Looking Glass Logo

System Shock


SystemShockLogo
  • Developed by Looking Glass Technology

  • Published by Origin Systems

  • Release Date Sep 23, 1994

In this game you take the role of a hacker who manages to enter the secret files of a space station located on Saturn called Citadel, those of the station realizing it, kidnap the protagonist and take him to the station to work on an intelligence artificial that helps the operation of the station itself, after doing the work and being cryogenic for 6 months, you pick it up with the station destroyed and being dominated by SHODAN, the artificial intelligence that helps create, and now you have to finish it off.

The game wants you to go completely into its world, so it does everything possible to make you feel like you're inside the Citadel, the protagonist has cybernetic implants that show him all the information about his body and the implants he has on, so This way we, as a player, can choose how we want our HUD to be, and activate only the implants that we need at that moment, life, positioning, speed, zoom... All the improvements will be found by the station.

The other important part is how the story is told, moving away from conversations with NPCs and long texts, in System Shock they choose to tell the story through audio diaries of the dead crew of the station, which we can listen to while we explore the station, conversations in computer emails... These elements help us not to slow down, and in the case of doing so, they are in a diegetic way in the world and are part of it, sometimes we can follow the story of different characters as they go by. We move forward and collect information left by the station, but this information can be ignored, since it is an active act, wanting to explore and find out about things, and sometimes you may not be able to access an area because you do not have a code that has been commented on in one of these conversations.

Another key point is the progression of weapons that we are getting, and each weapon has a type of ammunition that works better against different enemies, so we have to choose wisely what type of weapon and ammunition works well against the enemy in front of us if we don't want to waste bullets, and be in the worst possible situation. Apart from the melee and ranged weapons that they offer us, we have objects that can help us improve our character's statistics or help us heal when they inflict damage on us, all within the cyberpunk theme that the work is impregnated with.

The other great point of the work that magnifies its immersion is the audio, dynamic music, and sound effects that set all the scenes, made by some members of the Tribe band, and Terri Brosius also, taking the role of SHODAN[4,2]. This will control the entire Citadel, and it will talk to us as we advance in the sections, its robotic voice that sounds almost human and its dialogues are the final points to decorate this immersive experience that would mark a before and after in the genre.

Images related to the game