secret-bessiasmia-icons-zhanra-immersive-sim-nomarous-nzglyuh-na-system-shock-1

The secret of immortality of the Immersive Sim genre icon. Modern view of System Shock

It is believed that artistic works are obsolete over time, and mass culture reproduces itself itself for new generations of people. I cannot fully share this look. Over time, new concepts and technologies are replaced by new. But the works of art that are published are preserved in time, like insects in the resin, and cannot grow old. But to be forgotten quite capable.

Before the quick release of the remake, closed by critics https://nongambancasinos.co.uk/review/madcasino/ and few players, but not receiving well -deserved glory and remaining more popular and friendly to the user of the DOOM classics, I want to pay tribute to the sign project, which has become a guideline for the developers of the games and the grandfather of the subsequent Immersive Sim’ov, Doom 3, the first deadSpace, Alien: Isolation and other projects. If you are interested in the works in the genre of Cyberpank or Immersive Sim’ami, then System Shock on YouTube channels Gothenx Channel and “Chronicle of the video game” were probably watched. I want to look at this project from a different angle. I have something to say new.

I will not dwell on the plot of the game and her lore. I propose to get acquainted with the video on the Russian -speaking channel Artie Edge, in which the author is extremely meticulously approached the presentation of the events preceding the game and taking place during it, the description of the plan of the scene – the Citadel station – and the actors (https: // youtu.Be/EHPQREQPPNW).

When choosing a new game, we will be met by a flexible setting of complexity, consisting of four points: battle, plot, puzzles and cyberspace. Each of the points consists of four levels of complexity starting with zero. Apparently, in this way, even before the start of the game, they tried to immerse the player in the skin of a hacker, and, as you know, the systems in programming begins from scratch. We wake up after a half -month coma, and we are met by a screen that explains the functions of an implanted neuro interface. Immediately it is worth turning on the full -screen mode, which will allow you to have a greater review, especially since no other function, except for decorative, does not carry the default mode by default. Experisively, I managed to find the buttons responsible for managing the character. The cursor moves extremely slowly. Fortunately, from this article (https: // dtf.RU/Games/879753-System-SHOCK-ENHANCED-EDI..) I learned that in a reprint when pressing the ke key, the sight will be fixed in the center of the screen, and the review of the camera will become an order of magnitude more convenient. The hero’s mobility is amazing even today, to say about 1994: the standards of standing, sitting, lying, tilting left and right and their combinations-only 9 possible options for orientation of the body in space. It cannot but rejoice the possibility of running in a laying position, and the speed is close to the one that the hacker develops in the standing position, and endurance is consumed significantly slower, which is especially useful in some long low hips. The character is more mobile than the main character Dishonored, which was a native of Looking Glass Studios, who created the Immersive SIM genre (Ultima Underworld, System Shock), the first two parts of Thief). In general, it is worth saying a few words about Dishonored in the context of the general with System Shock genre. The Arkane Studios project is as comfortable as possible, I would even say that it lies with the player: many training windows, pooping your nose that you can get to the goal in several ways (get a battery that feeds the electric gate, get along the roof, go through the lane, turn into a rat and crawl through the graternity). And here is such a wise System Shock, who does not care about the player, he was threw him and preferred him for Doom at one time, and now it’s even more difficult to play like that.

System Shock should create a feeling of discomfort and anxiety, given the horror that is happening, but because of the vigorous music, the effect does not work. Only a robotic voice at some levels is able to make a shudder. The first Dead Space, which is the spiritual heir System Shock, coped with this task excellent.

Leave a Comment

Your email address will not be published. Required fields are marked *

3 + 15 =