Given all this talk about the system shock remake, it’s time to include it in our recurring series where I look at some memorable RPG enemies and monsters.

You may question whether Shock should actually be classified as an RPG. After all, it lacks the sort of character progression and customisation mechanics we normally associate with the genre. You’re not building up attributes like strength and agility, and you don’t allocate points into skills such as guns, lockpicking and interpretive dance.

On the other hand, it clearly has much in common with Looking Glass Studios previous work, the fantasy RPG Ultima Underworld. Even if the mechanics are slimmed down there’s the same emphasis on atmosphere and exploration, on immersing the player in a strange and hostile environment. That led to attributes we didn’t associate with straight shooters of the time – a slower pace, an actual attempt at a plot, more of a structure to your objectives than simply finding keys. Then Shock’s own sequel put overt RPG stuff back in.

So I’m inclined to grant Shock a sort of Honorary RPG status. Or we could just open up the I Hate You series to other games anyway!

(pics taken from Karen’s System Shock Page)

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Cyborg Assassins
These guys aren’t especially tough, in fact they fold up like balsa wood if you turn any serious firepower on them. They are, however, damn sneaky. While most cyborgs make creepy distorted chattering noises these ones are totally silent. So are their weapons, because although they carry rifles they actually seem to throw shurikens at you. Also, Looking Glass liked to hide them in little niches and cubbyholes that you wouldn’t immediately notice when you first enter a chamber. So it’s easy to be caught unawares, with no idea the cyborg was there until you see your health going down. Or you might get distracted a the big noisy clanking security robot in the middle of the room, and not realise you’re actually under attack from multiple threats.

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Inviso-Mutants
Your first visit to level 3 is probably one of the toughest sections of the entire game, thanks to these manta-ray things. They have a powerful projectile attack that will kill you in just a few hits. They’re also highly durable, while most of the guns you’re carrying at this point are fairly weedy and can only slowly whittle the creatures down. On top of that they are, while not truly invisible, translucent and so can be hard to spot until you get close.

So you find yourself carefully peering around corridors, looking for that blurry shape flopping around near the floor. Then, when the coast is clear, you sprint like hell for the next doorway. When fighting one you should consider using up scarce ammo for the more powerful magnum pistol, or maybe lobbing a grenade. Although that may result in somehow throwing a grenade into your own face, due to Shock’s iffy collision detection.

top-tip: somewhere on this level is the laser rapier. It helps a lot! Also from the next level on the game becomes more generous with ammo for the better guns, so subsequent visits to this deck are less stressful.

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Plant Mutants
Because Shodan has been reading Day of the Triffids and thought to herself “now there’s an idea….”. These wandering overgrown tubers infest the garden groves and fling seed pods, denying you the chance to sit down on the grass and enjoy a moment’s peace and a sandwich. They’re not especially powerful but they do respawn at a high rate. The flechette is your friend here.

This one from http://lifein16bit.blogspot.co.uk

This one from http://lifein16bit.blogspot.co.uk


Cyberguards
I’m kind of cheating and including an entire section of the game here. Most levels have a section in cyberspace where you float around in a weird abstract world of wireframe tunnels looking for passwords or switches to open doors in the real world.

I suppose I can see why LG included this idea – this is mean to be a very cyberpunk sort of adventure after all. Problem is it’s a jarring change of pace from the main game. The level layout is fully 3D, and there’s no gravity or clear sense of up or down, so its easy to become lost and disoriented. Then of course the network has defences trying to throw you out of the system, like these creepy disembodied polygon heads. The action is faster here, and if you havent’ gotten the hang of controls you’re liable to bash into walls or just spin around as you try and fight off the cyberguards. Also there are no savegames, so if you get shot up you have to start again from the beginning (and lose health in the real world). Oh, and there’s a time limit too.

It can be frustrating as hell, so its fortunate that cyberspace has its own separate difficulty setting. IF you get really fed up, the easiest setting makes enemies passive and gives you half an hour to find your way through. (or go for the next one up, if you want just enough challenge to feel like you haven’t cheated).