![]() ![]() ![]() ![]() The fact that BioShock got made is a win for big ideas, the fact that it plays so well is a strong argument for letting developers alone, and the fact that it sold so well it spawned a franchise and, arguably, changed video games forever is nothing short of miraculous. Everyone at Irrational wanted to make another Shock game but they couldn’t get a publisher to sign on to a high-concept spiritual sequel to a cult PC classic. In the years between Irrational releasing System Shock 2 and BioShock, the world of video games changed dramatically. SHODAN, villain of System Shock, the standard to which all insane AIs are measuredĮven if I had missed SS2, however, I certainly would have played BioShock. I would have missed out on a formative storytelling experience. At the time of its release, however, had I known it was a horror game I probably wouldn’t have picked it up. Looking at my work and my influences now, the appeal of SS2 is obvious, its themes ones that I’ve been attracted to for most of my career: a rogue, insane AI, a ghost ship where the protagonist is one of the only survivors, a bio-organism run amok, paranoia and claustrophobia and betrayal. Perhaps its connection to Thief, or maybe at a young age I already had developer loyalty: certainly I was a close follower of Origin, LucasArts and id. System Shock 2 is a landmark moment in video game artistry that almost no one played when it first came out. *Heads up: spoilers for all the Shock games inside but mostly for System Shock 2 and BioShock. Click Here to read previous instalments of Skinner Box Storytelling. ![]()
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