21 people found this review helpful
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2
Recommended
0.0 hrs last two weeks / 29.8 hrs on record
Posted: 4 Dec, 2024 @ 12:24pm

System Shock 2 is one of the most significant works in Western video game history, not only for the standard it set in RPG mechanics but also for its thematic complexity and a story that seems simple only on the surface. Without giving away any spoilers, let us focus on three key aspects:

OPTIMISM

Cyberpunk works often feature futuristic but bleak settings. The first chapter of System Shock (1994) is no exception, opening with an oppressive atmosphere. System Shock 2, however, begins on a more optimistic note, set in a futuristic neighborhood with military recruiters, robot assistants, and a typical Asian restaurant adorned with neon Chinese characters. While the sky remains cloudy, sunlight is visible, symbolizing hope and optimism: humanity has discovered technology enabling faster-than-light travel thanks to the spaceship Von Braun, opening new horizons for the future in an Earth ravaged by environmental and social crises.

This optimism is also reflected in a new focus on individuality, where players are free to choose their path and shape the self they want to become. This concept is integrated into the gameplay through the RPG mechanics: players can decide which military branch to join, determining their character's "class," and then select missions over the next three years to shape their protagonist's stats. You can become a firearms expert, a psionic, a hacker, or even a scientist. This training serves as preparation for the main mission aboard the Von Braun, where a nightmare begins for the entire crew. For both the survivors and the player, however, it becomes a fight to protect the most precious thing we possess: our individuality.

INDIVIDUALISM

The Von Braun encounters an alien entity known as the Many, a collective consciousness composed of countless voices, entirely devoid of any concept of individualism. The Many aim to assimilate the entire crew, creating a nightmare rooted in body horror. Many of the enemies are crewmembers transformed into hybrids (humans fused with the annelids, the Many's race), disfigured by worm-like structures protruding from their heads. These enemies attack on sight but seem to retain a shred of awareness—it’s not uncommon to hear them whisper "I'm sorry" before striking.

Players who delve deeper can uncover additional information about these enemies. Not only through analyzing body parts left by their corpses (using the research skill), but also via logs left by scientists. This mechanic not only enhances the lore but allows players to deal more damage to enemies whose biology they've studied.

The Many’s goal—the loss of individual autonomy—is one of the game's most chilling elements, further amplified by haunting voice logs from those who voluntarily surrendered their freedom, describing the condition as a form of ecstasy. I am not exaggerating when I say some logs are profoundly unsettling, characterized by the delirious thoughts of their authors, whose voices shift as they describe a transformation that is both physical and mental.

I was particularly struck by a certain type of enemy that seems to symbolize control over the female body: a theme the game addresses in a visceral and unsettling way. Stripped of bodily and even reproductive autonomy, she is reduced to a caretaker. Metaphorically, the female body becomes an instrument for the collective's needs.

Despite this, the game emphasizes that complete isolation of the individual, often an indirect consequence of technological progress (as we are witnessing in our own era), is not a desirable state. To fight for freedom, unity is essential.

UNITY

From the beginning of the game, an intriguing narrative choice stands out: through windows, we see human NPCs, but we can never reach them. In the opening location, we observe station operators, then people eating in an Asian restaurant, and later other NPCs behind glass panes separating them from us. Even the protagonist, Googles (as they are nicknamed), spends the first months of the mission in cryosleep within a glass capsule aboard the Von Braun. While we don't know how many interactions they had before, it's clear that social connections are minimal, often limited to work-related interactions.

I can’t help but interpret this as a form of individual alienation. However, the game demonstrates that no one can survive entirely alone: if Googles had been entirely abandoned, they wouldn’t have been able to progress in the mission. Many crewmembers paved the way for the player, as revealed through numerous audio logs and useful items scattered throughout the ship. Heroic figures like Marie Delacroix (the inventor of the faster-than-light travel module) provide crucial resources and hints, without which the player would not have taken a single step forward.

This teamwork, where everyone contributes without being overshadowed by others and where each individual's merits shine distinctly, conveys a powerful message about the value of cooperation.

CONCLUSION

No written review can substitute for the direct experience this game offers. For this reason, I highly recommend trying it.

I also greatly appreciated the improvement in the soundtrack compared to the first chapter: while its predecessor featured overly technological tracks that clashed with the horror atmosphere (to the point where I played it with the music off, which surprisingly created an effective eerie silence), System Shock 2 employs unsettling music that perfectly complements the game's tone. The few "technological" tracks are rare and appropriately placed.

I do, however, have two criticisms:

The "ghost visions," scripted events where we witness the final moments of some characters in front of their corpses, are an interesting idea but rarely add anything significant to the plot, with one notable exception.
The final part of the game feels slightly rushed and, in some places, less believable, though this doesn’t detract from the overall experience.

I won’t dwell on a plot hole between the first and second chapters, as it seems to have been addressed in the remake of the first game. Ultimately, these flaws do not diminish the experience, which remains an important legacy whose influence is still felt today.
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