Considered a maligned classic even fourteen years after release, System shock 2 still stands as a solid totem to the potential of the video game medium. Made in 1999 where gameplay standards of first person shooters were entrenched in mindless shooting sprees and card-key collection, System Shock 2 took things several steps further. The game managed to fuse styles such as the FPS and RPG genre in a way that modern games struggle to emulate, as well as incorporating a complex narrative that pays homage to the twisted genius of well-known dystopian novels.
The story is set in the year 2114 where the technology for faster than light travel has become a reality in the form of the spacecraft the Von Braun. As a marine you are tasked to safeguard the Von Braun’s maiden voyage into space. Yet an unexplained two month gulf elapses as you awake with amnesia in a cryo-pod. The ship has become the domain of an alien parasite called the many; a strange hive mind organism converting your prior crew members into mutant hybrids.
System Shock 2 changed the concept of playing computer games in several ways, however this can all be summarised with three words; complete uninterrupted immersion. There are no cutscenes to stall the experience which keeps the flow of the gameplay on-going and creates an ambience that is quite unnerving. Audio logs are your only connection to the human inhabitants of this ship, providing multi-layered subplots for each crew member. Listening to these audio logs in the empty hallways accentuates a sense of dread for your situation and plays heavily on your imagination.
The roleplaying elements come into play in the form of three class options. The Psi-user that serves as a magic user, the hacker which resembles a thief character that can access locked crates and terminals, and the marine that serves as a warrior like class using guns instead of swords. The Player levels up by obtaining cyber modules used to spend points in class trees. This allows the player to either focus on one class type or mix several class trees interchangeably.
What must be noted however is that System Shock 2 is over fourteen years old, meaning the graphics have not aged well. Character models use flat shading which look like origami figures and some of the intricate textures also suffer from aliasing problems, meaning that signs and text on surfaces can be difficult to read.
The final criticism is in terms of the games accessibility. This game can be fairly difficult and can punish impulsive players. Overspecialising with particular class trees can make game progression difficult, especially when an instance favours a particular ability. Weapon degradation can also be a problem and challenges the player to search for alternative methods to overcome obstacles.
Overall System Shock 2 is still a surprisingly enriching experience that feels fresh a decade and a half on. Players wishing to find a game that breaks the mould should look no further than this.