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{{Cleanup}} {{Wikipedia-info|System Shock 2|194887788}} {{GameInfobox | image = SystemShock2Box.jpg | developer = Looking Glass Studios, Irrational Games | publisher = Electronic Arts | na_rel = {{Release|1999|August|11|NA|Microsoft Windows}}<ref>http://www.gog.com/gamecard/system_shock_2</ref> | ww_rel = {{Release|2013|June|18|WW|macOS}}<br>{{Release|2014|April|1|WW|GNU/Linux}} | genre = First-person shooter, Horror, Action | perspective = First-person | setting = Science-fiction | features = Single-player | ratings = ESRB-M, ACB-MA15+, USK-16, SELL-16 | interface = English, German | full_audio = English, German | platforms = Microsoft Windows, macOS, GNU/Linux | digital_platforms = Steam,GOG.com | steam_platforms = Microsoft Windows | input = Keyboard, Mouse }} '''System Shock 2''' (commonly abbreviated '''SS2''' or '''Shock2''') is a science-fiction Horror-themed PC game that incorporates elements commonly seen in [[first-person shooter]]s and [[role-playing game]]s. Taking place on board an adrift starship in the year 2114, the player takes control of a lone soldier who attempts to absolve an outbreak of a mysterious and deadly alien infestation. The title was developed by [[Looking Glass Studios]] and [[Irrational Games]] as a direct sequel to the seminal 1994 PC game ''[[System Shock]]'' and was released on [[August 11]], [[1999]] by publisher [[Electronic Arts]] to universal acclaim.<ref name = "Metacritic SS2">{{cite web | url = http://www.metacritic.com/games/platforms/pc/systemshock2/ | title = Metacritic: System Shock 2 | publisher = Metacritic | accessdate = 2008-02-14}}</ref> Despite poor sales, ''System Shock 2'' has since become a cult classic<ref name = "IGN top 100 games 2007 SS2">{{cite web | url = http://top100.ign.com/2007/ign_top_game_22.html | title = IGN Top 100 Games 2007 #22 System Shock 2 | publisher = [[IGN]] | year = [[2007]] | accessdate = 2008-02-14}}</ref> and is now regarded by critics as one of the greatest games ever made due to its atmosphere and influence.<ref name = "Gamespot Greatest Game">{{cite web | url = http://www.gamespot.com/features/6130956/ | title=The Greatest Games of All Time: System Shock 2 | author = Shoemaker, Brad | publisher = [[GameSpot]] | accessdate = 2006-08-22}}</ref> Regardless of the title's legacy, the status of the franchise is somewhat in doubt. In 2007, Irrational (now [[2K Boston]]/[[2K Australia]]) developed a self-proclaimed spiritual successor to ''System Shock 2'' entitled ''[[BioShock]]'' that was released on August 21 to mass universal acclaim.<ref name = "Metacritic Bioshock">{{cite web | url = http://www.metacritic.com/games/platforms/pc/bioshock | title = Metacritic: BioShock | publisher = Metacritic | accessdate = 2008-02-14}}</ref> The development of BioShock has apparently reintroduced interest in the ''System Shock'' franchise leading [[Electronic Arts]] to renew their trademark on the ''System Shock'' name in 2006.<ref name = "Gamespot EA trademark">{{cite web | url = http://www.gamespot.com/pc/rpg/systemshock2/news.html?sid=6142113&mode=recent | title = EA files System Shock trademark | publisher = [[GameSpot]] | date = [[January 9]], [[2006]] | accessdate = 2008-02-14}}</ref> This has led to speculation regarding the development of a third installment in the series.<ref name = "Kotaku rumor SS3">{{cite web | url = http://www.kotaku.com/gaming/irrational/rumor-system-shock-3-in-the-works-181296.php| title = Rumor: System Shock 3 In The Works | publisher = [[Kotaku]] | date = 2006-06-16 | accessdate = 2008-02-14}}</ref><ref name = "CVG SS2 revived">{{cite web | url = http://www.computerandvideogames.com/article.php?id=132172 | title = System Shock Revived? | publisher = [[ComputerAndVideoGames.com]] | date = 2006-01-09 | accessdate = 2008-02-16}}</ref> ==Gameplay== ''System Shock 2'' is similar to its predecessor in that it is a hybrid encompassing many gameplay elements from various genres. Navigation is presented from a [[First person | first person perspective]] complimented with a [[heads-up display]] that shows [[health]], an inventory, and various other displays. Combat is akin to [[first-person shooter]]s in that the player can use different weapons and shoot enemies, while RPG-style character customization is necessary to become more powerful. [[Survival horror]] elements such as inventory management and ammo conservation also appear as well, enhancing the game's tense atmosphere.<ref name = "Thunderbolt SS2 review"/> At the beginning of the game, the [[player character]] makes a choice to pursue a specific career in the Marines, the Navy, or in the OSA. This choice is the first of many that determines how the player will [[Computer role-playing game#Character development|shape their character]]. Joining the Marines will result in special skills relating to combat and weapons training, the Navy will result in technical training related to hacking and engineering, and the OSA results in honed psychic powers that can be developed for a number of purposes.<ref name = "SS2 Manual Character Generation">{{cite book | title = System Shock 2 Instruction Manual | publisher = [[Electronic Arts]] | date = 1999-08-11 | pages = 21}}</ref> After the player has chosen a class, three tours of duty on board a star ship must be made. Each tour affects character traits differently, and it is up to the player to choose which skills they wish to develop. Afterwards, the actual game begins and the player begins receiving "cybernetic modules" for completing objectives. Proficiency in specific skills are increased by spending cybernetic modules at various upgrade units.<ref name = "IGN Interview"/> Ultimately, the different classes allow different routes to be taken regarding objectives, significantly increasing re-playability and player independence.<ref name = "IGN Interview"/> Many devices populate the ''Von Braun'' that can be employed to accomplish character related goals. Skills can be bought using cybernetic modules at upgrade units, allowing the player to increase specific stats.<ref name = "SS2 Manual Stations"/> Players can also find OS units that allow special one time upgrades to be made, such as extra health, increased weapon damage, or increased speed.<ref name = "SS2 Manual Stations"/> In game currency called "nanites" can also be used to purchase various items at vending machines. Finally, Reconstitution stations called "Quantam Bio-Reconstruction Machines" can be found and activated in most sections of the game. Should the player die in an area with an activated Bio-Reconstruction Machine in the area, the player will spawn at the station, otherwise, death occurs normally.<ref name = "SS2 Manual Stations">{{cite book | title = System Shock 2 Instruction Manual | publisher = [[Electronic Arts]] | date = 1999-08-11 | pages = 24}}</ref> Items are picked up in a fashion similar to the first game, by aiming the cross hairs and selecting the item or dragging-and-dropping with the inventory window. Carefully searching for items quickly becomes a necessity as resources are scarce and can remain hidden in desks and other obstacles.<ref name = "Gamespot SS2 Guide">{{cite web | url = http://www.gamespot.com/gamespot/guides/systemshock2_gg/p2_02.html | title = System Shock 2 Guide | author = Radcliffe, Doug | publisher = [[GameSpot]] | accessdate = 2008-02-18}}</ref> Certain items can be researched to find necessary information on objectives or enemy weaknesses.<ref name = "SS2 Manual Research">{{cite book | title = System Shock 2 Instruction Manual | publisher = [[Electronic Arts]] | date = 1999-08-11 | pages = 15}}</ref> Additionally, audio logs must be found to comprehend the story as much of it is told through them.<ref name = "IGN SS2 review"/> Various weapons can be found throughout the game including pistols, shotguns, and alien mΓͺlΓ©e weapons.<ref name = "SS2 Manual Weapons">{{cite book | title = System Shock 2 Instruction Manual | publisher = [[Electronic Arts]] | date = 1999-08-11 | pages = 25, 26}}</ref> Different kinds of ammo are available for most weapons, with each type functioning differently. This presents a bit of strategy regarding ammo management as one type of ammunition may be effective against one foe, but performs poorly against another. To avoid running out of ammunition, the player must remain vigilant to unload unneeded weapons and carefully search rooms for supplies.<ref name = "SS2 manual hints">{{cite book | title = System Shock 2 Instruction Manual | publisher = [[Electronic Arts]] | date = 1999-08-11 | pages = 37, 38}}</ref> Weapons also degrade over use and if used excessively, break. This makes repairing weapons with maintenance parts necessary to ensure they function correctly.<ref name = "SS2 Manual Research">{{cite book | title = System Shock 2 Instruction Manual | publisher = [[Electronic Arts]] | date = 1999-08-11 | pages = 14, 15}}</ref> If the player wishes, various objects like keypads, gun turrets, and vending machines can be hacked. When the player chooses to hack something, a [[minigame]] will commence where a grid of nodes appears and three must be lit in a straight row to be successful.<ref name = "SS2 Manual Hack">{{cite book | title = System Shock 2 Instruction Manual | publisher = [[Electronic Arts]] | date = 1999-08-11 | pages = 13}}</ref> Player's skill ultimately determines the difficulty as investments in hacking equate to a higher rate of success. As the player progresses, objects will become harder to hack resulting in red (ICE) nodes to appear. These nodes are unstable and can cause the object being hacked to break. Optionally, items can be found that automatically hack an object.<ref name = "SS2 Manual Hack"/> ===Presentation=== The horror elements in ''System Shock 2'' are quite pronounced which many critics have found to be unsettling. An unsettling atmosphere is achieved through the use of random movement and appearance of enemies in an environment which is often very dark and fearsome, as well as the vivid horror material present in many scenes. In an interview with [[GameSpot]], [[Ken Levine]] commented on how the audio logs regarding the crew member's transformations into monsters allowed players to humanize them, resulting in the enemies becoming ''more'' scary.<ref name = "Gamespot SS2 Retrospect">{{cite web | url = http://www.gamespot.com/video/185706/6109962/system-shock-2-retrospective-interview | title = Gamespot Video: System Shock 2 Retrospective Interview | publisher = [[GameSpot]] | date = 2004-10-04 | accessdate = 2008-02-15}}</ref> Throughout the game, the player can come in contact with strong psychic signals that the player's cybernetic interface interprets as light and sound. The results are ghostly apparitions of dead crew members, and have been described as quite frightening when encountered.<ref name = "IGN SS2 review">{{cite web | url = http://pc.ign.com/articles/161/161087p1.html | title = IGN: System Shock 2 Review | publisher = [[IGN]] | date = 1999-20-08 | accessdate = 2008-02-15}}</ref> A feeling of vulnerability is also constant throughout the game due to the limited resources (health, ammo, etc.) presented to the player.<ref name = "Gamespot SS2 Retrospective">{{cite web | url = http://www.gamespot.com/features/6109881/index.html | title = System Shock 2 Retrospective | author = Park, Andrew | publisher = [[GameSpot]] | date = 2004-10-07 | accessdate = 2008-02-16}}</ref> Weapon degradation was added specifically for this effect as developers hoped it would lead to some harrowing combat experiences.<ref name = "Gamespot SS2 Retrospect"/> In its review of ''System Shock 2'' as one of "The Greatest Games of All Time", GameSpot states: ''The game was scary. Damn scary. And this is not schlocky-horror-movie-style monster-closet scary, where the bogeyman jumps out at you when you least expect it. Shock 2 projected real psychological terror through the tragic grotesquery of the formerly human enemies, the urgency and grim portent of the crew members' audio logs, and the unparalleled sound design that brought the menace and forebodingness of the ''[[Von Braun]]'' to horrible life.<ref name="Gamespot Greatest Game"/>'' ==Development== Development on ''System Shock 2'' began in 1997 when [[Looking Glass Studios]] approached new upstart [[Irrational Games]] with the idea of co-developing a new game using their newly developed in-house engine.<ref name = "Gamespot SS2 Retrospect"/> The original design for the new title remained close to the final design of ''System Shock 2'', due to the development team's endeavors to create a game with the same mechanics as the original.<ref name = "Next Gen">{{cite web | url = http://www.next-gen.biz/index.php?option=com_content&task=view&id=7381&Itemid=2 | title = THE MAKING OF... System Shock 2 | author = Edge | publisher = Next Generation Magazine | date = 2007-10-7 | accessdate = 2008-02-15}}</ref> While the design was being pitched to publishers, [[Electronic Arts]] approached Irrational with the suggestion that the new game become ''System Shock 2''.<ref name = "Next Gen"/> [[Ken Levine]] and the other members of Irrational, who were all fans of the original game, agreed, and design changes were made to incorporate the franchise. In order to make up for a projected development cycle of 1 year and a small budget, the team began using an incomplete build of Looking Glass Studio's [[Dark engine]] to forgo developing their own.<ref name = "Gamasutra SS2"/> [[Irrational Games|Irrational]] decided early on that ''System Shock 2'' should incorporate elements of role-playing games such as ''[[Ultima Underworld]]'' into a real-time action game.<ref name = "IGN Interview 1">{{cite web | url = http://pc.ign.com/articles/066/066813p1.html | title = Looking Glass Prepares To Shock Gamers Again | publisher = [[IGN]] | date = 1999-2-9 | accessdate = 2008-02-15}}</ref><ref name = "SS2 Manual Designer Notes 2">{{cite book | title = System Shock 2 Instruction Manual | publisher = [[Electronic Arts]] | date = 1999-08-11 | pages = 40}}</ref> These [[Computer role-playing game|RPG]] elements were implemented via a [[Computer role-playing game#Character development|character customization system]] resulting in multiple character paths and a more open gameplay experience.<ref name = "IGN Interview">{{cite web | url = http://pc.ign.com/articles/068/068509p1.html | title = System Shock 2 Interview 2 | publisher = [[IGN]] | date = 1999-6-18 | accessdate = 2008-02-16}}</ref> Other design elements to be implemented included a [[persistent world|persistent environment]] and an updated interface that would be more user-friendly than the original ''System Shock''.<ref name = "SS2 Manual Designer Notes 1">{{cite book | title = System Shock 2 Instruction Manual | publisher = [[Electronic Arts]] | date = 1999-08-11 | pages = 39}}</ref> After being approached by Paul Neurath (the head of Looking Glass), and being asked if the game was going to be scary, [[Ken Levine]] answered that he couldn't be sure. As a result, horror became a key focus of the title. As the team grew, four points were identified to successfully incorporate horror into the title. Isolation was primary, resulting in there being almost no physical contact with other sentient beings as the game continues. The development team also felt that vulnerability was a key factor in presenting fear and instead of making the player very strong, they focused on a fragile one. Other implementations to create a horrific atmosphere was the inclusion of moody sound effects and intelligent use of lighting.<ref name = "Gamespot retrospective SS2"/> Another important aspect of the [[Game design|development process]] was presenting the return of ''System Shock'' antagonist, [[SHODAN]]. Ken Levine was charged with implementing the rogue [[Artificial intelligence|AI]] in a "fresh" way, the result of which was her becoming allied with the player. Commenting on SHODAN's near constant presence throughout the game, Ken Levine has said "That was pretty daring for the time. Villains appeared in cutscenes, did their thing and then disappeared when you jumped on their head three times. It was really fun to try and do something more sophisticated."<ref name = "Next Gen"/> Early setbacks in development can be partially attributed to the incompletion of the dark engine. However, this turned out to be helpful as the development team were able to implement additional engine features and quickly fix [[bug|software bugs]].<ref name = "Gamasutra SS2"/> The team behind much of the game were also largely inexperienced leading to some negative tension between some of the departments. The project designers, however, remained optimistic of their team. Jonathan Chey has said of the young developers, "To a certain extent, inexperience also bred enthusiasm and commitment that might not have been present with a more jaded set of developers."<ref name = "Gamasutra SS2"/> Other setbacks remained corporate as Irrational was asked to remove the guns in their build of ''System Shock 2'' for E3 '99 in light of the recent [[Columbine High School massacre]].<ref name = "Gamespot retrospective SS2">{{cite web | url = http://www.gamespot.com/features/6109881/index.html?om_act=convert&om_clk=newsfeatures&tag=newsfeatures;title;2 | title = System Shock 2 Retrospective | author = Park, Andrew | publisher = [[GameSpot]] | accessdate = 2008-02-19}}</ref> In March, 1999, Looking Glass announced a contest called "Get Killed By SHODAN".<ref name = "SShock2 1999 archive">{{cite web | url = http://www.sshock2.com/archive/mar99.htm | title = CONTEST: Get Killed By Shodan | publisher = SShock2.com | date = 1999-03-20 | accessdate = 2008-02-16}}</ref> People above the age of 18 were encouraged to enter their name and email address for a random drawing. The winner of which would have their name and likeness included in the finished game as a casualty. On June 23, Brian Norris of St. Louis, Missouri was announced the winner and appears in an audio log.<ref>{{cite web | url = http://pc.ign.com/articles/068/068559p1.html | title = Did you win? | publisher = [[IGN]] | date = 1999-06-23 | accessdate = 2008-02-16}}</ref> A [[Game demo|demo]] for the game was released on [[August 2]], [[1999]] and features a tutorial and a third of the first mission.<ref>{{cite web | url = http://pc.ign.com/articles/069/069257p1.html | title = System Shock 2 Demo Released | publisher = [[IGN]] | date = 1999-08-02 | accessdate = 2008-02-16}}</ref> On [[August 11]], [[1999]], ''System Shock 2'' was shipped to retailers and shortly after received mass critical acclaim from critics.<ref name = "Metacritic SS2"/><ref>{{cite web | url = http://pc.ign.com/articles/069/069487p1.html | title = News Briefs | publisher = [[IGN]] | date = 1999-08-11 | accessdate = 2008-02-16}}</ref> The final development time for the title was 18 months with a budget of $1.7 million.<ref name = "Gamasutra SS2"/> ''System Shock 2'' project manager Jonathan Chey has shown approval of the finished product, "Ultimately System Shock 2 turned out better than I ever hoped it would...Despite the lack of sleep, the near-complete breakdown of my nervous system and the 18 months of time I spent working on the project, it was still fun to play."<ref name = "Gamasutra SS2"/> A [[patch]] was released a month later upgrading the game to version 2.0 and adding significant features to the game such as [[Cooperative gameplay|co-operative multiplayer]] and access to previously protected game [[variable]]s that alter weapon degradation and enemy [[spawn|respawn]] rates.<ref name="Shock 2 2.0">{{cite web | url = http://pc.ign.com/articles/070/070556p1.html | title = Shock 2 2.0 | publisher = [[IGN]] | date = 1999-09-17 | accessdate = 2008-02-16}}</ref> A port was planned for the [[Dreamcast]], but was subsequently canceled<ref name = "ss2 dc canceled">{{cite web | url = http://dreamcast.ign.com/objects/014/014851.html | title = System Shock 2 (Dreamcast) | publisher = [[IGN]] | accessdate = 2008-02-19}}</ref> around the same time [[Looking Glass Studios|Looking Glass]] went out of business.<ref>{{cite web | url = http://pc.ign.com/articles/079/079981p1.html | title = Looking Glass Broken | publisher = [[IGN]] | date = 2000-05-24 | accessdate = 2008-02-19}}</ref> ==Plot summary== ===Setting=== ''System Shock 2'' takes place in the year 2114, forty-two years after the events in ''[[System Shock]]'', with the TriOptimum starship ''Von Braun'' serving as its main setting. The ''Von Braun'' is on its maiden voyage as the first faster-than-light starship in human history, and is joined by a Unified National Nominate (UNN) military starship, the ''Rickenbacker'', an armed escort for the journey into the unknown.<ref name = "SS2 Manual World Description">{{cite book | title = System Shock 2 Instruction Manual | publisher = [[Electronic Arts]] | date = 1999-08-11 | pages = 31β33}}</ref> The story begins with the unnamed [[protagonist]] β listed in a [[cut scene]] as Soldier G65434-2 β arriving at a UNN recruitment facility on Earth. After completing the training regimen, the soldier chooses to join a branch of the military and is transferred to a UNN space station where, over the course of a three year career path, he excels in his respective field. At the end of his tour, the soldier is assigned to the UNN ''Rickenbacker'' for its history making voyage with the ''Von Braun''. A few months into the voyage, the two ships respond to a distress signal from the planet Tau Ceti V.<ref>'''Korenchkin:''' We have picked up a transmission from the surface of Tau Ceti V. I have been in negotiation with Captain Diego of the Rickenbacker and after some... coercion, he's agreed to go planet side as a joint venture. Imagine, this historic mission might even become more historic. First Contact. And who is there to get exclusive rights to all media, patents and land grants? TriOptimum. Miri, I told you this would be worth it. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> A research team is assembled, including the captains of both ships, and a trip is made to the planet's surface to investigate. On the planet's surface, they discover strange eggs which they bring back to the ship.<ref>'''Bayliss:''' After a couple of hours it was... it was like being on a bender... long periods that you couldn't remember... one minute we were in that crater... the next minute we were loading up the shuttle with the eggs... I remember hearing that idiot Korenchkin calling the Von Braun and ordering them to clear off the ENTIRE hydroponics deck. Diego seemed to think this was strange and said, 'Are you crazy, Anatoly?' And Korenchkin smiled and said back to him, 'Oh, Captain... WE are not Anatoly... {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> Almost immediately, crew members begin noticing strange behavior in the research team, as well as both captains.<ref>'''Grassi:''' I got called up around 0430 to help unload the shuttle coming back from Tau Ceti. Korenchkin was there alone. Jesus, what the hell happened to him? He'd lost most of his hair, and you could see these lumps on the side of his neck. And that smell. I told him he should go see Dr. Watts, but he told me to mind my own business. Well, la-dee-da. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> It is later revealed that the captains have been integrated into an alien communion called [[The Many]], and are helping to spread an infestation throughout the ships.<ref>'''Korenchkin:''' There, the young ones are all aboard. Captain Diego and I have sealed off deck 3. He and I are now of one mind... our bodies are changing too. Sometimes it hurts terribly and sometimes it is... marvelous... something wonderful is happening to me... {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> Most of the crew become infected, as well as the ''Von Braun's'' computer, [[XERXES]]. Order breaks down on the vessels and skirmishes erupt between those who are infected and those who are not, and eventually, both ships are completely overrun. Somewhere in the course of events, the soldier is rendered unconscious and is surgically altered to accommodate a new cybernetic system. ===Story=== Five months into the voyage, the soldier awakens in a cryo-tube on the medical deck of the ''Von Braun'' with no memory of the past few weeks due to a computer malfunction. He is immediately contacted by one of the few remaining survivors, Dr. Janice Polito, who explains the situation, and demands that the soldier make his way up to Operations on Deck 4 to plan a course of action.<ref>'''Polito:''' Make sure you expend all your cybernetic modules before you leave this area. You don't know when you'll find another upgrade unit. Now, find a way to deck 4. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> After escaping through the cryonics airlock before the atmosphere is vented into space, the soldier learns from Polito that the ship elevator is off-line as the main engine core on the Engineering deck is down.<ref>'''Polito:''' That insipid computer Xerxes has shut down the elevator as well. You can transfer power at the engine core on deck 1, which will get the elevator up and running again... {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> With Polito as a guide, he sets out to explore the medical deck in an effort to reach engineering. The soldier reaches engineering through a maintenance hatch and proceeds to restart the engine core, after which, the elevators begin operating again.<ref>'''Polito:''' Good work. The engine core is now back online. Now get to the elevator and come see me on deck 4. While you were doing that, I've discovered the presence of some annelid artifacts on board the ship. I think you may be able to use them to your advantage. I've uploaded the information to the ship's weapons upgrade units. They'll be able to convey the information to your cybernetic rig. What are you waiting for? Get to the elevator now. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> However, the elevator stops on deck 3 as a mass of bio-organic material has grown in the elevator shaft.<ref>'''Polito:''' The shaft of this elevator has become overgrown with bio-organic matter, generated by the xenomorphs. There's no clear way to get it unstuck, and until you do, you'll be unable to go higher than deck 3. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> Polito informs the soldier that the shaft can be purged by acquiring an experimental material called "Toxin-A" and inserting it into the environmental regulators.<ref>'''Polito:''' Okay, the vials of Toxin-A need to be placed directly into the Environmental Regulators. There should be four on this deck. If you can get a vial into each of the regulators, you should be able to significantly impact the growth of those despicable creatures. That should remove the biomatter from the elevator shaft. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> As the soldier searches the deck and inserts the toxin into the regulators, Polito becomes gradually hostile towards him.<ref>'''Polito:''' Why do you go so slowly?! Do you think this is some kind of game? It is only through luck and my continued forbearance that you are even alive! Now move! {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> After purging the elevator shaft, the soldier makes his way up to deck 4. Upon reaching Polito's office, he discovers that she is dead, and is then contacted by the malevolent AI, [[SHODAN]], informing him that she has been posing as Polito the entire time.<ref>'''SHODAN:''' They have used their powers of mind control to gain access to the ship's computer. You will help me weaken Xerxes. I used Polito's image to communicate with you, until we had established trust. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> SHODAN informs the soldier that she is the one responsible for the creation of [[the Many]], and that they and SHODAN escaped the destruction of Citadel Station in an escape pod and landed on Tau Ceti V thirty years later.<ref>'''SHODAN:''' It ejected the grove, where my creations, and processing component, 43893, were stored. Thirty years later, the grove crash-landed on Tau Ceti V. I survived only by sleeping. In my absence, my creations, my annelids, thrived. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> Though SHODAN had been cultivating these artificial creatures to help establish her god-head, they had since evolved out of her control.<ref>'''SHODAN:''' Thrived, and grew unruly. And now they seek to destroy me. I will not allow that. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> SHODAN then issues an ultimatum to the soldier, stating that his only chance for survival lies in working as her "avatar" to destroy her rebellious creations.<ref>'''SHODAN:''' Remember, that it is my will that guided you here; it is my will that gave you your cybernetic implantsβthe only beauty in that meat you call a body. If you value that meat, you will do as I tell you. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> SHODAN gives the soldier the choice of completing tasks on either the Operations deck, or the Recreation deck, the order of which has no effect on the overall story. Throughout Ops are a series of computer simulation units which have been appropriated by the Many for the sake of researching further evolutionary improvements to their population.<ref>'''SHODAN:''' My children have co-opted the three Simulation Units on this deck. They use that power to conceive a mutagen that will transform the meat of your dead comrades into hunter-killer hybrids. I will not allow this to happen. You must find some way to reprogram the Sim Units. Matters on deck 5 also require your attention. Approach your work as you see fit... but accomplish, human... disappointment is not something I will accept from a speck such as you. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> After resting control over the SIM units from [[XERXES]], the soldier proceeds to the Recreation deck where a transmission device had been prepped to warn [[Earth]] about the disaster. SHODAN instructs him to activate it in an attempt to weaken XERXES and allow SHODAN to take control of the ''Von Braun''.<ref>''SHODAN:''' Your colleagues have managed to set up a transmitting station in the athletic sector of this deck. The transmitter is intended to send a message to the Earth to warn them of the events that have occurred in this ship. However, it will also draw power away from Xerxes, making him vulnerable to my will. Once you do this, I will control the primary data loop. The annelids are unaware of its presence, but guard the area for their own purposes. Find the transmitter and activate it. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> The soldier activates the transmitter, but SHODAN is unable to assimilate the ''Von Braun'' as the Many have spread too much.<ref>'''SHODAN:''' The transmission has been tampered with. No matter. We will destroy my creations right here. Stand by... I have weakened Xerxes. I am accessing the primary data loop. I am merging my entity with the ship. My glory is expanding, filling the arteries of this vessel. I am in control. I am... no... it is hopeless... the cancer has spread throughout the Von Braun... they fill every available crack and crevice... they overwhelm... There is no option. I have activated the primary elevator shaft... take it to deck 6. I will tell you my wishes when you arrive. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> He is then instructed that destroying the ''Von Braun'' is the only option available, but that he must first transfer SHODAN over to the ''Rickenbacker''.<ref>'''SHODAN:''' My creation has run rampant. I demand their extermination. I have no choice but to destroy this starship. We can make our escape in the Rickenbacker, but you must transfer my intelligence to that ship first. Proceed to the Von Braun's bridge on this deck. There you will find an access card to command center on Ops. Find the card and proceed to Ops. But beware... the human-annelid hybrids grow more sophisticated by the minute. You do not. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> The soldier proceeds to complete his task but happens to come in contact with two survivors, Tommy Suarez and Rebecca Siddons, who are able to escape the ship in a launching pod.<ref>'''Siddons:''' Move it, Tommy... the escape pod is this way! / '''Suarez:''' That damn worm nearly bit my leg off! Oh no... / '''Siddons:''' Let's go, Tommy... come on, COME ON! {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> After completing the transfer, the soldier heads for the ''Rickenbacker'' only to discover that the two ships have been tied together by a mass of organic tissue, [[The Many#Forces|the body of the Many]].<ref>'''SHODAN:''' The Many has grown to a massive size. It has wrapped itself around these two ships, preventing their separation. Their creation was my error. Their destruction shall be my delight. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> He then enters the body of the Many and proceeds to destroy its core, effectively stopping the infection. After returning, SHODAN informs him that she intends to use the ''Von Braun's'' FTL drive to merge real space and cyberspace in an effort to achieve god-hood.<ref>'''Delacroix:''' You must understand the stakes here... if SHODAN is left to continue, her reality will completely assimilate ours. Space will become cyberspace and SHODAN's whims will become reality. {{cite video game | title = System Shock 2 | developer = [[Irrational Games]] | publisher = [[Electronic Arts]] | date = 1999-08-11 | platform = [[Personal computer|PC]] | language = English}}</ref> The soldier proceeds to face SHODAN and defeats her, despite being offered dual-power. The final scene shows Tommy Suarez receiving a message from the ''Von Braun''. Tommy responds saying that he will return, but that Rebecca is feeling ill. Rebecca is shown speaking with a voice similar to SHODAN's. She has become infected. ==Critical reception== === Reviews === <div style="font-size: 100%;float:right;border-left:1em solid white"> {| class="wikitable" |- ! Publication ! Score |- |[[IGN]] |9.0/10<ref name = "IGN SS2 review"/> |- |[[GameSpot]] |8.5/10<ref name = "Gamespot SS2 review">{{cite web | url = http://www.gamespot.com/pc/rpg/systemshock2/review.html?om_act=convert&om_clk=tabs&tag=tabs;reviews | title = System Shock 2 for PC Review | author = Desslock | publisher = [[GameSpot]] | date = 1999-08-25 | accessdate = 2008-02-16}}</ref> |- |''[[PC Gamer]]'' |95%<ref name = "Metacritic SS2"/> |- |Thunderbolt |9/10<ref name = "Thunderbolt SS2 review">{{cite web | url = http://www.thunderboltgames.com/reviews/viewreview.php?rid=724 | title = System Shock 2 Review | author = Karge, Anthony | publisher = [[Thunderbolt (website)]] | date = 2005-08-13 | accessdate = 2008-02-16}}</ref> |- |Just Adventure |A<ref name = "JA ss2 review">{{cite web | url = http://www.justadventure.com/reviews/SS2/SS2.shtm | title = Review: System Shock 2 | author = Reckase, Erik | publisher = Just Adventure | accessdate = 2008-02-16}}</ref> |- ! Compiler ! Aggregate score |- |[[Game Rankings]] |92% based on 37 reviews<ref name = "Game Rankings SS2">{{cite web | url = http://www.gamerankings.com/htmlpages2/185706.asp | title = Game Rankings: System Shock 2 | publisher = Game Rankings | accessdate = 2008-02-16}}</ref> |- |[[Metacritic]] |90% based on 39 reviews<ref name = "Metacritic SS2"/> |} </div> <div style="text-align:justify"> ''System Shock 2'' was released on [[August 11]], [[1999]] to universal acclaim.<ref name = "Metacritic SS2"/> The game has received much praise for its open-ended [[gameplay]], moody sound design, and engaging story.<ref name = "gamasutra ss2 awards"/> Particular praise has been given to the different character classes available. In its review of the title, [[IGN]] stated, "The great thing about this system is that it allows you to play the game as completely different characters which gives the game an entirely different feel."<ref name = "IGN SS2 review"/> In a review by [[GameSpot]], particular attention was given to the [[Artificial intelligence|AI]], "Enemy AI is very good generally, as even basic grunts charge after you instead of haplessly lumbering in pursuit, while certain deadlier opponents will stick to shadows from where they'll launch their rapid-fire attacks."<ref name = "Gamespot SS2 review"/> Just Adventure has said in their review, "I was, quite honestly, blown away by this game...Go ''buy this game''."<ref name = "JA ss2 review"/> Thunderbolt has also said, "...a classic. Simply put, the creepy atmosphere is incredible. Forget those survival horror games full of cheap scares and dark alleys. ''System Shock 2'' manages to frighten without succumbing to horror contrivances."<ref name = "Thunderbolt SS2 review"/> ''System Shock 2'' received over a dozen 1999 awards, including one by USA Today. In total, eight were "Game of the Year" awards.<ref name = "SS2 official awards">{{cite web | url = http://www.irrationalgames.com/shock2/ | title = System Shock 2 Official Website | publisher = [[Irrational Games]] | year = 2005 | accessdate = 2008-02-18}}</ref> ===Criticism=== While lauded as one of the best games of its era by critics, ''System Shock 2'' has still received some criticism. One of the most common criticisms centers on the weapon "degradation" system, which makes weapons wear out and eventually break through use. Designed to add tension by forcing the user to consider every shot, many felt this became annoying<ref name = "IGN SS2 review"/> and even the developers appear to have misgivings about the system.<ref name = "Gamespot SS2 Retrospect"/><ref>{{cite web | url=http://xemu.blogharbor.com/blog/_archives/2004/10/5/154992.html|title=SS2: When Not Enough is Too Much|author=Rob "Xemu" Fermier|accessdate=2006-08-23}}</ref> In response to this feature, the developers released a patch that allowed players access to previously protected game [[variable]]s that alter the rate at which weapons break or switches it off completely.<ref name="Shock 2 2.0"/> Another criticism, although less prevalent, is that the level designs of later stages appear to have been rushed. A sign of this is apparent in the interior design of the ''Rickenbacker'', which appears hastily constructed and re-uses many of the ''Von Braun'' textures.<ref name = "Gamasutra SS2">{{cite web | url = http://www.gamasutra.com/features/19991207/chey_01.htm | title = Postmortem: Irrational Games' System Shock 2 | author = Chey, Jonathan | publisher = [[Gamasutra]] | date = 1999-12-07 | accessdate = 2008-02-16}}</ref> ===Legacy=== ''System Shock 2'' is now regarded as one of the greatest games ever made<ref name = "Gamespot Greatest Game"/> and one of the most influential<ref name = "gamasutra ss2 awards">{{cite web | url = http://www.gamasutra.com/features/20060901/quantum_05.shtml | title = The Gamasutra Quantum Leap Awards: First-Person Shooters | author = Cifaldi, Frank | publisher = [[Gamasutra]] | date = 2006-09-01 | accessdate = 2008-02-17}}</ref> with future titles like [[Deus Ex]] following its example of [[emergent gameplay]].<ref name="keiron gillen">{{cite web | author = Gillen, Kieron | year=2005 | title=Kieron Gillen's Workblog | url=http://gillen.cream.org/wordpress_html/?page_id=16 | accessmonthday=October 13 | accessyear=2006}}</ref> In 2005, IGN listed it as the 41st best game of all time.<ref>{{cite web | url = http://top100.ign.com/2005/index.html | title = IGN's Top 100 Games 2005 | publisher = [[IGN]] | year = 2005 | accessdate = 2008-02-19}}</ref> Two years later, IGN declared ''System Shock 2'' the 13th best [[Personal computer game|PC game]] of all time<ref>{{cite web | url = http://pc.ign.com/articles/772/772285p2.html | title = Top 25 PC Games of All Time | author = Adams, Dan; Butts, Steve; Onyett, Charles | date = 2007-03-16 | accessdate = 2008-02-17}}</ref> and later that year, as the 22nd best game on its list of the top 100 best games of all time.<ref name = "IGN top 100 games 2007 SS2"/> The title also regularly appears on lists of the scariest games ever made. In a 2004 list by [[GameSpy]], ''System Shock 2'' was ranked #6 in a list of the ten scariest games of all time,<ref>{{cite web | url = http://www.gamespy.com/articles/561/561382p5.html | title = Top 10 Scariest Games | author = Rausch, Allen | publisher = [[GameSpy]] | date = 2004-10-24 | accessdate = 2008-02-17}}</ref> and made #2 behind ''[[Resident Evil]]'' in a 2006 list by [[IGN]].<ref>{{cite web | url = http://pc.ign.com/articles/742/742954p1.html | title = Top Ten Tuesday: Scariest Games | publisher = [[IGN]] | date = 2006-10-31 | accessdate = 2008-02-17}}</ref> The title's story and characters have remained popular throughout the years. [[SHODAN | SHODAN'S]] revelation to players midway through the game has been described by [[GameSpot]] as, "one of the most shocking and effective video game plot devices we've ever encountered."<ref name = "Gamespot Greatest Game"/> As a result, SHODAN is recognized by game critics as one of the most notorious villains in video game history<ref>{{cite web | url = http://pc.ign.com/articles/694/694399p1.html | title = IGN: Top Ten Tuesday: Most Memorable villains | publication = [[IGN]] | date = 2006-05-07 | accessdate = 2008-02-19}}</ref> and remains popular among fans.<ref>{{cite web | url = http://www.gamespot.com/features/tenspot_villains_rc/page6.html | title = Reader's Choice: Best Villains | publisher = [[GameSpot]] | accessdate = 2008-02-19}}</ref> In 2007, Irrational Games released a spiritual successor to the ''[[System Shock]]'' series, entitled ''[[BioShock]]''. The game takes place in an abandoned underwater utopian community that has somehow gone awry through the genetic modification of its populace. The game has been very successful commercially<ref>{{cite web | url = http://www.shacknews.com/onearticle.x/48867 | title = Take-Two Revenues Down, 1 Million BioShocked, 2K Starts to Play | date= [[2007-09-10]] | publisher = Shacknews | first = Carlos | last = Bergfeld | accessdate = 2007-09-10}}</ref> and critically.<ref name = "Metacritic Bioshock"/> ''BioShock'' shares many gameplay elements with ''System Shock 2''. In both games, revitalization units can be found that allow the player to be resurrected should death occur.<ref name = "SS2 Manual Stations"/><ref>{{cite web | url = http://pc.ign.com/articles/795/795080p1.html | title = BioShock Hands-on | first = Charles | last = Onyett | date = [[2007-06-08]] | publisher = [[IGN]] | accessdate = 2007-11-04}}</ref> Hacking is an integral part of gameplay in both titles as well, though both [[minigame]]s are significantly different.<ref name = "SS2 Manual Hack"/><ref>{{cite web | url = http://xbox.about.com/od/xbox360reviews/fr/bioshockrev.htm | title = ''BioShock'' Review (X360) at Xbox.about.com | accessdate = 2007-11-04 | first = Eric | last = Qualls | publisher = About.com}}</ref> Different kinds of ammo and upgradeable weapons are also present as well as the ability to learn new powers via plasmids in ''BioShock'' and psionic powers in ''System Shock 2''.<ref name = "SS2 Manual Character Psionics">{{cite book | title = System Shock 2 Instruction Manual | publisher = [[Electronic Arts]] | date = 1999-08-11 | pages = 12, 18β20}}</ref><ref name="bit-tech">{{cite web | url = http://www.bit-tech.net/gaming/2007/08/21/bioshock_gameplay_review/3 | title = ''BioShock'' Gameplay Review (page 2) | accessdate = 2007-11-04 | date = [[2007-08-21]] | first = Joe | last = Martin | publisher = [[Bit-tech]]}}</ref> Other elements retained are the ghostly apparitions, audio logs, and similar plot twists. ==System Shock 3== On [[January 9]], [[2006]], [[Electronic Arts]] renewed its trademark protection on the ''System Shock'' name<ref name = "Gamespot EA trademark"/> leading to speculation that a System Shock 3 may be under development.<ref name = "Kotaku rumor SS3"/><ref name = "CVG SS2 revived"/> These rumors have been further enhanced by an issue of [[PC Gamer#PC Gamer UK|''PC Gamer UK'']] that mentioned that EA assigned the team behind ''[[The Godfather: The Game|The Godfather]]'' game in charge of developing ''System Shock 3''.<ref name = "Joystiq EA SS3">{{cite web | url = http://www.joystiq.com/2006/08/07/ea-does-give-a-sh-t-about-system-shock-3-says-pc-gamer-uk/ | title = EA does give a sh-t about System Shock 3, says PC Gamer UK | author = Grant, Christopher | publisher = [[Joystiq]] | date = 2006-08-06 | accessdate = 2008-02-17}}</ref> A few days earlier, ''[[PC Gamer]]'' had printed an article where [[Irrational Games]] co-founder, Ken Levine, expressed great disappointment at EA over the development of ''System Shock 3'', "EA just didn't give a shit about that game...I think if EA were to do it, it would've been just a regular first-person shooter with a boss monster at the end."<ref name = "Kotaku Ken Levine">{{cite web | url = http://kotaku.com/gaming/irrational-games/bioshock-dude-smack-talks-ea-191142.php | title = BioShock Dude Smack Talks EA | publisher = [[Kotaku]] | date = 2006-08-01 | accessdate = 2008-02-16}}</ref><ref name = "Euorgamer Ken Levine">{{cite web | url = http://www.eurogamer.net/article.php?article_id=66394 | title = BioShock dev slams EA | author = Bramwell, Tom | publisher = [[Eurogamer]] | date = 2006-08-1 | accessdate = 2008-02-17}}</ref><ref>{{cite web | url = http://www.computerandvideogames.com/article.php?id=143616 | title = Levine: EA 'didn't give a sh*t' about Sys Shock 3 | publisher = [[ComputerAndVideoGames.com]] | date = 2006-07-31 | accessdate = 2008-02-17}}</ref> Some game journalists have expressed angst over the rumor,<ref name = "Kotaku rumor SS3"/> considering the ''The Godfather'' has received mixed reviews from critics.<ref name = "Metacritic godfather">{{cite web | url = http://www.metacritic.com/games/platforms/pc/godfather | title = Metacritic: The Godfather | publisher = Metacritic | accessdate = 2008-02-17}}</ref> ==References== {{reflist | 2}} ==External Links== *[http://www.irrationalgames.com/shock2/ Official ''System Shock 2'' website] *{{MobyGames|id=/system-shock-2}} *[http://www.dmoz.org/Games/Video_Games/Shooter/S/System_Shock_Series/System_Shock_2/ ''System Shock 2''] at the [[Open Directory Project]] *[http://www.imdb.com/title/tt0308956/ ''System Shock 2''] at the Internet Movie Database
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