SPOILERS AHOY!
The other Let's Play threads as well as the general success of Bioshock has inspired me to make this thread. Bioshock's popularity (and the fact that it's, well,
good) prompted me to dig out the old SS2 disc and install this puppy. After playing through and beating it once more I thought, "Why not share the joy that is the game Bioshock is the spiritual successor to?"
System Shock 2 is a little game made by the dudes at Irrational/Looking Glass Studios. You may have heard of it. A blend of RPG and FPS, SS2 is a game of exploration and tense combat situations, with a plot told to you in tiny, bite-sized bits as you try to piece together what's happened after the fact. It's these things, along with an incredibly creepy, desolate atmosphere, that helps set SS2 apart from other shooters of the time, and indeed, of all time. The game's showing it's age, both graphically and in the fact that it takes some doing to get it running under modern OS's, but all in all, a great game that everyone should experience.
So, here we are. I'll be your tour guide through the Von Braun, Humanity's first interstallar starship, and the many horrors that subsequently turn up. I'll be playing through on Normal difficulty, with weapon degradation turned off, so there'll be plenty of room for us to mess around with less-than-optimal setup choices. In this first part I'll be going over the initial start of the game, where we can choose our career path, which will give us our initial set of skills.
(Note: It's at this time I'd like to point out that I'm unfortunately unable to provide screencaps of the FMV segments, as installing Fraps to take screenshots apparently killed the game's ability to play videos.)
Now with 100% more Youtube video!
You start the game with an intro sequence explaining what happened in system Shock 1. The insane AI SHODAN took over Citadel Station and tried to destroy humanity. Fortunately, there happened to be a Main Character(tm) onboard, who quickly took care of things.
Fast forward 42 years. Humanity's first interstellar starship, the Von Braun (along with the UNN Rickenbacker hitched on for the ride) is making it's maiden voyage to the planet Tau Ceti V. This part plays out like one of those propaganda commercials from Robocop or Starship Troopers, and helps set the mood of the omnipresent TriOptimum Corporation's involvement in everything. This video ends, and now it's time for the real stuff to kick in.
The game begins... well, before it begins. It's four years before the actual events of the game take place. We're some shmuck who's just up and decided to join the military! Hooray for us!
As we approach the Lift which will take us to the recruitment center, we get our first indication that the game takes place in the future. Namely...
the
GRAV SHAFTshaftshaftshaft! Who needs stairs in the future when you can float up? Nevermind what happens if the power goes out, it's the future, dammit!
So here we are, at the recruitment building. It's very big and imposing, thus obviously expensive. We're about to see where they diverted funds from in order to build the thing.
Hello, Mr. Robot! He's here to greet anyone stup- brave enough to join the mighty UNN!
Our first stop is Basic Training. This is where the UNN's budget cutbacks become apparent. From what we're about to see, it looks like they'll let anyone who isn't dead into the military.
At least it
looks fancy. They've got virtual reality training booths, which means that the huge recruitment building is entirely unnecessary.
Anyway, to actually explain something helpful, this is your hud. You can minimize all this when you don't need it, but when you bring it up there's tons of functionality at your fingertips. You've got an inventory window in the middle, where you can mess with all the crap you'll find. On the left is your Logbook, where you keep any audio logs you find, research info, and any other tidbits you come across.
On the top right of the hud is your stat window. This has tabs for your physical stats, Tech skills, Combat skills, and Psi skills. I'll cover the skills in their appropriate spots, but here I'll talk stats. You've got Strength, Endurance, Psionics, Agility, and Cyber-Affinity. Strength is how hard you can hit in melee, how much stuff you can carry, and even affects some of the stuff you can equip. Endurance affects HP and radiation/toxin resistance. Psionics affects the strength of your psychic powers. Agility is how fast you can move and affects weapon recoil. And lastly Cyber-Affinity affects your technical skills. They're all pretty good, but depending on what type of character we'll go for we'll have different priorities.
Anyway, back to training! Like I was saying earlier, the UNN doesn't exactly have high standards when it comes to recruits. Just look at the incredibly challenging feats set out before us, such as...
Picking up items!
Pushing buttons!
Indeed, we are truly fit for duty.
With that out of the way, I think we're ready for the more advanced stuff. Maybe this time we'll have to walk
and chew gum at the same time!
There are three other training booths which cover the three main areas of... stuff you'll do in the game.
First off is Weapon Training. I've just walked in off the street, and they'll let me shoot a gun!
...Ok, it's another virtual sim, but still.
As far as weapon skills go, there are four branches. Standard, Energy, Heavy, and Exotic. If we want to kill things, we'll need to decide on how. Here's a breakdown of what you'll find in the game, so you can start thinking now of what you'll want to shoot for (pun definitely intended!)
Standard: By far, the best of the four weapon types. They're easy to find, ammo's cheap and plentiful, plus the varying ammo types make them effective against anything you'll come across. An obvious choice, but the others have some cool stuff too.
Wrench: Where do you think Bioshock got it? This thing will be your best friend throughout pretty much the entire game. Although it takes no skill to wield, it's technically a Standard weapon, which means it gets Standard skill training bonuses.
Pistol: ...It's a pistol. I think you know what to expect. Three ammo types and a three round burst setting make it a good sidearm throughout the whole game.
Shotgun: Pretty good, but honestly not as beefy as I'd like. On the plus side, I've found more shotgun ammo throughout the game than anything, probably because Shotgun Hybrids carry, well, shotguns.
Assault Rifle: Death incarnate. Easily the most overpowered weapon in the game, picking the right ammo type means whatever you're facing dies. End of story.
Energy: Energy weapons are neat in that they run off batteries rather than take ammo. This means that if you have a way to recharge them (portable batteries, the Electron Cascade Psi power, or just finding a recharge station), you've got infinite ammo. Woot. On the down side, they're ineffective against organic targets, and guess what you face throughout most of the game?
Laser Rapier: ZOMG lightsaber! Not quite, but a rather nice upgrade to the Wrench. However, since it takes Energy 3 to use, so overall the Wrench is probably a better choice if you're not already taking Energy.
Laser Pistol: I personally love this thing, your opinion may differ. An excellent way to take out cameras, turrets, or other inorganic targets, has good battery capacity and just looks neat to boot. (Although, there is a weird thing about the weapon model. The handgrip is tilted backwards, as if the modeler thought the weapon fired from the other end than it actually does.)
EMP Rifle: The best way to take out bots. Unfortunately, the worst way to take out anything fleshy, since it doesn't work on them.
Heavy: The big toys. Sadly, only the grenade launcher is really worth taking from this branch. The other two are fun to play with, but just aren't really effective. Fortunately, the Grenade Launcher is the Level 1 weapon for this branch, and you can even start the game with it!
Grenade Launcher: Boom. Multiple grenade types, only Heavy 1 needed to equip, and again, boom, makes this a fun gun. Grenades are harder to come by, but if you really want to use this weapon you can scrounge around and make ammo for it. It's pretty good, and if you're serious about using it purchasing all the ranks in Heavy Weapons might be worth it just for the damage bonus.
Stasis Generator: Pretty much useless. It shoots a blast that immobilizes anything in it's blast radius. Kinda handy, but you could have blasted them with something that killed them rather than stunned them.
Fusion Cannon: For a gigantic cannon with a firing mode marked "DEATH," you'd think this thing could, I don't know,
be deadly? Another gun that's fun to play with, but if you really want to do damage there's better weapons to lug around.
Exotic: The most difficult weapons to build up. You need to both research them as well as take Exotic Weapons in order to equip them. They're optimized against organic targets, kind of the opposite of energy weapons. This makes them more effective overall, but you also don't get them until later in the game, limiting their usefulness.
Crystal Shard: A lumpy white stick with spikes coming out of it. The best melee weapon in the game, but again takes some dedication to acquire the skills for it.
Viral Proliferator: Shoots a puff cloud of toxins that'll kill whatever it's set to. Just watch out when it's set to Anti-Human!
Worm Launcher: A homing missile launcher that shoots DEATH WORMS! Kinda slow, and you don't get it until it's probably too late to be worth it.
Anyway, those are the guns of System Shock 2. Back to the training, so we can learn how to make them go boom!
Guns don't kill people. They kill robots. ...and people. I lied.
Boom! Headshot!
Next up is Technical.
Hacking is by far the most useful skill here. There's tons of opportunities to make your life much easier via a good hack or two. Repair: since I've turned off weapon degradation, repair isn't needed. There's a couple of spots in the game where you can get a weapon or two early by fixing a broken one you find, or getting some bonus stuff by fixing a broken replicator, but overall nothing we'd miss by skipping on this. Modify is another skill we can safely skip. It's used to modify and upgrade weapons. However, in a single player game there's enough auto-upgrade devices that you don't need to take this skill. It's much more useful in multiplayer, where there's more people with guns to upgrade. Maintain is a skill that's still useful to us, even with unbreakable guns. It also affects the battery life of items we can find, which means a good Maintanance skill will make energy guns, implants, and power armor last longer. Lastly, Research is used to, well, research things you come across. This ups damage like you've seen in Bioshock, and also enables the use of some other funky things you'll find on the Von Braun. Good to take a couple points in.
On to the actual training! This is the hacking minigame in SS2. the goal is to light up 3 squares in a row. If your skill isn't high enough, the square you click on could go dark rather than light up. Red squares (not pictured) set off alarms.
Success! The door opens!
The last training is Psi Skills.
You've got 5 tiers of Psi Powers, with 7 skills in each. 35 powers total means you've got a lot of variety in it. However there's a number of useless powers, and stuff that'll only really be helpful under certain play styles, so what you do with psi depends on your goals. Also, Psi is rather expensive to upgrade, which means you probably can't be an uber gun-toting dude while still having a wide array of powers. Even so, it's not hard for any character to dabble a bit in Psi powers for a little bit of a boost.
Anyway, on to the training!
You can pick up objects with the power of your thought alone! (But no, you can't throw them. This game was made before physics
)
You can even blow things up... with your mind!
And with that, our training is complete!
So now we have a choice. Which branch of the military do we sign up for? Do we want to be a gun-toting, wise cracking action hero (Marines)? Do we want to be a nerdy hacker, with his own replica lightsaber and lack of social skills (Navy), or do we want to go the path of lighting things on fire with our mind (OSA)?
This is where the choice falls to you, dear readers. There's many ways to build your character in System Shock 2, but nothing's set in stone. What you pick now is just your starting skills, and you can easily branch out into the other paths at any time. But it's a good idea to decide on a general goal for our Intrepid Hero(tm), so I know what to save up for, and also what in general to plan for.
THUS BEGINS OUR TREK INTO THE WORLD OF SYSTEM SHOCK 2, AND THE FUTURE!
Posts
So here's a toast to this thread.
Edit: Play as OSA!
Steam, PSN, XBL, Xfire and everything else JamesDM
Except for the breaking weapons. The fan patch to diminish the rate of decomposition is a fucking must.
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Doing an all psi run is awesome fun.
And you don't get to use the decrease weapon degradation patch.
I suck at the game and I made it through without using it. So you can't either. :evil:
No no no and no. Go read what Tycho said about Lair. Weapon degradation is not a challenge, it is a burden to be borne. Save yourself the trouble.
(Unless you have the balls to go comedic on us and document every single fucking repair)
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Also, no love for crazed psionic monkeys?
Anyway, I like you, Dartboy. You'll go far.
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
I usually go Navy and pack the Laser Pistol, Shotgun, Assault Rifle and EMP Rifle as weapons of choice. I have much love for the Laser pistol; setting it to OVERLOAD and getting that reassuring 'thrummm *beep*' as it recharges is cool, plus ammo isn't an issue thanks to the odd recharge station and batteries.
I could choose to go OSA or Marine, but then how would I hack things nearly as efficiently?! PSI Hack (Tier 3?) is useful in a pinch, but kinda expensive and under-powered, an OSA-prefering friend tells me.
Tip: Being all Tech'd out helps combat weapon degradation enormously, but try to get your Maintain skill to at least two before you start using multi-tools, so you get the most out of a single use! One unit of repair per-tool is simply a waste, and makes SHODAN all warm and fuzzy on the inside!
"Pros: There's no better way to improve stamina and survival skills. Cons: The 21.2% mortality rate.. plus you've gotta spend a year with a bunch of Navy skanks." - Marine Survival Training on Io briefing
And yes, this game is made of such awesome that I pity all those Deus Ex fanboys who've never played it.
Currently playing: GW2 and TSW
But anyway, certainly a great game that's bound to give you a scare every now and then.
XBL Gametag: mailarde
Screen Digest LOL3RZZ
There's a basketball in the starting area, you grab it and keep it until much later when you reach the court in the ship for a secret message. (Did I remember right?)
Currently playing: GW2 and TSW
I've never been able to finish the game, however. The pervasive sense of horror paralyzes me. That, and the knowledge it can only get worse.
Where's my CD?
*hint hint
You can download the original soundtrack by Eric Brosius via this thread on the Through The Looking Glass forums.
The music throughout MedSci is my fave, great way to get the ball rolling with some pumpin' beats at the start of the game.
Just because Bob_E didn't specifically say it - Completely legally and with copyright holders permission.
Isn't there a high-res texture pack or something?
---
I've got a spare copy of Portal, if anyone wants it message me.
As.
A.
Marine.
Go all Zapp Brannigan on us.
Although, as far as Bioshock is concerned, the only thing it doesn't have over SS2 is the sheer amount of weapons/"spells" the latter has. And Psionics frankly sucked in SS2. There were lots, but their use except occasionally was faaar from practical. And specializing in them? Hahaha, you'd have to be nuts or going for an extreme challenge.
Plasmids are much more approachable/usable. I just wish Bioshock had more.
Still, comparing the two isn't entirely fair and they're both pretty damn awesome games.
Pssssh. I played the game Day 1 and beat it around Day 7 or so. The weapon degradation didn't seem like a big deal to me. You just carry around plenty of repair units, get your skill in using them up so they repair more at a time, and make every single shot count. Always using the right ammo was helpful too. Fewer rounds = less damage = less repairing. For me it just added to the atmosphere of always being just a step away from dying.
Correct. You throw it through the hoop on the Recreation deck and get the secret message from a monkey.
Who wouldn't buy that?
Currently playing: GW2 and TSW
Based on the sales of the original, I'd say a large part of humanity
This is so true. And a shame. And I hate everyone because of it.
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Yeah, I forgot the basketball, I'll just spawn one when I get to Recreation. Also, since enough people mentioned it I'll go ahead and leave weapon degradation on, if any "funny" situations arise from a weapon breaking down I'll be sure to document them.
As for character class, the majority of you voted for OSA. However, there's enough votes for the other classes that I've decided to do a non-pure Psi dude, who will lean more towards Psi, but will still have a decent mix of weapon and tech skills.
So later today I'll post Part One: Our Shining Career Awaits!