![]() ![]() It was a game that immersed the player not just for its strong gameplay, but for its surprisingly realistic approach to many design elements and player problems, which earned it a place in the annals of gaming history. ![]() Of course, it did also have its share of gunplay (with a wide variety of weapons to utilize) but there was a cerebral element to combat as well, with the player able to set a variety of traps through landmines or timed explosives. ![]() While it has the initial look of a shooter, there was much more to it as well - the story was revealed in fragments by discovering audio logs throughout the journey, and doors and pathsways were often unlocked not just by finding card keys, but by having to solve puzzles - discerning their locations through clues or even entering cyberspace in order to fight off security programs and make one's way to a virtual "lock" in order to release it. System Shock, born from the same engine as the Ultima Underworld games, was definitely a pioneer in its own right. From early '90s 3D engines with complex physics simulations to helping pioneer stealth games with Thief to a more story-driven action experience in general with games like Deus Ex and Ultima Underworld, they were games that encapsulated PC gaming at its best, taking advantage of the added capabilities of the platform to deliver a deeper, more complex and and more cerebral experience that simply wasn't possible on the limitations of console hardware of the time. Looking Glass is a legendary studio among PC gamers, having pioneered many trends that would become standard in modern games. ![]()
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