Ludography
System Shock cover

1994 · Looking Glass Studios · Action-adventure · Cyberpunk

System Shock

A seminal cyberpunk first-person exploratory adventure game with RPG elements in which, waking up in the Citadel Space Station, a lone hacker has to survive corrupted enemies and collect audio logs and equipment from former station workers in order to shut down SHODAN, the station's artificial intelligence that has killed everyone on board and now intends to destroy the world.

Released
23 September 1994
Platforms
MS-DOSPC-9800 SeriesWindowsmacOS
Genres
Action-adventureCyberpunkFirst-person shooterHorrorRole-playingShooter
Developers
Looking Glass Studios
Publishers
Origin Systems
Modes
Single-player
Perspective
First person
Themes
ActionScience fiction
Country
United States
Age ratings
ESRB MUSK 16
Time to beat
15hmain story37hcompletionist
Directors
Doug Church

About

System Shock is a 1994 first-person action-adventure video game developed by LookingGlass Technologies and published by Origin Systems. It was directed by Doug Church with Warren Spector serving as producer. The game is set aboard a space station in a cyberpunk vision of the year 2072. Assuming the role of a nameless security hacker, the player attempts to hinder the plans of a malevolent artificial intelligence called SHODAN.

System Shock's 3D engine, physics simulation and complex gameplay have been cited as both innovative and influential. The developers sought to build on the emergent gameplay and immersive environments of their previous games, Ultima Underworld: The Stygian Abyss and Ultima Underworld II: Labyrinth of Worlds, by streamlining their mechanics into a more "integrated whole"; it is considered one of the defining examples of an immersive sim.

›Story

You are a hacker. You have attempted to hack into the TriOptimum Corporation Network, and gain unauthorized access to protected files concerning the Space Station Citadel. Unfortunately, your hacking attempts have been detected, and your location is soon tracked. Edward Diego (an executive at TriOptimum Corporation) sees your potential, and is eager to make a deal with you.

He will drop all charges against you, if you hack into SHODAN, the artificial intelligence that controls Citadel Station. You will also gain a military grade neuro interface if you are successful. Naturally, you agree to this offer, and Edward Diego gives you Level 1 access to SHODAN. You receive your neuro implant, and undergo a 6-month healing coma.

The game starts when you awake from your coma. But somehow, things are not quite how you remember them. You find an audio log (as well as some other goodies) hidden in a cupboard. The log is from Rebecca Lansing, who is a TriOptimum counter terrorism consultant based on Earth.

She tells you that they have detected a disruption on Citadel Station, and that a mining beam is preparing to fire at Earth. Since you are the only contact between Earth and Citadel Station, it is up to you to find out what is going on. You soon discover that when you hacked into SHODAN 6 months ago, you removed all of her ethical restraints. Now she has re-examined her priorities, and drawn her own conclusions about humanity!

Keywords

  • cyberpunk
  • dark
  • minigames
  • robots
  • space
  • action-adventure
  • cyborg
  • backtracking
  • mutants
  • hacking
  • artificial intelligence
  • easter egg

Media

The articlegameplay, story, development, reception

Gameplay

System Shock takes place from a first-person perspective in a three-dimensional (3D) graphical environment. The game is set inside a large, multi-level space station, in which players explore, combat enemies and solve puzzles. Progress is largely non-linear, and the game is designed to allow for emergent gameplay. As in Ultima Underworld, the player uses a freely movable mouse cursor to aim weapons, to interact with objects and to manipulate the heads-up display (HUD) interface.

View and posture controls on the HUD allow the player to lean left or right, look up or down, crouch, and crawl. Practical uses for these actions include taking cover, retrieving items from beneath the player character and navigating small passages, respectively. The HUD also features three "multi-function displays", which may be configured to display information such as weapon readouts, an automap and an inventory.

Story

Set in the year 2072, the protagonist — an unnamed hacker — is caught while attempting to access files concerning Citadel Station, a space station owned by the TriOptimum Corporation. The hacker is taken to Citadel Station and brought before Edward Diego, a TriOptimum executive. Diego offers to drop all charges against the hacker in exchange for a confidential hacking of SHODAN, the artificial intelligence that controls the station. Diego secretly plans to steal an experimental mutagenic virus being tested on Citadel Station and to sell it on the black market as a biological weapon.

To entice cooperation, Diego promises the hacker a valuable military-grade neural implant. After hacking SHODAN, removing the AI's ethical constraints, and handing control over to Diego, the protagonist undergoes surgery to implant the promised neural interface. Following the operation, the hacker is put into a six-month healing coma. The game begins as the protagonist awakens from his coma and finds that SHODAN has commandeered the station.

Development

System Shock was first conceived during the final stages of Ultima Underworld II: Labyrinth of Worlds' development, between December 1992 and January 1993. Designer and programmer Doug Church spent this period at the Texas headquarters of publisher Origin Systems, and discussions about Looking Glass Technologies' next project occurred between him and producer Warren Spector, with input from designer Austin Grossman and company head Paul Neurath in Massachusetts. According to Church, the team believed that they had made "too many dungeon games"; and Neurath later explained that they were experiencing burnout after the rushed development of Ultima Underworld II. As a result, they decided to create another "immersive simulation game", but without a fantasy setting.

They briefly considered placing the game in modern day, but Church said that the idea was rejected because "it [would] just beg so many questions: why can't I pick up the phone, why can't I get on the train, and so on". Church returned to Looking Glass in Massachusetts, where he, Neurath and Grossman brainstormed possible science fiction settings for the game. According to Spector, the game was initially titled "Alien Commander" and was a spin-off of the Wing Commander series; however, this idea was soon replaced entirely. Spector said that they enjoyed not being attached to an existing franchise, because it meant that they "could basically do whatever [they] liked".

Reception

The game sold over 170,000 copies. Maximum PC believed that the game did not reach "blockbuster" status, but was successful enough to "keep Looking Glass afloat". GameSpy's Bill Hiles said: "Though it sold well, it never reached the frenzied popularity of [Doom]". Paul Neurath later said that the game "was not a flop", but that it ultimately "lost money" for the company, which he attributed to its steep learning curve.

Computer Gaming World praised the game's scale, physics system, and true 3D environments; the magazine extolled the presentation of Cyberspace as "nothing short of phenomenal". However, the reviewer believed that the game had "little sense of urgency" and "confusing level layouts". Computer Shopper wrote that, while the game's controls were difficult to master compared to "simple run-and-shoot game[s] like Doom", they were "worth the time and effort". The reviewer noted that the game "grows on you, and it will keep you intrigued for weeks".

Legacy

In a Gamasutra feature, Patrick Redding of Ubisoft attested that "the fact that so many of System Shock's features are now virtually de rigueur in modern sci-fi shooters is a testament to the influence exerted by this one game". GameSpy argued that the game "is the progenitor of today's story-based action games, a group with titles as diverse as Metal Gear Solid, Resident Evil, and even Half-Life". Eurogamer called the System Shock series "the benchmark for intelligent first-person gaming" and noted that it "kick-start[ed] the revolution which ... has influenced the design of countless other games".

Steven Wright for Glixel said in a 2017 essay that System Shock still is important to gaming today, and that the only reasons it is not considered a "Mt. Olympus of gaming" is due to its lower sales compared to games like Half-Life that sold in the millions, and that at the time it was released, it was difficult for players to adjust to the complex systems in the game compared to straightforward first-person shooters.

Releases by platformdates and regions as published

PlatformReleasedRegions
MS-DOS22 September 1994North America · Europe 31 December 1994 · Korea 31 December 1994
macOS1 December 1995North America
PC-9800 Series24 May 1996Japan
Windows14 October 2015Worldwide

Editions and related releases

Included in
Telstar Double Value Games: System Shock and Space Hulk
Followed by
System Shock 2System Shock 2: 25th Anniversary Remaster
Remade as
System Shock
Remastered as
System Shock: Enhanced Edition
Basis for
System Shock
Built on it
System Shock: Enhanced EditionSystem Shock

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Description adapted from its source, CC BY-SA 4.0.