![]() ![]() This is a screenshot from “System Shock 2” (1999), showing some of the game’s complicated user interface. It’s reliance on detailed mouse/keyboard controls also means that it is the sort of game which could only exist on PC. You have to manually search the monster, then pick up their weapon ( taking up inventory space), then click a button to unload the weapon in order to get the ammunition, and then manually discard and/or repair the empty weapon ( since it probably isn’t in a useable condition).Īgain, “System Shock 2” is an amazing game – but one which requires you to study it and give it your full attention. You walk over to the monster and the game picks up any resources for you ( at most, you might have to press one button). There are tons of complicated gameplay mechanics, the level design is dense and sprawling, there is a heavy emphasis on inventory management, there is weapon degradation, resources are limited, combat is slightly weak ( making it feel more like a survival horror game), your character has role-playing game style statistics, there are a lot of complicated menus etc…įor example, in most action games, picking up ammunition from fallen monsters is handled by the game itself. “System Shock 2” was a really cool and atmospheric game, but you almost need a PhD to play it! Yet, one of the most fascinating changes is just how streamlined “Bioshock” is. There are some interesting similarities, such as: brilliantly dramatic lighting, sci-fi elements, various themes, detailed world-building, chambers which regenerate the main character when he dies, creepy talking zombies, lots of audio logs, gory body horror, the general “feel” and atmosphere etc… On the surface, they are very different games – “System Shock 2” takes place on a futuristic spaceship and “Bioshock” takes place in a retro sci-fi underwater city – but it’s really fascinating to compare the design of the two games. ![]() This was something I ended up thinking about after I finally started playing the sci-fi/horror/action game “Bioshock” (2007), a spiritual successor to “ System Shock 2” (1999), for the very first time in early November last year.Īlthough the two games aren’t part of the same series, they were both designed/directed by Ken Levine. Well, I thought that I’d talk about videogame sequels and streamlining today. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |