[Since it’s Space Week, it’s a good time to pull my Edge-commissioned Making Of System Shock 2 feature out of Stasis. The material for this was drawn from the lengthy conversation I had with Ken Levine last year. So, yes, before Bioshock. I’m quite fond of this piece, if only as it reveals the secret origin of the Psychic Monkeys…]
The lights are low. Everyone’s panickedly fighting against a seemingly impossible, oppressive deadline. At every turn there’s a crippling lack of resources. Viewed by any objective criteria, the small inexperienced team doesn’t have the skills to achieve their aims. They’re all crammed into a single room – in fact, half of one, since it’s one room bisected with screens. When you look at where and how Irrational worked on their first game, it’s easy to think of the claustrophobic horror of RPG/Shooter System Shock 2 as a pure product of its environment.
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