

Everything is polished and well-made: complex level design and inspired environments(for 1999, at least), excellent sound, great electronic music, good story, multi-dimensional and fleshed-out characters you never actually meet and yet you care about them, mostly balanced RPG elements, which allow multiple ways to develop your character thus enabling high replay value.

Everything is polished and well-made: complex level design and inspired environments(for 1999, at least), excellent sound, great Amazing game.

It is the principle of System Shock 2 to continue this game design. Levels were realistically designed and had logical reasons behind them. The plot was always present, but not so confining as in traditional shooters - there was almost always more than one task to accomplish. Unlike most other first person shooters, the purpose of System Shock was not to kill everything in sight nor was it a "find the key to move onto the next level" game. Like System Shock 1, there will be persistent levels (i.e., drop an item on one level, and you could go back later to retrieve it), gameplay elements like logs, inventory, skills, persistent world, leaning, hacking, rpg elements, multiple weapons and enemies, and a compelling storyline.
