For instance, on the map, the Legend only tells you what a few of the many icons on the map are, while certain crucial icons such as elevators sometimes fail to appear. The navigation and visibility issues ( which Elijah astutely covered in his hands-on a few months back) aren’t helped by various UI oddities. I was all onboard for having to figure this stuff out for myself, and you can see below how I was jotting down potential objectives, and going back through audio logs to note potentially critical information or codes there’s a genuine pleasure to doing your own investigating, not unlike following the nebulous narrative threads in Elden Ring.īut even Elden Ring knew how to guide you along the critical path, whereas in System Shock you’re relying entirely on audio logs, codes, and other morsels scattered randomly around each of the levels an audio log that reveals the storage unit where the enviro-packs are kept may be on a corpse deep in some secret room at the end of an obscure service tunnel, and at one point the code to a door is for some inscrutable reason flashing up on a screen at the complete other end of the level. This is actually something I started getting into a groove with with the help of Steam’s new note-taking feature. You’ll get no objective markers nor even any indicator of what your current objective is, and will need to infer what to do almost exclusively from audio logs. You must get onto the ship, shoot anything that moves, and destroy the CPU nodes on each of the station’s mazey floors to eventually confront SHODAN. You, as a hacker, are sent into a space station where the AI, SHODAN, has gained autonomy, taken over the ship’s security systems, and subsequently the whole ship, killing most people onboard or turning them into mutants under her thrall.
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