This includes weapons profiles and research findings. The first few updates will be full of vital information about this game's various mechanics and features, and all of them will include any relevant text that would be hard to read at a glance in the videos. This will be a VLP, with updates consisting of videos of about 20-25 minutes in length. I envy those of you who haven't played this game yet, for you have quite an experience still waiting for you, if you should seek it. The game implements elements of survival horror (scarce ammo, puzzles, frightening sequences, inventory system), RPGs (character stat growth, customization, skill trees, spell systems) and hell even platformers(The Many, )! I hope to show you all of these various facets, and by the end I hope you'll understand just how big of an injustice it is that this game didn't sell. System Shock 2 is an FPS, but to leave it at that would be an inadequate description. Of course, those who have spent any time at all on the games forum could have told you all that, and I'm sure you didn't come here for a history lesson. However, the game did not catch on until it was too late, and it never became what could be considered a financial success. Critics hailed the game as revolutionary, and even today it holds a secure spot on the top of many peoples' lists of all time favorite games. Once again, the game was preceded by another popular First Person Shooter, this time it was Half-Life. In 1999, Looking Glass and Irrational Games tried again, and developed an entirely new story in the same universe as their last game, and carried on the spirit of a genre-spanning adventure with System Shock 2. The story of a rogue artificial intelligence being thwarted by the efforts of a courageous hacker simply went unheard. Though it offered true 3D and a deep story with fresh mechanics, the game simply didn't sell. System Shock was arguably one of the most innovative games of its time, however, as an FPS (a narrow and limiting definition) it regrettably disappeared within the shadow cast by the earlier release of Doom II. In 1994, Looking Glass Technologies began what would become a trend of coming out with a great game at a horrible time.
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