How did you react to System Shock?

By Shamus Posted Thursday Sep 10, 2009

Filed under: Video Games 68 comments

In my earlier post on art games, Juni asked, “Shamus… you don't have System Shock on your list?”

I’m looking at the settings and I can’t find the option to enable trifiltering bump maps.
I’m looking at the settings and I can’t find the option to enable trifiltering bump maps.
In my mind there are three games that encompass the great “thinking person’s shooters”: System Shock, Deus Ex, and Thief. Two of those came from Looking Glass Studios. All three were designed or produced in some way by Warren Spector. Other people might include Hitman or Max Payne in that category, but this is my list and these games have a sort of kinship with one another.

My entire perception of the System Shock series is pretty warped, and I get the impression it didn’t resonate with other people the way it did for me. Thief and Deus Ex are worthy titles, but they pale in comparison to System Shock 2. But judging by comments people leave here (and the fact that Thief and Deus Ex live on) I’d guess that this relationship is inverted for most people.

In 1994, these sloped surfaces BLEW MY MIND.
In 1994, these sloped surfaces BLEW MY MIND.
And no, I don’t really see BioShock as System Shock 3. Max Payne was a great game, but I never would have accepted it as a sequel to Duke Nukem. This is actually another indication to me that the things I loved about the System Shock series were different from what everyone else loved. Anyone that can call BioShock a “spiritual successor” to System Shock has a radically different idea about what exactly was the “spirit” of the thing. For me the defining characteristics of System Shock were: Cyberpunk, RPG leveling, huge freeform non-linear gameworld, electronic soundtrack, pervasive solitude, and tightly controlled resource management.

The original System Shock has not aged well at all. The interface is grotesque by modern standards, and its eccentricities really detract from the experience. The story appealed to me on some deep personal level, but was it really all that great? Rogue AI gets loose, kills everyone. Lone survivor must fight the evil AI. It was certainly the right story at the right time. It constructed so as to not need dialog trees, or in-game cutscenes, or any of the other things games did poorly (if at all) in 1994. But the story itself isn’t exactly radical. I’ve begun to suspect that the best parts of the plot were the bits I was filling in myself as I played.

The ending cutscene / montage of the original game.  This is your reward for 60 hours of death and struggle. Savor it.
The ending cutscene / montage of the original game. This is your reward for 60 hours of death and struggle. Savor it.
System Shock 2 was far, far superior in terms of interface and gameplay, but the story suffered from a bad case of plot extension. The first game had wrapped things up and killed off the defining characters. The sequel tried to bring them back. It was a bit like how Fallout 3 kept waving old characters in our faces to establish its Fallout cred. The game dug up your nemesis, thus undoing your accomplishments in the first game. Then it let you kill her again. Then it undid your work again, leaving a cliffhanger that is never going to be resolved.

The franchise is in perpetual legal limbo, and given the success of BioShock I don’t see why anyone would go to the expense and trouble of rounding up the rights to the thing and bringing it back. And even if someone did, the story would suffer even more as Shodan becomes the Jason Voorhees of software bugs. Plot contrivances would make her unstoppable in the most dull and predictable way: Sequel fiat.

If the game did somehow emerge from the abyss, I’d hope for several things:

1) Keep the depth of System Shock 2. Resident Evil 4 proved you could have decent space-driven inventory management on a console. People even liked it. Stop assuming console gamers are drooling morons. They’re pretty much like PC gamers, except they have less buttons. Keep the leveling, the looting, the researching of items.

2) Reboot the story. Don’t cheapen the tale by gluing another extension onto System Shock 2.

3) Show Citadel station pre-disaster. Much like the start of Half-Life 2, let the player wander around and get to know the world and the controls before the shooting starts. Make Hacker silent like Gordon Freeman, so that the player is free to fill in their character as they see fit. The original story calls for Hacker to be a prisoner at this point, so going where you’re told and not speaking are perfectly appropriate. During this time have the player meet five or six key characters, and get a glimpse of a few others. That way the messages they find will have meaning. It will be more shocking to see the station ruined if they have seen it whole.

4) Big. Non-linear. Or don’t bother.

I know it seems like I’m incapable of shutting up about this game. I am afraid this is probably true. Really, I’d still be playing System Shock 2 right now if I could get the sucker to run.

Still, if you played the Great Three: Is System Shock the runt of the litter? Which one do you favor?

 


 

The Path: Scarlet

By Shamus Posted Wednesday Sep 9, 2009

Filed under: Game Reviews 55 comments

Scarlet is the oldest of the girls. Her bio from the website:

Scarlet is the oldest of six. The firstborn. In a family with an invisible mother. Quite a responsibility. One that she faces with determination and a sense of duty and pride. She is 19 years of age. She should probably be enjoying what’s left of her youth. But with five younger sisters, one more unruly than the other, somebody needs to maintain order and stability.

Not that Scarlet doesn’t wish to share the burden. Or a moment of silence. A moment of quiet understanding with a soulmate. A moment of true togetherness. Her loneliness is a secret she will take to the grave. Sooner than she may expect.

You can’t?  What’s the alternative?
You can’t? What’s the alternative?
Er. Spoiler alert?

Scarlet is serious, neat, and tight-laced. Most of her interactions and comments on the world around her reflect a need for order. Her personality seems very likely to clash with Ginger and Carmen. But she also has a lot of unfulfilled needs. She’s lonely (probably for a man) burdened, overworked, and under-appreciated.

Scarlet is a personality I’ve met before and I’ve always found her impact on the people around her to be really interesting. Imagine everyone has a couple of Sims-style sliders: One is their desire for order, and the other is their initiative and ability to do work without external prompting. A Scarlet has both of those sliders near the top. Her need for neatness and organization forms an interesting pattern of behavior. (If you’re down with the Keirsey Temperament Sorter, a Scarlet is a massive SJ.) In college, she’s the roommate who keeps doing the dishes and cleaning every day when everyone else can’t be bothered. But she’ll naturally start to resent how everyone else will leave their messes for her to clean up. But the sloppier roommates might not be actually taking advantage of her. They just don’t have the same standards of cleanliness. They can go to bed at the end of the day with dirty dishes in the sink and they don’t think about doing the dishes until they start to run out. But a Scarlet can’t bear to leave something like this go. She does the dishes, and then grumbles to herself that they ALWAYS leave her to do the dishes. She feels used and unappreciated, and becomes prickly with her roommates. She thinks they’re lazy jerks. They think she’s a rude bitch.

Continue reading ⟩⟩ “The Path: Scarlet”

 


 

Upgrading WordPress

By Shamus Posted Tuesday Sep 8, 2009

Filed under: Notices 17 comments

I’m upgrading to the new version of WordPress, which invariably means a new version will come out in about two days.

Things may be a little wonky until I get everything sorted out. Please bear with me.

UPDATE: And done. That sucked in several interesting ways. The “automatic upgrade” worked as well as it always does, which means I had to do it manually. There were files for which I could not change permissions, and could not overwrite despite having permissions to do so. I could have blown away the entire tree structure and re-uploaded clean, but my images directory is (hang on let me look) 80MB. My upstream bandwidth is such that it would take a good 20 mins just for that one directory, at least. Eventually I had to re-name some directories, then delete them, then upload new ones. Hopefully I didn’t miss anything.

Now I’ve got to upgrade a bunch of plugins. Your continued patience is appreciated.

 


 

Velvet Assassin: First Impressions

By Shamus Posted Tuesday Sep 8, 2009

Filed under: Game Reviews 56 comments

Well, it’s a $7 game. You might argue that I can’t complain too much. But we are bound by our purpose in this life, and my purpose is to nitpick videogames. Ergo, if there are flaws, they will be noticed and remarked on. Starting with…

Velvet Assassin is the story of Violette Summer, with special guest-star: Her ass.
Velvet Assassin is the story of Violette Summer, with special guest-star: Her ass.
I begin a new game. The choices offered are “normal” and “hard”. Invariably this sort of setup indicates the designer hasn’t actually given any thought to what difficulty levels are for or why they exist. This does not bode well for the coming experience.

I set up the controls. What is it with console ports? Do they just choose to omit a couple of keyboard keys at random? I always use numpad DEL for crouch / sneak, and to Velvet Assassin that key doesn’t exist. On the upside, I can use numpad enter, which most console ports manage to screw up. Still, DEL is the key I usually assign to STEALTH MODE, and I’m betting that is a thing I’ll be doing a lot in this game. Now I’ll have over a decade of muscle memory telling me to hit the wrong button when I want to sneak. Didn’t you guys have to USE a keyboard at some point during making this game? How do these basic details escape you?

The opening cutscene is right out of lazy storytelling 101: Voice-over exposition with montage images. It makes no effort to tell me who the main character is or establish the stakes. Okay, it’s a given that we’re playing a WWII game and the player is going to be predisposed to wanting the Allies to win, but it seems that an opportunity was missed here to make things personal or to hook the player with a few interesting questions. Violette’s voice is well-delivered, but clinical and detached. This may be appropriate for the character, but it makes the introduction that much more sterile. This is supposed to the the opening hook, and it’s basically got the same level of emotional investment as the opening of Wolfenstein 3D. The only reason we care at all is because we’re against Nazis and Nazis are bad.

Continue reading ⟩⟩ “Velvet Assassin: First Impressions”

 


 

Stolen Pixels #123: Her Story

By Shamus Posted Tuesday Sep 8, 2009

Filed under: Column 15 comments

Here is a strip about Velvet Assassin. Or about the History Channel. Or both. Sort of.

I am not crazy about how it turned out, particularly panel #2. “Old guy talking” turned out to be harder to pull off than I thought. Most stock photo sites are designed around the idea that you’re building advertisements, and so 90% of the pictures are of young women smiling. I couldn’t find anything in the “old and dull” end of the spectrum. And no degree of photoshopping could get rid of that “ask your doctor about Viagra” vibe the picture has going.

Ah well.

 


 

The Path: Robin

By Shamus Posted Monday Sep 7, 2009

Filed under: Game Reviews 57 comments

Robin is the youngest of the girls. Here is her bio from the website:

Robin is nine years old. A very lively child. She loves playing in the forest. Only on the path, of course. Mother tells her to never go into the woods. She never says why. Robin thinks there may by fun things to play with in the forest. She sometimes hears the creaking sounds of what seems to be a swing! Or the howl of a wolf in the distance! Robin likes wolves. They are her favorite kind of animal!

The “nine years old” thing confuses me. She looks and acts much younger. I would put her in the six or seven range, myself. At any rate, Robin’s journey is really interesting because it contrasts her perception of the world with our own. She encounters the wolf in the graveyard. Her wolf is an actual wolf, or a wolf-man. At one point in her journey she comments that “Wolves are just dogs.” In another she comments that she wants something “big and cuddly”. This desire becomes dangerous when mixed with the earlier misconception.

Continue reading ⟩⟩ “The Path: Robin”

 


 

Mobile Reading

By Shamus Posted Sunday Sep 6, 2009

Filed under: Random 29 comments

In the past couple of weeks, I’ve gotten a number of requests from people who would like a version of my book in a mobile-friendly format. One person suggested removing the line breaks.

Really? Is that what you do for mobiles? It seems like mooshing an entire book into an endless run-on paragraph would make it harder to understand. But I don’t know. Buying a mobile device for me would be like buying a Wii Fit for Larry Flynt. I’m a techno-hermit shut-in. Ergo, no need for a device to surf the web in tinyvision.

I did one sort of smart thing when I put the book together. I wrote it in plain text with just a few HTML markups for bold and such, and then made some PHP to turn the thing into HTML. So, it shouldn’t be hard to make a different script that makes the book mobile-friendly, provided I can figure out what that looks like. I don’t even have a way to test it. I assume “mobile” device” means more than “tiny screen”. There are most likely other limitations.

I’ve tried searching, but I keep ending up with pages that provide mobile content instead of guide you in making it, and I haven’t found one solid, comprehensive guide for “here is how things need to be so that it will work gracefully with all mobile devices”. Thankfully, we’re just dealing with text, so this shouldn’t be brain surgery. This is probably just a few simple rules.

Any advice?