O tempora: System Shock 2

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

This has been a long time coming. I’ve attempted to play System Shock 2 ever since 2001, when I first got my own modern (for the time) PC. And even back then, just few years after the game release, it already worked with issues. After that for the longest all games on this in-house game engine made by Looking Glass Studios, along with the Thief 1 and 2, were borderline unplayable on most PCs. Until one day a mysterious person (often believed to be one of the ex-Looking Glass employees), released an updated version of the source code of the engine, which made things work again. Ever since then, all 3 games on the Dark Engine have been receiving updates and fixes making games not just playable again, but often better than they were originally. And several years since I had a chance to replay all the Thief titles and a year and a half since I’ve first experienced the innovative undying beauty of the original System Shock, I finally had the chance to finish System Shock 2. And I can sum up my experience in a very short review: Wow…

For more in-depth analysis, read on. :)

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O tempora: Command & Conquer series, as a story

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

People who read me for a while now know that I tend to preface my strategy game post with clearly outlining that I absolutely irredeemably suck at those. Yet, there are several franchises that I love, even if I play on easiest difficulties or outright cheat while playing them, just for the sake of their stories, their worlds, the music the style and everything that isn’t gameplay I just fail to be interested in. And for a while I planned to revisit one of the most influential and creative franchises that are no longer with us, because EA. Anyway, I just wanted to take a look at how the series evolved in style and story, with few mentions of gameplay, through its 3 separate sub-series with One Vision, One Purpose.

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Thoughts on: Silence, Full Throttle Remastered and Tiny Echo

It’s time for some pointing and clicking. I decided to give a shot to a sequel to a game that was pretty popular and a remaster of an old classic, but in between them, a tiny little adventure decided to give me an extra hour of adventuring. Let me tell you what I think of Silence, Full Throttle Remastered and Tiny Echo.

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Thoughts on: Broken Age and Day of the Tentacle Remastered

The golden age and return of the adventure games. At least, that’s how a lot of people might think about Day of the Tentacle and Broken Age. Day of the Tentacle has always been considered one of the best examples of point and click adventures and was the first game with Tim Schafer having a leading role in development (after the first two Monkey Island games where he was a co-writer). Broken Age was the first huge gaming Kickstarter success marketed as the glorious return of adventure games, also from Tim Schafer and his current team at Double Fine. Given that I personally never liked Day of the Tentacle much and there were some really good adventure titles in the late 00s (especially those from Wadjet Eye) to make the Broken Age’s claims to “return” to something not make a lot of sense, I was really interested in playing those games back to back. The result was amusing, but not particularly exciting.

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O tempora: Bayonetta (PC)

My O tempora posts tend to be about older titles, than 2009, the year Bayonetta was released originally in Japan. But Bayonetta became a milestone release, a new classic that ushered a new era of “stylish action” games and gave the Capcom alumni at PlatinumGames a much needed boost, despite the lower than expected sales. In addition, the core gameplay has been evolved and perfected so much since then it’s interesting to look back at where it started. But now on PC, with a surprisingly solid port.

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O tempora: Unreal II: The Awakening

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

Last years of 20th century and first years of 21st were really interesting for FPS game genre. The genre was slowly turning from fun mindless shootouts to story-driven events with Half-Life being the example most tried to follow. There was some resistance to this idea – Serious Sam being the best example of that, a mindless action game where you killed hordes of enemies with only basic outline of a plot. But most developers tried to go for something very cinematic, something that mixes shooting with other elements and ideas. In between release of Unreal 1 (released just half a year before Half-Life) and release of Unreal II we had Halo, Kingpin, Jedi Knight 2, Return to Castle Wolfenstein, several Medal of Honor games, Aliens versus Predator 2, Undying, Red Faction and even Metroid Prime (which is not a pure FPS, but a hybrid) all trying out very different often innovative things and new ways to mix storytelling and first person shooting. And then we have Unreal II, which at the time of release received mixed reviews and was completely ignored by me. Was it really that weak? Hahahaha, oh I couldn’t even predict how much.

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O tempora: Unreal Gold

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

Unreal – the name probably came from just how beautiful the game looked at the time of release. Yet, for me and my friends back in the day the name became a joke – it was “unreal” to make it work with a respectable fps count, unless you had a really powerful PC. And my friends didn’t. So we could either play the game on much lower settings or watch the amazing jaw-dropping slideshow of a game. And that was one of the main reasons why I’ve never actually played the game properly until now. I have played all the “Tournament” games (which I won’t be covering), but both singleplayer Unreal games passed me by. Was the game all looks, or did it really have something good about it?

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O tempora: Condemned: Criminal Origins

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

Of course, I couldn’t replay F.E.A.R. without additionally replaying another great release from Monolith Productions of 2005 (PC version was released in 2006). Especially since both F.E.A.R. and Condemned are similar in several regards. They’re both set in minimalist run down locations, both mix realism and supernatural, both have shockingly good enemy AI and highly interactive environment (for 2005, though, not a lot of games attempted to do similar things since then) and both tell the story in two ways – via a conventional narrative and via notes, messages and other items that piece together the narrative. But F.E.A.R. was a cinematic bombastic FPS first, so its approach to horror was far more in your face, far more shock-focused to go along with its fast gameplay. Condemned does things differently – it’s careful, brooding and slowly swallowing you into madness.

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O tempora: F.E.A.R. (with expansions)

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

Monolith Productions has remained one of the most important studios for me for the longest time. I liked Blood as a teen, but my own proper PC wasn’t a thing until 2001, which was just about the time The Operative: No One Lives Forever got released. That classic, which is still sadly not re-released due to rights issues, was just the beginning. Fantastic Aliens versus Predator 2 followed with its 3 story campaigns that constantly cross over – something that is still a rarity for games. Then, of course, a long expected sequel No One Lives Forever 2: A Spy in H.A.R.M.’s Way. Then one of the best movie license games ever – Tron 2.0. And then, in a single year, two amazing games got released – F.E.A.R. and Condemned: Criminal Origins. I am not listing a couple of other games they developed, just due to not playing them myself (though I did play Contract J.A.C.K., which isn’t worth mentioning), but point is – Monolith never disappointed me.

F.E.A.R. was the point where everything started changing. With the game itself, as it was a unique blend of ideas from classic FPS titles and the more “modern” ideas for the genre. For the company, since after this year their projects started getting less praise. And even for the company focus – a switch from their PC-centric development (LithTech engine was specifically designed to be a showcase of DirectX), to a far larger emphasis on consoles. 8 years after F.E.A.R. was originally released, a lot of its faults are more obvious. Yet, it still never fails to amaze.

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O tempora: Zork: Grand Inquisitor

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

I’ve never played Zork games. Neither did I ever like Myst-like adventures. Yet, Zork: Grand Inquisitor is one of the best adventure titles I’ve ever played. If this sounds familiar you may have read this wonderful retrospective by Richard Cobbett last year. I’ve decided to give this game a go specifically due to that retrospective. And I’m very glad that I have.

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