![]() You start off as a prospective recruit for the United National Nominate and this is where you make the decision on how you want to play teh game. It’s forty years after the events of System Shock, so it’s the year 2114. A number of additions to the original formula, elements of which would also emerge again in Irrational’s Bioshock nearly more than a decade later, made SS2 a different but familiar experience. I found myself loving the sequel as much as the first game. Ken Levine, who wrote up the design and dialogue behind what would become SS2, went on to incorporate elements of the first into what was there turning what had at first been an assassination mission against a mad captain aboard a starship into a technological horror show. SS2 didn’t start out as a sequel to the first game, but it turned out that way after EA suggested that the title be called System Shock. It was the Fall of 1999, and System Shock 2 invited us back into SHODAN’s grasp all over again. ![]() And after EA agreed to publish the title, the project that would emerge became the sequel that many believed not only matched the original System Shock for its immersive power but pushed well past it in several other ways. Five years would pass until Looking Glass Studios would tap Irrational Games on the shoulder with a proposal to work on something together.
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