Ghost Story Games

What Might have Been

on January 29 2010

58 comments

All games have secrets that stay locked away for years on end.  Creative Director Ken Levine sits down and reveals some of these secrets from 1999’s classic shooter System Shock 2.

Apocalypse Shock?

“The original story had the player going to a spaceship to assassinate a character similar to Colonel Walter Kurtz from Apocalypse Now,” says Creative Director Ken Levine. “We pitched the game to Paul Neurath at Looking Glass Studios based on a story outline I wrote and they gave us access to the Dark Engine which was used to make Thief.”

“We took the concept around to all the major publishers of the day and we ended up talking to Electronic Arts, who held the rights to System Shock,” Levine adds.  EA eventually did sign the project and the original story outline quickly emerged. As Levine puts it, “you can’t have a System Shock game without SHODAN, so I wanted to rewrite everything.  I was such a System Shock fanboy that it was a dream come true to create the sequel.”

Zero-G vs. Technology

“Originally, the level that would become The Many had the player traverse from the Von Braun to The Rickenbacker on the outside of the hull,” says Levine. “We thought it would be a really cool mission because it would change everything the player was used to by introducing a zero gravity environment as well as changing the behavior of all the monsters.”  The technology in 1998, when System Shock 2 was in development, really didn’t allow for such grandiose ideas unless it was a major feature in the game.  Levine remembers chatting with Lead Programmer Robert Fermier to discuss the level and being told, “Dude that is going to be a huge amount of work for it to work properly.”  A feature specific to only a single mission of the game didn’t fit into the schedule. Levine adds, “It was good that it got cut. If you don’t have the resources for it, you can’t make it that good.”

F’ing with the Player

“To fuck with the audience was a new concept in video games,” says Levine on creating the plot twists in System Shock 2.  “It was a bit of an experiment and it had some resistance from the team, but once I had the idea I really wanted to run with it.”  With the help of Randy Smith, who was on loan from Looking Glass Studios, the script that Levine wrote was built into the sequence in DromED (the tool used to create levels in System Shock 2). Levine remembers, “That was a very challenging task and ended up being the most complex sequence in the game to script, with the multimedia presentation where the player finds out that Shodan has been posing as Polito the entire time.”

The End?  Rewrite.

“Due to miscommunications or differing ideas, a different cinematic video was created from the one that I originally scripted,” says Levine. “It had this elaborate sequence where Shodan would attempt to kill you in a double-cross, as this ‘cyber stinger’ that was in view provided tension of your impending doom.”  Upon getting his hands on the video for the ending sequence, Levine didn’t see anything that he wrote in the script.  “We didn’t have much to work with.  It was like when you look in the cupboard and you’re trying to make soup, and you have a bag of salt and couple of pinto beans.”  Working with fixed assets can be extremely challenging especially with limited time and resources as well as fighting the technology back then.  Levine remembers, “We had to write to the assets we had at that point, and all we could do was edit it.  We completely ran out of time and that cut scene wasn’t the right ending for the game.”

900 Square Feet of Amateurs

System Shock 2 was made in single room, which was around 900 square feet,” Levine recalls of the original office space that Irrational Games called home.  “We didn’t have any money and didn’t have a lot of experience shipping games at that point.  We lucked out by hiring some newcomers like Nate Wells, Ian Vogel, Michael Swiderek, and Mauricio Tejerina, as well as being loaned some guys from Looking Glass, including Dorian Hart, Alexx Kay, and Randy Smith.” Working in such conditions on a project that lasted 11 months lead to many sleepless nights and likely some foul body odor.  “If we knew then what we know now, we probably would have just stopped in our tracks petrified, and not have been successful because we wouldn’t have thought we could pull it off,” remembers Levine.  While conditions were cramped, there was a great deal of optimism while working on System Shock 2. “I remember getting that first milestone check for around $75,000 from Looking Glass and thinking, ‘OH MY GOD! WE CAN DO ANYTHING!’ We made it happen.”

Posted on January 29 2010 04:22 pm, under Insider
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Comments (58)

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  • sunjammer | January 29, 2010 7:26 pm

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    The really cool thing about Shock 2, looked at from a technical pov, and especially if you were already enamored with the Thief franchise, was that it was absolutely clear that Shock 2 was a hack. I mean that in the best way possible. It just oozes love and adventure. Ew. Like holy shit guys, we get to do this, where can we go with it? Can we do this? What about this? Can we make this work?

    Do i remember correctly if i think a whole ton of audio log VO was done by developers and other team members? It’s a work that looks, plays, sounds and feels like a personal endeavor, which has become really emblematic of Irrational titles. Soul baby, soul.

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  • darby | January 29, 2010 7:30 pm

    The zero-g thing reminded me of DeadSpace

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  • axident | January 29, 2010 9:44 pm

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    The ending bit was quite interesting in particular IMO. =)

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  • stevenb1291 | January 29, 2010 10:16 pm

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    Man, this site gets cooler by the day! Thanks guys!

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  • jrchapman | January 29, 2010 11:21 pm

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    Man I loved System Shock 2 it scared the crap out of me like no other until Bioshock both are in my forever top ten list. I never got to finsh System Shock 2 (Damn Thief) an can’t find any copies in Canada. Either way i love them both very much.

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  • goggles | January 30, 2010 1:07 am

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    This was great stuff. Very interesting information.

    But I think a spoiler warning would be nice…

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  • nabeel | January 30, 2010 11:11 am

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    Thanks for that, that was quite interesting.

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  • hudson | January 30, 2010 1:03 pm

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    To this day Shock2 will live in infamy as the best FPS/RPG of all time.

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  • sh0dan | January 30, 2010 7:28 pm

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    The Zero-G level idea sounds really cool. At that point in the game I was utterly absorbed. I wasn’t merely playing the game, I was really there. If it had been done it would have been the icing, on top of the icing that was already on the cake.

    Maybe next time around, if you guys ever get chance to do another System Shock, then you can fully realise all those ideas.

    Its funny, even after all this time, I still haven’t played another game that has immersed me so much into the game world as SS2 did. Bio Shock was great, as was Fallout 3 and STALKER, but none have had that same level of immersion I felt. Now that I’m older, I’m starting to wonder if its just games in general that arent as immersive, or if its actually me that understands how they work better, therefore they no longer trick me into that immersive state of mind.

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    • Arancil | February 3, 2010 11:40 am

      “Now that I’m older, I’m starting to wonder if its just games in general that arent as immersive, or if its actually me that understands how they work better, therefore they no longer trick me into that immersive state of mind.”

      I also walked the Earth with this creeping suspicion in the back of my head. “Maybe I’m just getting old and bitter.”

      Then I played Cave Story, and later Batman: Arkham Asylum.

      Maybe it’s true that it’s harder to be immersed as we get older, but there are a few newer titles out there who will give me that feeling, so I dare say that a lot of good games today lack the soul that a lot of old goodies have.

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  • serrin | January 30, 2010 7:46 pm

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    This article was a great read. I always thought the ending to SS2 was great, but mainly because it hints very strongly at a sequel…

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  • January 30, 2010 10:15 pm

    […] What Might Have Been [Irrational Games] Tagged:developmentirrational gamesken levinepcsystem shocksystem shock 2 […]

    See Original Post at http://www.kotaku.com.au/2010/01/system-shock-2s-surprise-ending-%e2%80%94-for-ken-levine-anyway/

  • spunkybd | January 30, 2010 11:53 pm

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    This just isnt right….

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  • January 31, 2010 1:38 am

    […] 10 years old, it is a classic that some may wish to play, so, consider yourself spoiler alerted. What Might Have Been [Irrational Games] [Sponsored] […]

    See Original Post at http://zacsgames.com/press/?p=59792

  • January 31, 2010 3:08 am

    […] What Might Have Been [Irrational Games] […]

    See Original Post at http://jewellery-catalogue.info/jewellery-news/?p=67

  • eraserhead2416 | January 31, 2010 3:13 am

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    So…
    what was the original ending?

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  • eraserhead2416 | January 31, 2010 3:15 am

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    Oh, never mind, I not read so good.

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  • January 31, 2010 5:00 am

    […] What Might Have Been [Irrational Games] […]

    See Original Post at http://www.gamingflavor.com/pc/system-shock-2s-surprise-ending-%e2%80%94-for-ken-levine-anyway

  • January 31, 2010 8:07 am

    Social comments and analytics for this post…

    This post was mentioned on Twitter by irrationalgames: Creative Director Ken Levine shares untold System Shock 2 secrets. http://bit.ly/dlTsaA

    See Original Post at http://www.ubervu.com/conversations/irrationalgames.com/insider/what-might-have-been/

  • January 31, 2010 1:46 pm

    […] Read the Article. […]

    See Original Post at http://designerakash.com/?p=396

  • hellr1de | January 31, 2010 2:43 pm

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    I still have my old copy of SS2 kept warm somewhere, as I sometimes feel the need to play it again. The climax was so intense. Combined with a great story and gameplay mechanics, it is truly an immortal classic! 🙂

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  • ftrapture | January 31, 2010 9:59 pm

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    Apocalypse Shock?

    Sounds like a fantastic game! Would totally play that,.

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  • lonepaladin | February 1, 2010 5:30 am

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    I’m generally not someone who you could describe as a ‘fanboy’ in any manner. Not like a friend of mine, who’s been positively gushing about Dante’s Inferno (the game, not the book) for the past six months. I’m frankly sick of hearing him go on about it.

    The one exception is System Shock. Both versions. I’ve already posted that I suspect Project Icarus to be SS3. I still have copies of 1 and 2 sitting here, and I re-run SS2 once in a while. Just found a way to get SS1 running on my computer this evening. So I’ll be busy for a little while…

    Incidentally, the first time I played SS2 and got to the dead Polito scene, my reaction was literally “Oh shit.” My wife was sitting there too; she’d seen SS1 and said the same thing.

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  • grommell | February 1, 2010 7:49 am

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    Didn’t think SS2 had a bad ending, I felt the levels leading upto the final battle were a bit rushed, but the actual ending is still a satisfying conclusion. Shodans face after she is shot made me fill my pants (Nah!) & “Rebecca” waking up & laughing was a great final spook in a game full of spooks. Best game of the 20th Century without doubt (considering Deus Ex to be 21st century, even tho technically it isn’t :P). They don’t make’m like they used to.

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  • neuroman42 | February 1, 2010 5:06 pm

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    I love the insights and hidden workings of my most loved games.

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  • February 1, 2010 10:01 pm

    […] old insider information over there you have to wonder how long they’ll keep it up. Today, it’s “what might have been” on System Shock 2, as Levine relates what they would have liked to do with the SHODAN showdown […]

    See Original Post at http://www.theitchronicle.com/2010/02/02/ken-levine-goes-behind-the-scenes-on-system-shock-2/

  • February 1, 2010 11:06 pm

    […] old insider information over there you have to wonder how long they’ll keep it up. Today, it’s “what might have been” on System Shock 2, as Levine relates what they would have liked to do with the SHODAN showdown […]

    See Original Post at http://www.badpower.com/ken-levine-goes-behind-the-scenes-on-system-shock-2/

  • February 2, 2010 1:22 am

    What Might have Been System Shock 2…

    Thank you for submitting this cool story – Trackback from Gamerang is the best place to rent video games for $14.95 per month – buy video games, compare prices, read reviews and game ratings….

    See Original Post at http://beta.gamerang.com/(S(3dr4seqfb4al2lfu2qkjz3bt))/What-Might-have-Been-System-Shock-2

  • February 2, 2010 1:30 am

    […] Levine remembers System Shock 2, its production stumbles, all the feature cutted. A nice read, if you ask […]

    See Original Post at http://rockstargamer.wordpress.com/2010/02/02/kevin-levine-remembers-system-shock-2/

  • February 2, 2010 6:35 am

    […] old insider information over there you have to wonder how long they’ll keep it up. Today, it’s “what might have been” on System Shock 2, as Levine relates what they would have liked to do with the SHODAN showdown […]

    See Original Post at http://www.techindustrynews.org/ken-levine-goes-behind-the-scenes-on-system-shock-2

  • February 2, 2010 4:40 pm

    […] What Might Have Been [Irrational Games] […]

    See Original Post at http://www.nvgaonline.com/wordpress/?p=290

  • February 2, 2010 6:58 pm

    […] old insider information over there you have to wonder how long they’ll keep it up. Today, it’s “what might have been” on System Shock 2, as Levine relates what they would have liked to do with the SHODAN showdown […]

    See Original Post at http://odo.webege.com/?p=6602

  • February 3, 2010 3:18 am

    […] del calibro di System Shock 2, Tribe: Vengeance, SWAT 4 e Bioshock, è tornato a scrivere sul blog della sua azienda, per parlare di System Shock 2 e delle inumane condizioni lavorative in cui è stato sviluppato. […]

    See Original Post at http://www.wingsofmagic.it/ken-levine-parla-dei-segreti-di-system-shock-2/

  • February 3, 2010 1:47 pm

    […] of the key former members back onboard, Ken Levine, has written an interesting blog post detailing some of the mis-steps taken during the development of System Shock 2. These include […]

    See Original Post at http://grumpygamers.com/2010/02/03/ken-levine-reflects-on-system-shock-2s-development/

  • warzombie | February 4, 2010 11:11 am

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    Spoiler warning would’ve been nice, but hey, that’s what I get for reading a SS2 article. i guess I’d have to play first, but still, some of this stuff sounds really cool. Zero-G back then would’ve wowed a lot of people, too bad there weren’t enough resources to make it happen. Still, it looks like the end-game didn’t suffer for it.

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  • robcfg | February 4, 2010 5:00 pm

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    I had big luck finding an import copy of SS2 in Spain because it wasn’t oficially sold there.

    I bought it, started playing, and by the time I reached deck 4 I was in a very bad mood because SHODAN hadn’t appeared yet.

    Then I entered Polito’s room and when I heard SHODAN saying “The Polito for is dead, insect. Are you afraid?”, I just couldnt hold my tears of pure emotion.

    For me, that is one of the greatest moments in the history of computer games along with Ryan’s scene in BioShock.

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  • coldcall | February 6, 2010 6:02 am

    Okay, I’ve registered here just to post this comment, because i came across a rumour from a source i trust re computer games stating that Irrational are in fact working on the next XCOM.

    I know Mr Levine claims he is the biggest XCOM fan ever but he is quite wrong about that. I am !

    Because this blog is about “what might have been”, i wanted to draw peoples attention to Bioware’s Mass Effect 2 in relation to how the mechanics of a new XCOM squad based game might turn out, whether Irrational is working on this or not.

    I’m sure some of you at Irrational have probably been playing ME2 from either a personal enjoyment perspective or from a professional “keeping an eye on the competiion” perspective.

    In any case, i have to say i am sorely dissapointed with ME2, considering that ME1 was actually a very interesting game with some new innovations in mixing RPG mechanics into a sci-fi squad based game which did not start with the words “Star Wars”.

    If anyone has noticed they scratched almost all complexity and RPG type mechanics from ME2 in order to create a much smoother level-level shooter. Okay so perhaps that is where the money is but there are a lot of mature gamers like myself, who grew up on classics such as Xcom Ufo Enemy Unknown/terror from the deep, both System Shocks, Deus Ex, and other mid 90s to early 2000s games. We are sorely dissapoined with ME2 because it could have been far better from a game depth point of view. Unfortunately ME2 plays like a shooter with some nice cut-scenes, but is otherwise a mindless point and shoot game. ME1 was far better in that the ME universe was somehwat open ended and non-linear, and at least its mission maps did not close after you have pass through. There is just something really annoying about playing a game where you feel there is always a big pointy hand telling you where to go next.

    So where does XCOM fit into this?

    My view is that XCOM, developed as a squad based RPG, with the PC playing the commander/leader from a thrid person perspective as in ME1, could be absolutely the perfect sequel to the great XCOM franchise.

    While the oroginal Xcom was not your typical RPG and some would argue it was not RPG at all, i would argue with that.

    One vital aspect of playing on high difficulty levels in the first XCOM was getting the right squad with fast reaction times for those wonderful opportunistic shots when the aliens were moving around the map. If we remmeber corently there were a load of statistics for each soldier which would only imrpove on surface mission if they used their skills. That is a very RPG mechanic and one which could be ever better implemented today.

    Anyways, i dont know if anyone at Irrational will read this but i wanted to put my thoughts down about just hopw great a modern RPG based XCOm could be. Look at how successful the first ME game was, and imagine you could drag all that crown over, plus the army of old XCOm fans like myself.,

    All i beg is that you dont make a dumbed down shooter game, which lacks intelligent complexity. Please 🙂

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  • mcwizardry | February 8, 2010 3:07 am

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    Very interesting insights.

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  • coldcall | February 8, 2010 6:24 am

    mcwizardry,

    Well thanks but it seems i have won an achievement for most voted down post 🙁

    By the way, i was thinking about how one can program the “reaction” stat into a non-turn based combat system.

    For instance in ME2, one of the few cool things in my opinion is that the baddies try to flank you. However your NPC squad members dont appear top notice so its up to the PC to keep checking his radar to make sure no enemies are flanking.

    Would it not be relatively simple to base the XCOM “reaction” stat on your squad mate’s ability to notice the flanking move? So its not about opporunistic fire reactions by based on their ability to notice the falnking and cover your left, right or rear?

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  • sully | February 11, 2010 12:54 am

    This is a very inspiring story to be honest with you fine folks at Irrational. I’m going to go into game design at college and I hope to one day be just like you.

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  • shadowxor | February 11, 2010 4:53 pm

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    I wish they could do a System Shock 2: Director’s Cut with redone graphics and fleshing out everything they meant to do the first time around.

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  • February 11, 2010 5:07 pm

    […] confidenze possono essere rintracciate sul blog della software house. Post correlati:System Shock 2TeamspeakingMMO in breve, free editionRecensione: Stranglehold […]

    See Original Post at http://arsludica.org/2010/02/11/alcuni-retroscena-su-system-shock-2/

  • perfectdarkling | February 13, 2010 12:02 am

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    You guys are amazing. As a sort of creative director myself, I always find it difficult when my ideas about plot and character development clash with either the team’s views or the limited budget we have to work with. It’s inspiring to see how you’ve dealt with the same things without losing all your hair. 🙂 Keep up the good work!

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  • February 14, 2010 7:38 am

    […] Irrational’s blog’s getting increasingly excellent. Here’s their guide to what could have been with Shock 2. […]

    See Original Post at http://www.rockpapershotgun.com/2010/02/14/the-sunday-papers-106/

  • karter | March 1, 2010 3:16 pm

    Shock2 is good as it is. Its still better then most games i play nowadays. Wish there was a remake of some sort.

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  • March 3, 2010 5:17 pm

    […] sidenote – this is so ‘Apocalypse Now‘, which is what the original premise of System Shock 2.  This works perfectly – your squads mission is to assassinate Andrew Ryan, and as you […]

    See Original Post at http://www.iterativegames.com/reiterated/?p=63

  • March 23, 2010 3:51 pm

    […] (It’s true that, in the game’s final cut scene, Tommy and Rebecca’s achievement is essentially nullified, but that doesn’t nullify the significance to me of the moment of their escape during the game itself. And that whole cut scene was silly to begin with, as admitted by writer/designer Ken Levine, who recently revealed it was constructed externally.) […]

    See Original Post at http://www.mygameloft.net/analysis-system-shock-2-structure-and-spoilers/

  • March 23, 2010 4:05 pm

    […] (It’s true that, in the game’s final cut scene, Tommy and Rebecca’s achievement is essentially nullified, but that doesn’t nullify the significance to me of the moment of their escape during the game itself. And that whole cut scene was silly to begin with, as admitted by writer/designer Ken Levine, who recently revealed it was constructed externally.) […]

    See Original Post at http://www.gameqy.com/archives/582.html

  • mii85 | March 30, 2010 5:51 pm

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    What a beatiful forgotten classic. I still remember seeing Hybrid and Midwife for the first time. 🙂 Those were some creepy, long and scary nights. Sad I can never be immersed like that anymore. Long live Ken Levine’s brains.

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  • lancebotelle | April 12, 2010 2:56 pm

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    Hi All,

    The System Shock games are my all time favourite! I was around when the ShockEd was about and tried to contribute material then. With the coming of NWN, I transfered my project to design my own “Sytem Shock” style game there.

    It’s great to see this game still receieving the attention it deserves, and while I did buy and play Bioshock, I still miss the greater RPG elements that came with SS2.

    By the way, if anybody is interested in playeing my own module (a definite homage to System Shock 2), then feel free: It’s called Soul Shaker: http://nwvault.ign.com/View.php?view=Modules.Detail&id=5418 (NWN with expansions required.)

    I stil dream of a System Shock 3 with the same gaming elements as the originals. I still have both SS1 (original and enhanced version) and SS2 (original) and hope I might play them again some time in the future, when the memory fades and the puzzles need rethinking.

    Lance.

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  • danieljameslearmouth | October 22, 2010 6:14 pm

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    Ken, you need to make System Shock 3 now!

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  • littleradiobox | February 2, 2011 1:32 pm

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    ive never heard of this game

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  • righteousmight | March 6, 2011 5:30 am

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    A remake of the Systemshock series would be highly recieved!
    There is a whole generation of gamers who have never heard of Shodan or any of the great twists this series has become famous for.

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    • senyadraquille | August 1, 2011 2:59 am

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      yea they did the same thing with the legend of zelda ocarina of time now its 3d and everyone is going crazy over it, really!

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  • joshuabaker | April 21, 2011 3:31 am

    please make a system shock 3 or a prequel, i really want the system shock series to continue, finish bioshock and continue with the system shock series.

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  • August 4, 2011 7:03 am

    […] and this neat piece. You should read ‘em. Also, it’s worth reading Irrational’s explanation regarding System Shock 2′s very odd […]

    See Original Post at http://alphatown.wordpress.com/2011/08/04/the-greatest-game-ever-played-pt-2/

  • grenadeh | May 8, 2013 2:12 pm

    I still hold out hope that Levine and Take Two will revive the System Shock series and put some of these things into effect.

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