

This is where the sprite-based fps genre ran into biiiig problems. When I played it as a kid, and ran into a chick in an alien pod, I was like: “Why can’t I save her or something?” There was also the Duke Nukem effect: fps games were getting dumber, and more sensational. Nothing really communicated it was *different.* The images on the back, just looked like someone vomited confetti onto the screen. The problem with the first System Shock, is there was nothing about it that ‘appeared different.’ The front of the box didn’t show anything compelling. One of the big offenders was Hexen, which left a bad taste in a lot of people’s mouths. Players went from “killing the forces of darkness” to just getting stuck.

It stuck around because it did a lot of this well.īut… it introduced a lot of conventions which also sucked, unbelievably hard, like color-coded door keys, nonsensicle level design, etc. Doom, Hexen, Dark Forces… they didn’t look *that* different from each other.ĭoom only really succeeded because it was the first to do a lot of things: fps, anatomical gore, the totally metal religious element, etc. Why I never thought to look into System Shock 1: “The Rise of the Doom Clones and Bargain Basement Crapshoots.”įirst up, the white elephant in the room: I dont care what the nostalgics say, we *knew* games looked like ass back then.

I was around for both releases, and only ever played System Shock 2.
