System Shock - All News
Wednesday - September 24, 2014
System Shock - Developer Lets Play Video
Programmer Marc LeBlanc streamed a live play session on Twitch a few days ago with other developers who worked on the game, and shared there opinion on the game.
You also get a look behind the scenes of System Shock's development.
Tuesday - November 27, 2012
System Shock - The Making Of @ Edge Online
Edge Online has posted The Making Of System Shock 2, looking at the creation of the Looking Glass classic:
“Looking Glass was obviously a really impactful experience on me,” Levine explains. “It was my first job in the games industry. I’d met a lot of people who I really respected and admired – people whose legacy is more known to the intelligentsia of the gaming field, and is still being felt. I left because despite how talented the people were there, in some ways it was more like a university than a games company. There really was a dialogue about advancing the media, but not a lot about making successful products.”
Coming from a film-industry background, Levine felt the company needed to find a balance between art and commerce: “I thought, probably naively at the time, ‘Hey! I can do that’. I had no idea what that would actually mean, as I was a cocky guy who thought it’d be easy. We went off on our own and very quickly found it was challenging.” Almost fatally so. The company’s first project, a singleplayer version of early isometric shooter Fireteam, had been cancelled when its publisher decided to concentrate solely on multiplayer. This left Irrational at a loss, until Paul Neurath, head of Looking Glass, called with an opportunity. While they’d left Looking Glass, they were still on good terms with their previous employer. In fact, their half room was actually buried in a corner of the larger studio.
Neurath’s offer was incredibly open. Looking Glass had, in making Thief: The Dark Project, developed its own in-house engine. All of Irrational were experienced with it, having all worked on Thief. Why not make a game with it with us? Any game you fancy, really. “We immediately started designing,” Levine recalls.
Saturday - December 10, 2011
System Shock - The Cutting Room Floor
System Shock - The Cutting Room Floor is a different feature, with the author crawling through the original System Shock's resource files to find unused items. Apparently System Shock has a "wide variety of unused, unfinished, or dummied-out items, textures, and enemies, as well as text, audio logs, and other miscellaneous graphics".
Source: Blues News
Wednesday - July 13, 2011
System Shock - The Lost History @ G4TV
There's a retrospective of sorts on System Shock at G4TV that offers insight on why we'll never get a System Shock 3. Here's a sample:
So why can’t you buy the System Shock games through download services like Steam or Good Old Games, where it’s one of the most requested titles? And why hasn't anyone rebooted the series or created another sequel?
The answer is where things get messy.
EA's System Shock Story
In 2006, a trio of rumors hinted that Electronic Arts was making System Shock 3. First came a trademark application with the U.S. Patent and Trademark Office. Then came a couple of unconfirmed reports in Shacknews and PC Gamer U.K., with the latter publication reporting that EA’s Redwood Shores studio was handling development.
But even if EA wanted to publish another System Shock, the company didn't have the rights to do so. Back when the original game was made, producer Warren Spector negotiated a deal in which EA got the trademark to the series, while the developers at Looking Glass Studios kept the rights. To create another System Shock game, you need both. "My thinking was it would force us to be married so it never would be that either party should be able to say we own that, we’re making the next game, screw you," Spector told the San Jose Mercury News last November.
Saturday - February 06, 2010
System Shock - Mouselook Mod
EvilKoala points us in the direction of a Rock, Paper, Shotgun newsbit about a mod for System Shock that adds mouselook, key configs and other niceties. Many, many years ago, I remember ordering System Shock for my store and (at the time) dismissing it as "stupid" because I struggled to even move around. History shows how wrong I was but it would be hard to underestimate how nice mouselook would be to replay this classic.
Thursday - May 21, 2009
System Shock - Retrospective @ Resolution
Following their article on memorable bastards, Resolution Magazine takes a look back at Looking Glass' System Shock:
So it’s an odd experience to be playing a game about technophobia and the future of computers, now we’re that much further down the road of digital progress. System Shock’s a game that sat between Doom and its sequel on the early-shooter release schedule, born of an era when the technology to power something deep and involving simply wasn’t available.
Or was it? System Shock may look crude on the outside, but revisiting it 15 years later leads to a surprising discovery. For all the low resolutions, blocky, primary-colour textures and sprite-based enemies, Looking Glass’ seminal FPS/RPG still works beautifully. Its heavy stylisation transcends digital horsepower. Its presentation still takes over each and every sense in turn. System Shock in no way feels 15 years old. It’s as modern, polished and captivating as anything you like. There’s a lesson there somewhere.