Story, Plot, Etc...
For obvious reasons,
the whole storyline isn’t written here. The plot of this game is
something that is designed to unfold & be discovered as you play
the game. As you start out, the less you know about what’s going to
happen, the better your experience will be. Knowing the back-story, of
course, never hurts, since this has already been semi-largely
publicized. So we begin: (we owe this plot synopsis to the preview at
PC Paradox)
The near destruction of Earth by SHODAN
sends shockwaves throughout the world. The events on Citadel station
lead to a general rebellion against the government by a
mega-conglomerate. TriOptimum, the corporation that created SHODAN falls nearly into ruin. The Unified National Nominate (The UNN), a paramilitary Junta, steps in to fill the power vacuum.
Thirty five years later,
Nobel Laureate Marie Delacroix, working under a grant from the
dwindling resources of the skeletal TriOptimum corporation, publishes
preliminary research findings on a faster than light mechanism. Hungry
to get their hands on this technology, the UNN allows TriOp to develop
a prototype. The unit performs successfully and work begins on the
first FTL starship, the "Von Braun."
The UNN will not allow
TriOp to undertake a mission, however, unless an element of the
military is attached. To that end, the UNN "Rickenbacker", a heavy
destroyer, is literally tethered to the Von Braun. The mission is
launched in early 2114.
A few months into its
historical journey, the situation is deteriorating. Tension is growing
between the civilian elements of the Von Braun and their military
counterparts on the Rickenbacker. Things are almost coming to a head
when something remarkable happens: The ship receives a distress beacon
from the surface of Canopus 5, hundreds of millions of miles outside of
colonized space.
A team is sent to
investigate the beacon. However, when they return, William Bedford
Diego, Captain of the Rickenbacker (and son of Edward Diego) orders an
entire deck of the Von Braun cleared of all personnel.
A week later, the players
awake from cryogenic sleep to discover that they've been implanted with
military grade cybernetic implants. The surgery has destroyed their
memory of recent events…They remember neither going in for the surgery,
nor what has happened since. They soon realize, however, that something
terrible has happened aboard the Von Braun.. They find guidance in both
the helpful voice of a surviving crewmember and the logs and emails
from those who were not so lucky.
Shadows envelop the decks
of the Von Braun, and strange shapes lurk in the darkness. The ships'
defenses act as executioner to their former masters for the crime of
humanity. And behind it all is the cold voice of a virtual nightmare
thought long dead….
Cool plot, eh? Here’s what else we can tell you:
SHODAN,
the same computer from System Shock 1 will have a strong presence in
the game. How she survived Citadel, and what she’s up to this time
around is something that you must play the game to find out. Up front,
the key villain in this game appears to be "The Many" (note the classic
sci-fi name), a race of worm-like creatures that form a collective
sentient consciousness. This is sort of like a cross between the Zerg
(StarCraft) and the Borg (Star Trek).
It seems that SHODAN,
who controls all things robotic & cybernetic, and The Many, who
control all things organic, are at war. When they entered the ships,
they immediately cannibalized the crews into their armies of mutants
& cyborgs.
There is also Xerxes,
the computer aboard the Von Braun, who serves an unknown purpose. Dr.
Polito is the only other human, as far as we know, who is still alive
on the ships, and seems to be your only ally. She will communicate with
you over a com-link, giving you vital instructions. The communications
will be one-way only.
The story will unfold via emails from SHODAN,
The Many, and Polito, logs from the dead crew, and flashback-like
visions called "apparitions," where the player uses a piece of hardware
known as a Psi-Amp to view events that have happened in the near-past
in certain places.
All ‘cut-scenes’ (aside from the intro & endgame) will be rendered in the game engine.
Solitude is something the
SS2 developers felt was very important to the success of SS1, so you
can expect more of the same in that depertment.
System Shock 2 is not
mission-based. It has an overarching storyline broken down into organic
"chapters" that often overlap each other. The game will have an
overarching storyline, but sub-missions will organically appear
throughout the game. Some threads will block other avenues of gameplay
(for instance, a key to a door that must be passed to proceed further
in the game) and some threads are presented simultaneously ("repair a
shuttle" and "reboot the security network") with each thread leading to
its own portion of gameplay. This allows us to allow a player who is
stuck in one aspect of exploration to proceed in others (an analog
version of multiple mission choices). The game is made to be as
non-linear as possible, with many, many different ways to solve each
problem, and though there is only one ending, there are almost infinite
ways of getting there. |