![]() As we got down to work on the game, It became clear that the engine was Indeed very flexible. The Idea was especially Intriguing to me, because I developed the Initial design and story concepts for Thief and was anxious to work more with the engine. "System Shock 2" was our spontaneous response, In unison, and In three part harmony. "What game do you guys want to do?" they asked us. Take the Dark engine used for Thief: The Dark Project and make a cool, new game out of It. When Irrational was formed In 1997, we were approached by Looking Glass with an Interesting proposition. She was there, and she was ready to rumble. She wasn't on vacation on some Caribbean Island, only to return for the final battle. Here was a foe who talked to you, who watched you, who cared about you. I knew then that Shockwas something different. ![]() And then I thought, "Nuts to you, SHODAN" and blew up the terminals, whereupon she sent a small army of cyborgs to, well, tear me Into very small pieces. ![]() As I readied my weapon, SHODAN told me, In so many words, that, If I destroyed those terminals, she would have me torn Into very small pieces. I clearly remember approaching a set of computer terminals on the first level that I was supposed to blow up. She taunted you, she threatened you and, sometimes, she even seemed to fear you. In most games, you saw the villain In a few key cut scenes and then you faced him or her at the end, dispatching the cad with a rocket launcher or two, or perhaps with a few well placedjumps on the head. Sure, there was the traditional Immersive world simulation, sure there was a cool storyline, sure there was the excellent physics. System Shock was the game that drew me to Looking Glass nearly four years ago. The path to creating System Shock 2 was both a very long and very short one.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |