System Shock: The oral history of a forward-thinking PC classic

For a certain sort of PC gaming fan, System Shock is where it all began. 30 years of immersive sim development started here, as Looking Glass escaped the restraints of the RPG genre and embraced thoughtful first-person action. SHODAN broke free, and the world was never the same. Without System Shock, there would be no Thief or Gloomwood, no Prey or Dead Space. Bioshock was conceived as its sequel. The creative figureheads behind Deus Ex and Dishonored were wrapped up in its creation, and forever changed by contact with Looking Glass and its unique philosophy.

Countless studios have used Citadel Station as a star to steer by, measuring their own work against System Shock’s commitment to simulation, dense atmosphere, and method-ish refusal to break character. This was not so much a game as an alternate reality. As one of our interviewees tells us: “We were trying to build the holodeck.”

Here’s the story of how it was made, as told by the people who made it.

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Street Fighter 6 review: the former champ is finally back on top

Back in February 1991, Capcom released Street Fighter 2 to arcades. Unbeknownst to Capcom at the time, Street Fighter 2’s massive success would cause it to become the blueprint for fighting games – a genre the game effectively created upon its release. This blueprint proved to be so influential that even some of Street Fighter 2’s most underwhelming elements are still being parroted in fighting games today. As a result, more than 30 years later, one constant in the fighting game genre has always remained true: the story mode is gonna suck.

There have been some valiant attempts at rectifying this in the last decade, but the core issue has always remained the same; fighting games are inherently designed to be played against other people, and back-to-back fights with AI controlled characters will never be able to properly match the competition of the real thing. Yet, with Street Fighter 6, Capcom have seemingly done the impossible. Street Fighter 6 has the best story mode in any fighting game I’ve played. Admittedly a low bar, but still, Capcom could have easily half-assed the story mode, just as so many other fighting games still choose to do, and still have been widely praised based solely on the strength of its multiplayer. Instead, Capcom are offering fighting game developers a new blueprint to copy – one that prioritises teaching new players above everything else.

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Get Noctua’s premium NF-P12 case fans for £12.95 each at Amazon UK

Noctua’s fans are legendary in the PC space, offering exceptional performance and reliability in a love-it-or-hate-it brown and beige colourway. Their premier 120mm fan is the NF-P12, and this model has now been discounted to £12.95 at Amazon UK. That’s a lot to pay for a single fan, but these fans normally cost double – think upwards of £22 for a single fan! – so this is actually a heck of a bargain.

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If you think writers should use AI you’re a giant idiot loser

Today is another out of sync Bank Holiday for me. It’s not one in Ireland, so I’m the only one rattling around in here at the moment. And it occurs to me that the vast, vast, vast majority of you will never have met me in real life. The evidence that I exist in physical space is comparatively minimal! How do you know I’m not an AI? An AI could probably replicate my writing style quite thoroughly, because there are at present many thousands of my – mine, my own – words on the internet, and they and everything else have and are being scraped by AI. This thought process is as a result of a few AI things intersecting with my workspace at once recently. Several of them are quite funny, and also not. If you think AI tools are actually good for writers then I have to assume you don’t really think much about either.

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System Shock remake review: Nightdive rebuilds the immersive sim mothership just as it was

Sometime before SHODAN’s ethical constraints were removed and the rogue AI set about converting the people of Citadel Station into cyborgs, a researcher named Stacy Everson found a smoking gun hidden among the blinking servers of the spaceship’s library. Not an assault rifle or mini-pistol, but a decades-old email chain between her TriOptimum bosses and a psychologist named Jeffrey Hammer. In the early stages of Citadel’s construction, Hammer suggested that each level of the station be designed in such a way as to induce stress and anxiety, so that experts could study their impact on the human psyche during space travel.

“I always knew something was off about this place!”, wrote Stacy to a colleague. “We are just rats in a maze.”

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Psychonauts 2 and Homeworld 3 crowdfunding platform Fig goes offline tomorrow

Crowdfunding platform Fig will go offline on Sunday, May 28th, and all pages related to previously funded campaigns will disappear along with it. That means that creators who were continuing to use the platform to communicate and deliver rewards to backers are currently scrambling to transition to alternative methods, including the likes of Double Fine and Gearbox.

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Sons Of The Forest’s latest update adds hard mode

Sons Of The Forest is about crash-landing on a remote island described as a “cannibal-infested hellscape.” If you’ve played the early access survival game and thought, “Hellscape? More like swellscape,” then Patch 06 might be for you. Released yesterday, it adds a “first pass of hard survival” mode, alongside cooking improvements and the ability to craft custom effigies. Lovely.

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Lord Of The Rings: Gollum developers “deeply apologize” for disappointing players

Daedalic Entertainment have apologised for the “underwhelming experience” players are having with Lord Of The Rings: Gollum. In a statement shared on Twitter, the developers say they “deeply regret that the game did not meet the expectations we set for ourselves” and say they’re working to address bugs and technical issues.

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Citizen Sleeper’s DLC has taught me total failure is sometimes inevitable, and that’s okay

When my Sleeper escaped their ramshackle life on the fringes of Erlin’s Eye at the end of last year, they left behind a lot of unfinished business. I had to stop short my efforts to help Bliss make a go of her repair bay business, and Tala was left to finish making her brand-new distillery on her own. Yatagan agent Rabiyah probably has my name on an employment blacklist, too, after I upped sticks without telling them, and the spores of mushroom algae I’d been cultivating for Riko over in Greenway were no doubt left to rot and moulder somewhere. Instead, I jacked that all in to smuggle myself, my engineering pal Lem and his tiny daughter Mina onto a ship headed for some far-flung star out in the void. The Sidereal ship wasn’t going to wait. It was now or never.

Fortunately hitting an ending in Citizen Sleeper doesn’t mean the end of your save. Booting it back up again for this month’s RPS Game Club, I wanted to play out a different ending to my Sleeper’s story. Turning my back on Lem and Mina still brought its own kind of sadness, admittedly, but I wanted to dig into the game’s trio of free DLC episodes first and foremost, as that was another thing I never got time to start last year. I’ve only played through the first chapter, Flux, so far, but man alive, it was not an auspicious start for the refugee flotilla ship hoping to make a new life for themselves here. In fact, I don’t think it could have gone any worse, such was the monumental failure of my collective dice rolls and decision making. But despite absolutely beefing it in Flux, I also came to realise an important lesson. It’s okay to fail, and that failure can often make the consequences of your actions feel all the more poignant. Sure, it might not feel nice, and yes, I wish it could have gone better. But sometimes the odds really are stacked against you, and you’ve just got to roll with it.

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