![]() ![]() Instead, it was asked of Stephen Kick - at the time, a recently unemployed videogame artist holidaying in a Guatemalan hostel. It’s a question you could imagine being posed to Ken Levine, or Warren Spector, or several other notable designers who could reasonably lay claim to the legacy of Looking Glass and Irrational’s legendary immersive sims. “What do you want to do with it? Do you want to make a sequel?” Oh yeah, we’ve got the System Shock IP,” said the insurance company. ![]() How System Shock 2 made Stephen Kick and Nightdive Studios “Hey, I’ve got this far. ![]() Keeps everything that would alienate a modern gamer, but removes things that made the original worth playing. I genuinely can't understand who the game is made for. Anyone who's not put off by 1994-era graphics, level design and lack of handholding might as well just play the original. I'm not surprised a lot of reviewers don't like it, because it does keep most of what modern gamers would find annoying about the original game's design. It's like playing one of those old 3D Doom mods for GZDoom, where everything just ends up looking and feeling shittier, and also having the music off. This game's weird, it's just walking around recognisable areas from a different game but everything's dead and devoid of what made it special. Played through Research and my impressions are exactly the same as after Medical - it's close enough to the original that there's no reason at all to not just play the original, which has better visuals (yes, I believe this), better combat (yes, I also believe this), far better character movement, objectively better music, and a much better sense of what it's trying to do tonally and thematically. ![]()
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