but I have low strength, I can't carry enough weapons. See that locked box? Can't hack it? Damn, gotta invest more points into hacking skills. Above all, this system satisfies the desire to play the game in different ways. The role-playing in System Shock 2 is remarkably flexible, fitting the choice-driven design philosophy of the first game like a glove and enhancing it with the new mechanics. If you think that this system is just a small addition to the FPS formula, let me tell you that it is much more than that. You can steer it towards one of the three sharply defined "classes", which correspond to the traditional fighter, mage, and thief in RPGs, you can go for an all-around character who is moderately skillful in everything, or choose to mix advantages of either class the way you like. You create and shape your character during the course of the game. The gameplay became even more addictive than before, because in addition to all the exploration and the interaction possibilities the first game offered you, you now have a cleverly designed RPG system to occupy yourself with. The sequel has now turned into a full-fledged RPG, and in my opinion this was a commendable evolution. While the original game had certain RPG touches in form of modifications and item-gathering, it was still primarily a first-person shooter. In fact, I'd say that the sequel improves upon its predecessor in terms of gameplay refinement. If you played the first System Shock you'll have a general idea of what to expect here. And that's a solid proof of this game's greatness: very little in its premise interested me, and yet I found myself addicted to it so badly that I needed a serious break (I didn't touch the game for two weeks at one point). I generally prefer games set in less claustrophobic environments and featuring more talkative NPCs. Even now, first-person shooters involving respawning monsters is hardly my favorite genre. I wasn't really into the whole "you are alone, now explore a huge spaceship without any characters and fight monsters" kind of thing. The primary reason for my initial dislike of the game was its entire premise. It takes a really great game to make me feel this way in spite of my own preferences. Why so? Because actually such a game is not at all my cup of tea. But my review should stress the game's greatness even more. why does everybody like it and I don't.", without giving up and saying: "Yeah, yeah, whatever you say, the game sucks", just to make me shut up.Īctually, I don't really need to write another Good section about this game MobyGames is full of positive reviews for System Shock 2. It took me such a long time to appreciate it that it was quite amazing that people had enough patience to listen to my never-ending whining: "What's so great about it. One of the most notable ones is my love affair with System Shock 2. I've had quite a few of those relationships. Have you ever had a complex relationship with a game, which started with hatred and ended with love? No? Well, then maybe it's just me. Man kann wirklich nur hoffen, daß man auf den dritten Teil nicht mehr so lange warten muß, wie auch dieses schlichtweg geniale Sequel. Denn, obwohl der Titel optisch auf den ersten Blick wie ein Ego-Shooter daherkommt, verbirgt sich dahinter ein waschechtes RPG der Extraklasse. Wie Charakterwahl und -entwicklung in das Spielgeschehen integriert wurden, ist einfach fabelhaft. Mit seiner unglaublichen Intensität erinnert „Shock 2“ an „Half-Life“ - schon allein, wenn unvermittelt Terminals explodieren oder Teil der Deckenverkleidung plötzlich zu Boden fallen, steigt der Adrenalinpegel. Die Bedienung (eine der Schwächen des ersten Teils) wurde optimiert, die Grafik kann sich dank der Thief-Engine durchaus sehen lassen, und durch die beklemmende Sci-Fi-Horror-Atmosphäre sträuben sich einem ohnehin des öfteren die Nackenhaare. Bereits „System Shock 1“ hat mir vor Jahren nächtelang den Schlaf geraubt, und dieser Effekt stellt sich nun auch beim Nachfolger ein.
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