Posts Tagged ‘System-Shock’

Remember Citadel: Dev Livestreams And A Fan Remake

By Alice O'Connor on September 23rd, 2014.

Around me is a burgeoning empire of steel.

Happy birthday, SHODAN! The puckish AI with delusions of godhood turned 20 on Monday (as did System Shock, I guess), and would be flattered by what some are doing to celebrate and glorify her. Firstly, a group of System Shock’s creators got together to stream the Looking Glass classic and gas about the dear old gal and their game. If watching isn’t enough, (another) project aiming to remake System Shock has appeared, and it’s looking pretty good so far.

Read the rest of this entry »

, , , , .

32 Comments »

Interview: Spector On Cartoons, Cyberpunk And Failure

By Adam Smith on November 20th, 2013.

In this second part of my conversation with Warren Spector, we discuss the good and bad of Disney, Spector’s new role as an Academy director, the benefits and drawbacks of growing up as a gamer, and the parallels between Hollywood in the late forties and the games industry now. Also, why indie development is the place to be.

Read the rest of this entry »

, , , , , , , , , .

13 Comments »

Interview: Spector On Fears, Legacies and Returning To PC

By Adam Smith on November 18th, 2013.

There are a lot of words being written about the new consoles this week but when I spoke to Warren Spector a few days ago, he was clear about where his future lies: “I think all the interesting stuff is happening on PC now… Assuming I make more games, which I intend to do, PC and Mac are going to be my targets.”

It’s good to hear. We spoke at the Bradford Animation Festival and covered a wide range of topics, from his theories of design and pioneering role in PC gaming to thoughts on the current state of the industry. In this first part of our conversation, there’s insight into how Spector see his own legacy and the work of his former colleagues, and how frustrations with Thief’s difficulty inspired the player empowerment of Deus Ex.

Read the rest of this entry »

, , , , , , , , , , , .

65 Comments »

Through The Looking Glass: Paul Neurath Interviewed

By Cara Ellison on March 11th, 2013.

System Shock 2 AAAAH my CDs

“When the history of my glory is written, your species shall only be a footnote to my magnificence,” said a terrifying lady, yesterday, to me. Or SHODAN did or whatever. But her legacy lives on thanks to the kind of innovation Looking Glass studios was interested in. Paul Neurath, the co-founder and creative director of Looking Glass from ‘the day it opened to the day it closed’ has been interviewed on this super fascinating podcast looking back on his time with the studio. The company was responsible for some of our dearest memories, such as Ultima Underworld, System Shock, and Thief, before it closed its doors (sob!) in 2000.

Read the rest of this entry »

, , , , .

44 Comments »

Interview: Card Hunter’s Jon Chey (Part 2)

By Alec Meer on August 10th, 2011.

Curse our limited-length titles! For this post should really be called something like ‘Irrational co-founder and now Blue Manchu boss Jon Chey talks more about his splendid-sounding new PC boardgame/ CCG/ MMO mash-up Card Hunter, how to make free-to-play non-horrible, what he thinks the future might be for immersive sims in the vein of System Shock and his thoughts on his former studio’s controversial XCOM remake’. Doesn’t bloomin’ fit though, does it? Oh well. You’ll find all that stuff out for yourself simply by reading on: tons of interesting comments in here, and I’m particularly excited by the thought towards the end that a coming wave of mid-budget simulational shooters might be on the cards, and far more likely to take big creative risks than their glossier triple-A peers… (Oh, and if you missed the more Card Hunter-centric first part of this interview, looky here).

Read the rest of this entry »

, , , , , , , .

22 Comments »

Valve + Looking Glass’ Doug Church = !!!!!!!!!!

By Alec Meer on March 17th, 2011.

He even plays Arkham Horror! Wuv you, Doug

Here’s some news for you. And not just news. NEWS. Valve Software have just hired a new employee. And not just a new employee. A NEW EMPLOYEE.

Doug Church. Doug ‘Thief’ Church. Doug ‘System Shock’ Church. Doug ‘Ultima Underworld’ Church. Doug ‘Deus Ex’ Church. Doug ‘helped (to varying degrees) design a good dozen of the most beloved PC games of all time’ Church.

And now he’s at Valve, who have themselves made several more of the most beloved PC games of all time. To don my Hat of Supreme Hyperbole for a moment, Elvis* has joined the Beatles.
Read the rest of this entry »

, , , , .

146 Comments »

Unpitiful Hacker: System Shock M-look Mod

By Kieron Gillen on February 4th, 2010.

This is a big one. No, really. News reached me via Qt3 that Malba Tahan – henceforth known as Saint Malba Tahan – has created a mod for the original System Shock. As well as letting you configure keys and plays with resolution, it adds mouse-look to the game. System Shock is, frankly, one of the most important videogames of all time, and the difficulty in actually learning its pre-mouse-look controls the biggest impediment to people going back and play it now. With Malba’s work, that’s gone. Go see Jim write here to get an overview of the wonder of Shock and then, assuming you can get hold of a copy, go get the mod here.
Read the rest of this entry »

, , .

82 Comments »

Project: Origin (No, Not That One)

By Alec Meer on August 14th, 2008.

null

Gaming archaeology: now there’s an idea. It can only be better than Bonekickers, anyway.

Upon hearing that EA Mythic had received several crateloads full of Origin Systems (the long-dead studio behind the Wing Commander and Ultima games, plus System Shock, and once home to the power duo of Warren Spector and Richard Garriot) archive materials, a group of fans arranged to catalogue the treasure trove. It turned out that EA seems to have hung onto an incredible amount of stuff, making this find perhaps the PC game equivalent of discovering all those fossilised folk in Pompeii. Best of all, there’s a good chance all these historical goodies will be released to the public.
Read the rest of this entry »

, , , , , , .

35 Comments »

Doom 2 Was For Pansies

By Jim Rossignol on November 24th, 2007.

Yep, it’s a System Shock retrospective over at PC Gamer UK. Remembering the crazy ‘ol FPS scene of ’94, I say a few things about the game that somehow completely failed to define the spirit of the time:

The interface seems crude now, mostly because it is devoid of mouse-look. The visuals, too, are hard on modern eyes. But the powerful musculature of the beast remains: the story, with its perfect pacing and savage crescendo, still beats anything we can play today. If BioShock had retold System Shock’s tale, beat for beat, it would probably have earned even higher scores.

A couple of months later, of course, we were all playing Doom 2. The more things change, etc…

.

8 Comments »

Future Shock

By Kieron Gillen on August 15th, 2007.

Okay, in a vague warm-up for Bioshock – and I figure that anything’s a better use of my time than sitting on every single Bioshock thread on the internet and pressing “refresh” all day – I download System Shock from Underdogs and get it working on DOSBox, with full sound (P-P-PATHETIC CREATURE OF MEAT AND BONE!) and everything. It’ll be easier if I still had XP installed, as I’d be able to turn to System Shock Portable, which will even run from a USB drive.

Other good things in 1994: Elastica, Amiga Power. That's about it.

Now, System Shock is a game I’ve played, but not played, as it were. Before my time by a good four years in terms of PC ownership and by the time I had one, I only went back for historic reasons. They’re always memorable. This means that every time I start playing it, I quickly get a sense of archaeological excitement, as if I’m excavating a Roman Ruin and I’ve just found a diesel engine or something. They did this back then?

This time, it’s a simple one. I’m nosing around at some high shelves, and notice that there’s a handful of boxes around. So, in proper modeled-physics, I start to kick them around to form a ladder and… waitasecond.

1994. Some people are still trying to pass this kind of object manipulation off as something to be excited about even now.

I’m chatting with Rossignol earlier in the kitchen. He’s talking about how, for him, System Shock was The Game, with sexy capitals. Back then, it felt so astoundingly new and complete that he kept on expecting something even more unprecedented around the corner, like an NPC who’ll talk to him with full voice-interface or something. It was a black obliesk landing into the summer of that year, and transformed any dumb apes lucky enough to touch it.

While it’s still worth battling with the slightly old-fashioned control system, what strikes me is that it’s just within some hacking to actually turn into something that’ll still be playable today. Just an introduction of a mouselook, streamling all the body positioning stuff (It has Leaning, crouching, crawling ala later games) without sending all the game’s other systems crazy would make it something you could actively recommend for anyone to play. Hell, the graphic fidelity has even been dealt with already by other archivists. System Shock Portable allows you to install extra textures to play in a passably meaty 1024×768.

We can just hope that there’s some p-p-pathetic creature of meat and bone who wants to prove to auntie SHODAN they’re not so p-p-pathetic out there. Immortality awaits.

, , , .

9 Comments »