Why are you guys arguing whether or not it's a Shock 2 clone? Wasn't the original System Shock (the one without a 2 in the end) the game about a dude stuck on a space station where most everyone was dead?
Yeah but that guy had no stats
But speaking of which, I thought Prey was taking many cues from both System Shocks (the level design and "cool" stuff [like jump jets] from SS1, the stats and "survival" aspects from SS2, etc), and in some of them it actually succeeded to be better than its predecessors. Still, it has 3 cardinal sins that really bring it down:
- Soundtrack. Or more like the lack of it because the game doesn't have music - it has sound cues.
- Guns and enemies. It's ludicrous that you get all the guns available in the game within some 5 hours after starting, and it's equally ludicrous that you see all the enemies after like 10, when the total play time is about 25. This also ties heavily into...
- The endgame. People can say whatever the hell they want about the endgame in SS2. That hunting the black eggs on the Rickenbacker was boring. That the body of the Many was uninspired. But at least it had you pushing forward and going through new stuff. Meanwhile Prey's final say ~10 hours (after the cargo bay, although I'd start counting from Derp Storage, because it already started being super uninspired from there) are just a slog through loading screens of places you've already been to, with absolutely nothing new to find in there, and also nothing to keep you interested or going against the enemies. After suddenly triggering Steve Blum's lazer ops from out of nowhere, I just said "fuck it" and started sprinting past everything to victory, sometimes just zapping a lazer VCR that refused to fuck off and munching on the 80 medkits I had in my backpack when something hit me too much. And even then, boy, did the game go out of its way to send me to even more places I'd already been to. Hey, Morgan, please go outside and scan some shits. Good, now go to shuttle bay and take some shit. Good, now go back to life support and KO Steve Blum. Good, now go to Hardware Labs and kill a named operator. Good, now go to Neuromod to reset Steve Blum. Good, now go back to Arboretum. Good, now go back to Psychotronix or reactor core to plant the doom device. Good, now go back to the bridge to activate it. I mean fucking seriously, and that doesn't even account for how stupid the whole endgame is when it comes to the plot - how suddenly it speeds up 1000%, has Steve Blum pop out completely out of the blue, and finally even throws a Cthulhu in your face out of the blue for good measure as well, in a desperate attempt to "HOLY SHIT HOLY SHIT GUYS WE REALLY NEED TO WRAP THIS STORY UP YOU KNOW". The late game was just so ridiculously bad, it felt like a slap in the face and left a very bad taste after what was actually a good game with some "balance" issues that weren't even that detrimental in essence - for a while I wasn't that bothered about becoming a demigod because spraying all the stuff with lead was hilarious for a bit, but that really got old quick when the game just kept throwing the same fucking phantoms in my way all the time. This shit should have just ended after Cargo Bay.