What I mean by that is: most of the game takes placed in cramped environments. System Shock comes from an age of corridor shooters, and feels only one step removed from a grid-based role-playing game. I found myself going back to my old habit of saving frequently, and creating a new save file each time I saved so I could go back and undo anything that might get me stuck. If you don’t save often enough, or lose track of an important game item, you can lose chunks of time. Especially because there’s a real possibility you can play yourself into a corner. There are also little to no explanation on the game’s mechanics-if you’re not familiar with this type of game, the learning curve might be frustrating. You can reference dialogue snippets that you find as you explore Citadel Station and discover audio logs left from the deceased crew. There is absolutely no hand-holding, so you have to pay attention to dialogue and the environment to find your next task. And that means this is a true retro adventure. It feels like a modern game, but it’s surprisingly faithful to it’s the original’s design. While the graphics changed significantly, there has been obvious care put into System Shock’s gameplay. But you also have all of the modern graphical bells and whistles you’d expect. If you get really close to an object the textures are pixelated in a way that feels like a deliberate art choice by the developers. Despite System Shock’s graphical overhaul, Night Dive Studios left a bit of pixelated retro feel in their art. Before the denizens of Citadel Station were depicted in highly pixelated gore, you can see the fruit of Shodan’s carnage in a whole new way.
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