
the world design, writing, and sense of style still impress. Compared to more recent shooters, the flow of combat feels off somehow, and while immersive sim fans will likely enjoy it, those coming here hoping for the white-hot adrenaline rush of proper firefights will be left wanting. The early wrench provides terrifying fights as you try to dance around your enemies, but there’s a wide assortment of weaponry in the game and all of it feels slightly clumsy while the game rations ammo out so that every missed shot is felt as if you had turned the gun on yourself instead. Combat is a little clunky throughout, however. It’s a long time before you can deliver any real harm or discomfort toward SHODAN but until then you’ll be waging war on the robots, mutants, and security systems of Citadel Station. This venom, the fact SHODAN does not like you, makes it feel personal and drives you through the campaign out of sheer bloody-mindedness. Original voice actor Terri Brosius returns and is often terrifying, with every line delivered with phenomenal contempt. Luckily, the story being largely the same shape means you’re spending most of your time going toe to toe with SHODAN, and this buoys the entire game because boy, SHODAN is a hell of a villain. While the original game was more menu than game, with the huge UI taking up most of the screen while you observe the action astronaut style through a little window - here Nightdive has offered up something that, in play, feels a lot more like the 1999 sequel System Shock 2. This is very much a retread of that first game, albeit fleshed out in a lot of places. Walking up to the first locked door, I entered the now-legendary 451 code (once the door code of original System Shock developers Looking Glass Studios and now an immersive sim staple) and the door slowly opened. This is a retelling of the same yarn, and not only were several areas of Citadel Station easily recognizable, but several enemies were located in the same spot.
