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Fair point. I've compiled that into a guide and added a couple more sections. Pretty easy reference for anyone who gets lost or doesn't think that the game lets you know what to accomplish.
https://steamcommunity.com/sharedfiles/filedetails/?id=2989188623
Looking back, there's a little bit where you aren't given a step by step. Mainly stuff like bypassing security for the antennas on engineering. But that's contained on that level and it's not unclear what your objective is, you're just doing some dungeoneering to get there.
Thanks, I wish I had this before I finished playing last weekend, I had to search online a few times because I was stuck but it was never easy to search for what I needed.
This guide will help a lot of people.
This is my feeling as well. The nonlinear levels and lack of obvious direction are a huge plus for immersion. I never felt completely aimless. I read the logs and had a general idea of what I should be looking for... but I'm also lost... and that's a good thing! The hacker doesn't know this place. It's refreshing to play a game where I don't feel funneled into a predetermined path. I can actually visit the levels of the ship out of order and go the wrong way. That's great!
I actually felt intrinsically motivated to explore every nook and cranny in this game. Maybe that is a factor for what type of player will enjoy it. I get the idea that OP arrives on a level and is frustrated because they can't immediately work out where to go. But each level is a puzzle itself. You have to have patience and explore the entire thing. Do that and you will find all the info and items you need.
You're welcome. I'm not sure if that was sarcasm, it is hard to tell in written English as a non native speaker sometimes. I choose to take it as non sarcasm.
Immersive sims are 100% my niche. I played all of them and liked or loved all of them. All do right things. The only exception is SS. Since we have only one exception, it is fair to say that is in fact my niche.
Since SS is so different and old, it is fair to say that it is an immersive sim before the time that immersive sims came to have the elements I love. Some sort of primordial immersive sim.
And the other exception when it comes to stealth is Thief. Thief is so different and old that the things that I consider as good stealth design were not yet invented and put into a game.
Maybe I really dislike old archaic design that are an order of magnitude worse than what tiles 5-10 years after were doing?
For me too. Great level design that feeds exploration and creative use of mechanics is what is fun for me. But it needs to lead somewhere.
I want to explore every nook and cranny until I figure out how to solve the problem. but it needs to happen eventually. With great pacing I might argue. This did not happen in 12 hours of SS. In fact, my mental image of what I need to do has not evolved significantly from the first audio log I found. The whole thing just did not come together for me.
Have you tried later immersive sim titles. Have you not perceived an huge gap between their design?
That is not a fair assessment. I spent 5 h only on the first level. Explored thoroughly. Found nothing of interest or any trace of good design. Then I spend about 2h on 3 more levels each, for a total of 12 hours.
So after spending 12 hours in horrendous uninspired primitive level design and exploring, trying to milk the game for what it is worth, I couldn't figure out where to go. That is hardly "immediately".
The levels, if you can call them that, aren't really puzzles. Just a bunch empty inane random rectangular boxes, with 1-2 key puzzles touched in some corner you only find when your exploration reaches starts trending to 95+% of the level.
I would like to recommend a game: La-Mulana. An archaeology platformer metroidvania that is very aimless, requiring you to collect information and piece together what it is saying, and where to apply that knowledge. It is a game that I am willing to often shill for, because I think it is a genuinely special experience, just as Thief, System Shock(s), and other great games are.
Also, I would recommend Ancestors: The Humankind Odyssey. That one is an open-world game where you guide apes, attempting to evolve them into humans over millions of years. You start with trying to evolve the neurons that permit ambidexterity, senses of hearing and smell, and so forth. There are no missions to complete, just the desire to ensure the survival of your kin. I think that most open world games feel weird and unnatural, but this one fits the nature of a open world almost perfectly.
I can't recommend the above two games enough.
Did you listen to the log talking about the resistance holing up behind the radiation trench and the junction box to enable the force bridge? The log about destroying the cpu nodes on the level to make the lift functional again? The log where they explain that they left graffiti pointing out the cyborg conversion chamber?
How about the very first transmission from Earth telling you to go to D'Arcy's office? Or the log in that office telling you what to do to stop the laser?
I would have thought that spending hours "exploring thoroughly" would include just listening to what was given to you, or checking on the transcript in your log if you missed it.
System Shock is a proto-immersive sim. It's essentially a old school dungeon crawler with some very early immersive sim qualities but not as in-depth as the games that it inspired.
It sounds like it's not for you but to call it bad... I can't agree. I've enjoyed it a lot. I'm glad that it is different than Prey or Deus Ex. I've played those games and I will play them again. But playing this has been a unique experience.
This is a completely backwards take.
What you're describing with system shock is exactly the same as work. You still have the checklist, you just can't see it.
The reason people are tapping out is precisely because they want to play a GAME.
Running around in some "immersive simulator" figuring out codes, reading emails, solving puzzles, disengaging safety mechanisms, finding the override to jettison the grove, and figuring out what they're even supposed to be doing, etc. is work.
Blasting each other in team deathmatch and whoever gets to 100 kills first wins is a game.
Trying to get Mario past the enemies and obstacles to the goal is a game
Whoever runs out of health first in Street Fighter is the loser, is a game.
Hunting down two separate blueprints and then the requisite parts and combinations to build a beacon using machines at the end of Thief 2 is uh....not a game. It's closer to working in an auto parts store.
Maybe all are right, as the definition of work and enjoyment is a personal thing. For me SS is a game as i can actively use my mind and i prefer that in gaming, compared to a super mario that sometimes feels more like work when my fingers start to hurt and cramp. I also can´t immerse into something like a mario while in SS i get lost.
Comparing System Shock to something like thief or deus ex is also a bit harsh. Genres as well as graphics already had evolved a bit more and split up, hell, from SS to thief it´s 4 years, these 4 years where like a whole century of development difference. In System Shock you have to puzzle together your mission, in DX and thief you have pregiven objectives but options for the ways to solve them.
Implenting optional paths requires a more complex gaming area (for stuff like vents, sewers etc.) and in 1994 that was simply not possible - as well as stealth was nothing to talk about at that point - ai was dumb, simple and as good as the systems allowed it (the 486ers had already enough to do with the graphics). So they had to find different ways to build up a dense atmosphere.
They're not. MGS and Splinter Cell in particular are completely different games to boot. In parts because Thief is and was more than just a Stealth Game, Capital S, Capital G (just as Shock was never but a storifiedish FPS). Never gave a hoot about Splinter Cell or anything. But Thief.....
Of course, people would pretend stuff like the genius Bonehoard in T1 would also be bad design nowadays. You go on a "mission" of aquiring this magic horn. Only it's burried beneath a maze of crypts and caves and traps that supposedly nobody ever yet returned from. With at one point even the game's character just noting down a "WHERE AM I?" on his map. Then you hear the (3D) sounds of that horn you came looking for-- and can actually navigate by that all the way to your destination.
Not only is this the culmination of what Looking Glass stood for (approaching VR from a software perspective -- there's only so much expensive headgear can do if the application isn't up for all that). For once, this dangerous place people got lost (and died) in doesn't merely exist in a cutscene or lore.txt as windows dressing, but in the actual design and gameplay. I'd agree that T1 in particular overdid the maze-like idea of level design. But this take on design is brilliance to this day and barely ever further explored. (Even more astounding is that the AI is actually able to navigate the huge and sprawling maps themselves, barely missing a beat as they return to their patrol routes after they have chased you all the way through Lord Bafford's sprawling estate and back).
To quote a recent interview with LGS alumni: "We were trying to build the holodeck." https://www.rockpapershotgun.com/system-shock-the-oral-history-of-a-forward-thinking-pc-classic
SS is still early levels, mind you. It's basically the answer to issues perceived in Underworld 1+2 (the map layouts can also still be traced back to Underworld... they're basically dungeon crawls, albeit with real-time simulation of light, physics, AI and even food rotting -- VR simulation and stuff). And who knows where they had headed in the long term. But: Had they succeeded and gained mass followings, quite a few games would look drastically different today. And not remind you at every step that you're "Just playing a damn game".
Sigh.
As for the revive chambers… yeah I question them too. They are useful if you don’t want to redo the things you’ve done before you died at a costs of little health as you don’t regenerate at 100% and I kind of like it - it’s another decision to make between the chamber and the last save you’ve made. I was very critical of this game before playing it as I’m not a fan of pixel graphics (I must admit though that after forcing in game HDR and SSGI and getting rid of all ambient lights via a mod this game looks awesome) but now after I had tried it and “fixed” few n i ggles with mods I can’t wait to get back to experience the station each evening. It gives me huge feeling of nostalgia to old times where games forced your brain to work. I even start to like the pixel approach as it makes mind to fill in the gaps. Just like the original half life looked so “real” back in the days - but it didn’t - my brain made it feel real. Something most games today lack of - even the ones with the best graphics (which still suck btw - I am an architectural designer and visualiser so I’m very sensitive to how things look and feel in real life). It’s not a perfect game, it has many flaws, it’s clunky at times, combat feels weird and I hate the cyber space (I think the long intro getting in and out hides the level loading in the background so your criticism of it it’s a bit strange. Would you prefer a static screen instead?)
Maybe it’s not your cup of tea and I completely get it but maybe it requires a little adjustment and understanding from your side too. If you can make it the rewards are worth it. But if you can’t you should move on. Life’s to short. I’ve never finished Atomic heart as it was such a bore (even when modded to get rid of some silly developer decisions) …don’t feel bad about it.
You’ve vented here, fair enough you are fully entitled to your own opinion and I’ve done same thing many times but this will not change neither the game nor your enjoyment.