This game is brilliant. The atmosphere, the lore (What little I know of it) and the level design is superb. I've only played up to the Medical deck, so granted I'm only an hour in, but what I've seen so far is absolutely amazing.
Also its led me to make a few decisions on game design:
1) An enemy is much scarier when you can hear it, but you can't see it. Dead Space gets it wrong by creating an entire orchestra when you see an enemy, creating whats at first a nice jump scare followed by a grating symphony with every encounter. All the enemies I've fought (Thus far) lack a big introduction, they are really underplayed and hidden away, and thats what makes them so scary. It's like Yahtzee said: the best kind of horror games are the type which just had you a cheese grater and let you grate your own balls off, and System Shock 2 delivers this experience.
2) Atmosphere is definitely a thing in video games. Too many garme jurnalists and internet commentators deny atmosphere being a thing in video games, claiming its use to be trite and cliche, but again System Shock 2 proves its existence and demonstrates how an effective atmosphere makes a good game years after its creation.
Also its led me to make a few decisions on game design:
1) An enemy is much scarier when you can hear it, but you can't see it. Dead Space gets it wrong by creating an entire orchestra when you see an enemy, creating whats at first a nice jump scare followed by a grating symphony with every encounter. All the enemies I've fought (Thus far) lack a big introduction, they are really underplayed and hidden away, and thats what makes them so scary. It's like Yahtzee said: the best kind of horror games are the type which just had you a cheese grater and let you grate your own balls off, and System Shock 2 delivers this experience.
2) Atmosphere is definitely a thing in video games. Too many garme jurnalists and internet commentators deny atmosphere being a thing in video games, claiming its use to be trite and cliche, but again System Shock 2 proves its existence and demonstrates how an effective atmosphere makes a good game years after its creation.