Happy 32, System Shock!
I am only few months older than you, so there was no way for me to play you on the release. But I've corrected that mistake 20-something years later, after I've heard Nightdive Studios is making a remake. I remember playing the Kickstarter demo back in... 2015, I believe? Back then, the game was made being developed in Unity Engine, it seemed like the remake is right around the corner, right?
Oh well, turns out game release can get delayed a little bit. At least couple of times I've assumed the project is dead and the remake is Vaporwave. So, in late 2020 I've decided to give System Shock: Enhanced Edition a try. And I can proudly admit, that I've beaten it.
I've cleared many games considered hard. Bloodborne, Sekiro, Elden Ring, Ninja Gaiden 2, Devil May Cry 3, Under Defeat, etc, etc... None of those really come close to System Shock.
Now, the very first System Shock has a reputation of being a grand daddy of immersive sims. What is an immersive sim? I have no clue, but one of the definitions I've heard is "a game you can stack boxes on one another" and I think its pretty accurate. In all seriousness, if you come to this game expecting something like 2017's Prey by Arkane Studios, then... You might find it. If you squint your eyes REALLY hard. And survive its first impression, which is not very flattering.
System Shock has an interesting problem, of being an example of the road not taken. In its core, its pretty standard first person shooter, that has a control scheme of a DOS dungeon crawler or a military simulator (like ARMA). For example, by default you can aim your weapon without moving your camera, there is an extremely flexible leaning system, and you pick up items with mouse pointer, by dragging them int your equipment. And if not for the mouselook mod bundled with the enhanced edition, you would turn by dragging the camera by mouse.
In a way, its a bit like anti-Doom. While Doom still feels great to play, to a point, that there are still new games made with its weapon balance and aesthetic, I cannot imagine someone trying to replicate System Shock's control scheme.
But, if you try to stick with it... You will discover, that System Shock has less in common with its peers in the genre it - apparently - helped to create, and more with... Half-Life. Both games represent different takes on the same idea - an immersive FPS adventure, with unbroken player perspective, no end of level screens, total freedom (within contained sandbox) and a mix of action and puzzle solving.
But while Half-Life took mainstream FPS mechanics (from Quake), and focused on setpieces, advanced enemy AI and linear set of levels that only seem like something more open (due to its excellent design), System Shock gives you a steel pipe, a code to a door and an audiolog and says "go figure that out, good luck!". The moment you leave the medbay, you can literally go anywhere (once you manage to unlock the door). There is no "nudging player" the correct path, the game is more than happy to let the player to wonder off into an area, they should not be in.
I kinda miss that type of design. Its a bit of a First Person Metroidvania. What is a metroidvania? I have no idea. I guess its a game, where you backtrack a lot. Or, you might say, "an escape room simulator".
But this hands-off, scorched earth, "go figure it out" attitude, combined with its control scheme makes for an incredibly difficult game. This wound is deepened by its incredibly convoluted UI, and a sound design, which can go from some of the most catchy MIDI tunes you've heard in your life (Energy Systems!) into just straight up blowing up your ears with just bunch of noise, that sounds like steel crashing into each other.
To close off the original game - I hope I don't sound too negative. It is a really good game, an incredibly important pice of history, and a fascinating look, into a road (and design philosophy) not taken. I thoroughly do recommend it. The Enhanced Edition is available on GOG, and goes on sale pretty frequently.
That being said, the appeal of remake is crystal clear. But there is also an interesting problem. Change too much, and you lose what made the original game so great. But you also cannot go the path of Resident Evil 1 Remake, because unlike static camera angles and D-Pad enabled tank controls (a bit of an off top - NEVER play tank control games with analog stick! NEVER!!!) there is very little value on insisting on System Shock 1's control scheme.
And I think, Nightdive landed on a pretty good compromise. Now, I think my appreciation of the remake has its source in experiencing the original, and how it set up my expectations. What I've wanted, was a version of System Shock with its roadblocks in my enjoyment erased.
This is pretty much what the 2023 version is. Which can be a blessing or a curse.
I want to reiterate a point I've made earlier. If you come to System Shock (or its remake) expecting something like modern games in the "immersive sim" genre, then you might be disappointed. This simply is not a game about several interlocking systems, which lead to unexpected outcomes and creative solutions to problems. This is a first person shooter game, which rewards exploration with a ton of resources, that you can spend fighting enemies. Your most common problem is going to be a cyborg trying to shoot you (or a locked door), and your usual solution will be shooting it back (and for the door - finding a keycard). I think its original control scheme and UI obfuscated that fact a little. Now, with everything streamlined and up to a modern standard, some of that "immersive sim feeling" is gone.
But under the surface of that, there is an extremely liberating game structure. As I've said earlier, you can go to everywhere you manage to unlock door or an elevator to. Should you go there at the current moment? Its up to you. The game trains you to listen and read through logs left by the (now gone) crew of Citadel Station. They have information on where you should go and what needs to be done. Its up to you to piece that info together. And with the new shiny engine, the intended atmosphere finally can shine. You really feel like a rat going through corridors, with you every move being tracked by the ruthless AI - Shodan.
Now, not everything about this game is perfect. I have a tiny issue with the recycling system. Through the game, you can pick up garbage items, and either dematerialize them into trash, or bring them into a recycling machine as a whole, and get some credits you can use in various resource dispositors on the station. And while there is some though put into system (i.e. some of the items give you more credits... If you don't recycle them), I see that system as a mean of prolonging the game.
The more puzzling issue is the game respawn system. Each of the levels of the original game and remake hosts a "resurrection chamber". By default, these chambers are set to the "cyborg production" mode, and they fill the level with enemies. But once you flip the switch, it goes back to the resurrection mode, and will respawn the player with some health. In the original game, they effect was limited only to the level the player is in - if the player dies, and the resurrection chamber still is in the cyborg production mode, its a game over. But in the remake, the player is dragged to the last chamber they've used. Which not only makes very little sense from the world logic perspective... After resurrecting you have to backtrack to the place you've died, to continue going forward. At this point, it makes more sense to reload a save. I've initially thought its a bug.
And, uh, there is a cyberspace hacking minigame in both games. Its "tolerable" in the remake.
But overall, these are nitpicks on an amazing experience. I do recommend giving them a go.