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One effective element of System Shock 2 is the use of the PDA messages to disseminate the plotline.
Absolutely. I'm a huge believer in the psychology of sound (I used it to great effect through my LARPing years, and still use it in tabletop games), and the audio - logs and otherwise - in System Shock 2 is pretty much perfect.
Another big plus point for me was the verisimilitude of the Von Braun. The level design made it feel like a proper starship in which people lived and worked, rather than just a series of meaningless rooms and corridors. It's just a shame the Rickenbacker wasn't nearly so well realised (although I understand that that had more to do with the publisher's deadline than a lack of enthusiasm on the part of the designers).
Another nice thing about System Shock 2 is the RPG element. Before it, I don't recall having ever played a game that presented multiple methods of play (in this case, the Tech, the Soldier, and the Psionicist). Couple that with the R-Grade cybernetic rig with which you start, and which can be upgraded with the ever valuable and frustratingly scarce cyber modules, plus the fact that weapons actually degrade with use, and you know you're on to a good thing.
Actually, I'd go so far as to say that System Shock 2 is one of the best games ever made for PC. |
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