Now, don’t get the wrong
idea. System Shock is a decent game. But everything System Shock
does, System Shock 2 does better. Far
better. My primary
issues with System Shock are its level design and mission structure.
I’ve seen SS1 praised for its complexity of level design, but I’d
argue that convoluted
is a more apt description.
The level design in SS2 is
fantastic. Every deck has a logic to its layout with regards to the
overall structure of the ship. Every location and corridor has a
consistency to design and an obvious purpose. As you traverse the
ship, it feels like a real place. Sadly, I can’t say the same about
SS1.
Every level of SS1 feels
more like a maze. Aside from the odd section, the majority of each
deck doesn’t serve any purpose, or adhere to an overall cohesive
structure. There’s a lot of corridors/service ducts which lead
nowhere or simply loop back on themselves. There’s a lot of empty
rooms and pointless ramps or raised blocks/pillars. There’s gravity
elevators in strange positions, and rooms with bizarre platform
puzzles.
As a result, none of it
feels like a real place, where people once lived or worked. There’s
no logic to its layout, and no consistency in terms of design between
decks. With all the looping corridors, ramps and gravity elevators it
honestly feels more like a Quake or Unreal multiplayer map.
To make matters worse,
there’s also little in the way of obvious landmarks to get your
bearings as you attempt to navigate this needlessly convoluted maze.
It’s not challenging as such – more tedious. And this leads us
directly into my second major issue – mission structure.
In SS2, your objectives are
always very clear. Not just in terms of where you must go and what
you must do, but also why.
SS1, however, is vague in every respect. On each level you’ll be
searching for audio logs. These provide clues as to what you should
be doing to progress. This is why it’s very important to fully
explore every deck – if you miss a log or two, you may also miss a
key piece of information.
But even once you have all
the logs and a rough notion of where you should be going and what
you’re supposed to do, the game doesn’t give a very good sense of
why.
I was very thorough in terms of collecting the logs and exploring
every deck, but even so, there were a lot of times when I just didn’t
get why
I was supposed to be doing something or how it would enable me to
progress. I didn’t understand the logic behind certain actions, and
I frequently found myself backtracking through levels trying to
figure out what I’d missed.
The game doesn’t do a
very good job of putting a clear set of objectives before the player.
A lot of the time, you’ll only have a vague notion of exactly what
you’re supposed to be doing or why. You’ll be stumbling your way
through objectives, without ever quite being sure that what you’re
doing is right. It’s something that improves as the game
progresses, but it’s still rather frustrating, and it significantly
weakens the narrative aspects of the game.
Exploration is hampered
somewhat by the UI and controls. Even with the addition of mouselook
and key mapping, SS1 is a fiddly game to play. It’s not too bad
once you become familiar with the hotkeys for switching between
various tabs of the interface, but compared to SS2, you feel like
you’re struggling more against the UI and controls than anything
the game can throw at you.
The enemies of SS1 don’t put up much of
a fight. Weapons and ammo are fairly plentiful, (for reference, I
played on the Normal difficulty) and the only times I really ran into
trouble was on the occasions when the game spawned a large number of
enemies practically right on top of me – which felt more cheap than
challenging.
Graphically, SS1 still
looks okay. Some areas hold up better than others. Although the game
lacks a consistency to design, it still has some striking
environments to explore. In terms of sound, the music seemed to kick
in and out at odd moments, which I think might be a bug. Combat would
occasionally be completely silent, although admittedly, that was
preferable at times as the looping tracks grew rather repetitive.
Like SS2, the best thing
about SS1 is SHODAN and your interactions with this devious AI.
Unfortunately, this interaction is limited to odd messages sprinkled
throughout the game. Combat is basic as is enemy AI. There’s little
to differentiate the enemies or how to tackle them. The weapon
selection is decent, but there’s a lack of variety in terms of how
they handle.
As I’ve already said,
everything SS1 does, SS2 does far better. In terms of story,
environments, missions, enemies, weapons and controls, SS1 is rather
basic compared to its sequel. Whereas SS2 still holds up solidly
today in terms of its mechanics…SS1 – not so much.
Upon release, I can see why
so many aspects of SS1 would have been considered impressive. But SS2
took those aspects and refined and improved them so much that it’s
hard to recommend SS1 over its sequel. I still had some fun playing
it through, and there are some genuinely well designed sections, but
it’s not a game I can honestly say I feel any great desire to ever
play again.
6/10
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