Second Look: System Shock 2
System Shock 2 was the first truly frightening game experience. This wasn’t limited to cheap ‘bats bursting through the windows’ surprise scares that Resident Evil or Alone in the Dark had; these were truly creepy and disturbing scares that would stick with you after you turned off the computer.
System Shock 2 isn’t just a survival horror shooter, however. This isn’t a cash-in from the popularity of Resident Evil. It is the first truly compelling first person RPG, and it laid the groundwork not just for Bioshock but also for games like Borderlands, Fallout 3 and even Oblivion.
System Shock 2 is a perfect blend of story, action and atmosphere, one which is yet to be matched.
Atmosphere
You’re never safe in System Shock 2. This is not just due to the fact that the enemies are constantly respawning, but because the game is constantly putting you in a tight spot. Either you’re running low on ammo, or your gun just jammed and you don’t have that necessary repair module.
Just after the game renders you defenseless by breaking your weapon, you’re likely to hear the source of your impending demise. Not only is the roar of a Rumbler or the distinctive sound of a laser turret enough to inspire fear, but constantly fighting former crew member zombies whose only lines are to apologize for attacking you is more than a bit creepy.
In addition, there is something jarring about going from room to room in the crew quarters collecting supplies and realizing how many people were on the ship before the incident. It is disturbing to not just know that you’re stealing the goods of crew members who you likely killed on the way up to their room, but that you’re completely on your own on the lifeless wreckage of the Von Braun.
System Shock 2’s varied deck environments and unique challenges create a fun game, but lots of games are fun. What really set classics apart from the rest are the little details, and System Shock 2 has them in droves.

That was the moment when Steve's day took a turn from bad to worse
Inventory
Inventory management systems are tricky and videogames still haven’t figured them out. While there are many standardized elements to today’s games, you still see ‘one item one slot,’ weight based systems and Tetris inventories. While System Shock 2 fits into the latter category, it’s one of the few games to use it in a way that felt strategic and not simply inconvenient.
Most games that limit your inventory are frustrating because you have to leave quality goods behind. In SS2, however, your skill choices frequently limit your weapon proficiencies to the point that some of the larger items you receive later in the game are useless to you anyway.
More commonly, your choice is whether you want to carry a few extra versions of your primary gun just in case it breaks, or whether you’d rather carry a haz-mat suit. Or maybe you have to choose between carrying those last few poison antidotes, or some EMP grenades to counter robot defenses.
System Shock 2 rarely prevents you from carrying a ‘use all the time, primary’ type of item. Rather, its inventory management makes you choose between contingency plans. It’s likely that whatever you left behind is exactly what you’re going to need the next time you’re in a tight spot.

This guy has the motto 'always be prepared.' His hacking skill, no doubt, is 'retard,' but radiation won't kill him
Character Customization
System Shock 2 can be played in significantly different ways. Many like to run and gun, choosing the heaviest armor and the largest weapons. It’s just as easy to play through the game as a stealthy hacker, disabling security systems and even turning them to your advantage.
System Shock 2 is one of the few games where there’s no ‘right’ way to play. None of the choices feel like they’re hugely overpowered, and while in certain situations one approach will be easier, across multiple scenarios it all balances out.
The one thing where they really dropped the ball is in not allowing you to hack the giant robot turrets to join you as an ally. As with most games, System Shock 2 has far too few giant robot battles, a flaw I hope they correct if they ever make a SS3.

System Shock 2's graphics and polygon counts were incredible and still hold up to close inspection. Photorealistic
Strong Finish
System Shock 2 doesn’t peter out at the end. Instead of a muddled, psychobabble conclusion to what is ultimately a cliché story, you face your enemies head on. For much of the game, you’re merely trying to survive and progress. For the finale, however, you go into the body of the alien menace and explode its heart.
As an encore, you go into a cybernetic world made real by Shodan, your sometimes antagonist / sometimes compatriot patron and destroy her digital cortex. There is no fall guy, or misdirection. System Shock 2 gives you the opportunity to strike directly at those forces that have been facing off against you for the whole game.
It is a mistake that too many games these days commit: twisting the ending and rendering all that you’ve accomplished meaningless. System Shock 2, fortunately, does not fall into this trap.
I haven’t even mentioned the fact that Shodan is one of the most compelling antagonists in videogame history. I didn’t touch on the fact that cooperatively over a network this game takes on an entirely different feel and is one of the best teamwork based experiences around. I glossed over the fact that the pacing and flow of the game is stunning.
I haven’t touched on so many little things that make System Shock 2 great. What I would say, however, is that I believe for a game to be great, it doesn’t just have to lay the groundwork, but it has to excel in and of itself. Many have lately proclaimed that Bioshock is not just a spiritual successor to System Shock 2, but that it is the superior game.
While it may have superior graphics and special effects, in every other aspect Bioshock falls short. System Shock 2 has better story, weapons, environments, villains and atmosphere. It is the total package, and one that has been woefully underappreciated.