

While you can switch weapons with the mouse wheel, many of those weapons jam and cannot be repaired without the appropriate skill.

It feels like it’s been designed by someone who was really good at Excel 97 and decided to make a pretty interface for it. Yet even this is bearable when compared to the inventory and skill system.

I find myself running back and forth between monsters, trying to time my attack while dodging the collision detection of theirs. Ranged weapons are just about passable with the crosshair, but melee is laughable. The story is fine so far, but the interface? The gameplay mechanics? Horrendous. I am beginning to wonder how people can “enjoy” playing games like this today. They may look like a Minecraft version of Twi’leks, but when they appeared after I set off an alarm I felt genuinely unnerved - the excellent audio deserves a lot of the credit here. So far, so BioShock, right down to the freakily voiced enemies. Soon after, a lot of exposition planted me on a ship in the future, taken over by some “things”, and with only a friendly voice to guide me through the decks. Arse about face doesn’t come close to describing it.įMV sequences bookend the game. Ten minutes later, I was given tutorials about how those same stats worked. I made blind guesses based on very few facts, hoping they wouldn’t cripple me early on. Why not just incorporate it into the start of the game? Also, while things like movement and shooting are explained, stats such as Research and Endurance are not. It seems like this was some sort of character build mechanic, but it feels a little strained. I was told what the outcome of each mission would be in terms of an increase in my stats, but instead of actually doing the mission, I simply got given a synopsis of what happened. I hope I don’t regret it…Īfter the tutorials I was pushed into mission select stages, which took place over multiple years. I play pretty much every FPS game as a stealth build where possible anyway, so this seemed the logical choice. Rightly or wrongly, I assumed that I’d be able to use guns even if I wasn’t a Marine, and OSA seemed pretty fiddly, so I’ve opted to join the Navy. Still, I’ve had to choose between one of three disciplines - Marines (armed to the teeth), Navy (hack-tastic), and OSA (psionic powers). You'll need more than Vanish to get that out of the sheets. There are the customary training sections which are as clunky as you might expect, the hilarious weapon-changing animations which look like someone practicing gun puppetry, and the rooms with people in which have no discernible entrance. The design is clean, familiar, and….very early millennium. And when the game environment loaded, I was genuinely relieved. Yet, I have to remind myself that I absolutely loved Jedi Knight: Dark Forces 2, which came out three years earlier than System Shock 2. It’s like when you look back at games like Wolfenstein 3D and wonder how on earth you managed to navigate the map.

When the game loaded and a windowed, pixel-heavy cutscene kicked off, I had to fight off every instinct to shut it down. I’ll admit it: I’ve been spoiled by modern graphics. If Deus Ex remains as playable today as it was in 2000, then surely this 1999 forerunner is still worth booting up? I really hope so. Even so, it remained one of those iconic games that grew mouldy in my Steam library. It’s staggering to think that it’s almost twenty years old now, but the impact it had on the FPS genre is such that the likes of Deus Ex owe a huge debt to it - despite it being a huge commercial failure.
#System shock 2 windowed mode Patch#
Only the very best games will stand up to scrutiny today.īefore BioShock (which I loved) and BioShock Infinite (which was OK, but not a patch on the first), Irrational Games developed a futuristic horror named System Shock 2. Brutal Backlog is a semi-regular feature where the JDR team plough through some of the unplayed games on their shelves (both digital and physical), disregarding their age or the technical limitations of their era.
