comments, written using a human-readable programming language, usually as plain text. The source code of a Computer program, p ...
of the game to the game community. A third game in the series was announced in 2015, titled ''System Shock 3'', and was to be developed by OtherSide Entertainment. Various trailers were released; however, in early 2020, it was announced that development team for ''System Shock 3'' had been let go by OtherSide and that the game was "critically behind". While OtherSide initially stated that it was still working on the project, they later announced in May 2020, via Twitter, that
Tencent Tencent Holdings Ltd. () is a Chinese multinational technology and entertainment conglomerate and holding company headquartered in Shenzhen. It is one of the highest grossing multimedia companies in the world based on revenue. It is also the wo ...
, one of China's largest video-game corporations, would be taking over development of the game and that they were no longer attached to it. Nightdive affirmed in August 2022 that Tencent now held the IP rights to the series, and if a third ''System Shock'' game were to be made, it would be up to Tencent as the Otherside team had since been transitioned to other projects. One of the first projects Night Dive Studios did following the acquisition of the rights was to develop ''System Shock: Enhanced Edition'', which was released via GOG.com on September 22, 2015 for Microsoft Windows. Similar to the ''System Shock 2'' update, this version is intended to run on modern systems significantly easier among several other technical improvements such as the original resolution of 320×200, now boosted up to 1024×768 and 854×480 pixels in
widescreen Widescreen images are displayed within a set of aspect ratios (relationship of image width to height) used in film, television and computer screens. In film, a widescreen film is any film image with a width-to-height aspect ratio greater than t ...
mode. The release also includes the original version of the game, titled ''System Shock: Classic'', with support for Microsoft Windows,
OS X macOS (; previously OS X and originally Mac OS X) is a Unix operating system developed and marketed by Apple Inc. since 2001. It is the primary operating system for Apple's Mac computers. Within the market of desktop and la ...
and
Linux Linux ( or ) is a family of open-source Unix-like operating systems based on the Linux kernel, an operating system kernel first released on September 17, 1991, by Linus Torvalds. Linux is typically packaged as a Linux distribution, which i ...
. ''System Shock: Enhanced Edition'' received very positive reviews.
Metacritic Metacritic is a website that aggregates reviews of films, TV shows, music albums, video games and formerly, books. For each product, the scores from each review are averaged (a weighted average). Metacritic was created by Jason Dietz, Marc ...
calculated an average score of 85 out of 100, based on nine critic reviews. Cameron Farney of ''COGconnected'' said: "If you haven't played ''System Shock'' before, there’s never been a better time. Whether you’re into shooters or RPGs; or just want to experience a cyberpunk romp with a good beat, this one is for you." Shortly after the release of the ''Enhanced Edition'', Night Dive Studios announced their plans to develop a reimagining of ''System Shock'' for Microsoft Windows,
Xbox One The Xbox One is a home video game console developed by Microsoft. Announced in May 2013, it is the successor to Xbox 360 and the third base console in the Xbox series of video game consoles. It was first released in North America, parts of ...
and
PlayStation 4 The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013 in ...
, featuring improved art assets and other improvements, and reworking the game to use the Unreal Engine 4
game engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term " software engine" used in the softwar ...
. Initially, the game was announced as ''System Shock Remastered'', though was later changed to just ''System Shock'', as Night Dive considered that the effort they were putting into this makes it more of a reboot of the franchise rather than a remastering of the original game. Veteran designer Chris Avellone and members of the '' Fallout: New Vegas'' development team are helping Night Dive Studios with the game. While this was originally planned for 2018, Night Dive found that their vision had too much scope creep, and in early 2018, put the project on a brief hiatus to reassess their approach. Night Dive has since restarted its development but now simply staying true to bringing a version of ''System Shock'' to modern systems with minimal new additions, with release no sooner than 2020. The game has since been delayed to a release in March 2023. In April 2018 the Mac version's
source code In computing, source code, or simply code, is any collection of code, with or without comment (computer programming), comments, written using a human-readable programming language, usually as plain text. The source code of a Computer program, p ...
was released by Night Dive Studios on
GitHub GitHub, Inc. () is an Internet hosting service for software development and version control using Git. It provides the distributed version control of Git plus access control, bug tracking, software feature requests, task management, co ...
under the GNU GPL-3.0-or-later license, fulfilling a 2016 given promise.IamA Founder of Night Dive Studios, Stephen Kick - We track down and restore classic video games! AMA!
by Stephen Kick on reddit.com: ''"Lost source code is one of the things that genuinely depress me and we're currently evaluating the idea of releasing the code we've discovered and restored to anyone who wants to store it or modify it. ..We have released the source to Strife: Veteran Edition and we are planning on releasing more code in the future."'' (22 June 2016).
After one month of development, a
cross-platform In computing, cross-platform software (also called multi-platform software, platform-agnostic software, or platform-independent software) is computer software that is designed to work in several computing platforms. Some cross-platform software ...
source port, called "Shockolate", for modern
compiler In computing, a compiler is a computer program that translates computer code written in one programming language (the ''source'' language) into another language (the ''target'' language). The name "compiler" is primarily used for programs that ...
s and platforms was released by community developers.


Television series

A planned live-action television series based on ''System Shock'' was announced in October 2021. The show will be made for Binge, a video-game-centric streaming service, to be produced by Allan Ungar and with Night Dive's Stephen Kick and Larry Kuperman serving as executive producers. In January 2022, it was announced that
Greg Russo Greg Russo is an American screenwriter and director. He is best known for writing the 2021 film adaptation of ''Mortal Kombat''. He is also set to write a sequel to the 2017 film ''Death Note'', adaptations of ''F.E.A.R.'' '' Saints Row'', '' S ...
, screenwriter of ''Mortal Kombat'', had been tapped to direct, write, and executive produce the series.


Notes


References


External links

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