System Shock: Difference between revisions

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* [[Kinetic Weapons Are Just Better]]: Balance issues in the sequel made the energy weapons inferior to standard ones. The big advantage of the energy weapons, however, is the lack of ammunition, which is hard to find and expensive. If you can find an energy recharger, you can fire your energy weapon.
* [[Knight Templar]]: Bronson. There is a ghost scene where her men are gunning down civilians who do not approve of the martial law.
* [[La Résistance]]: The humans who survived the initial slaughter in both games.
* [[Large Ham]]: SHODAN.
* [[Laser Blade]]: Laser Rapier in both games. One of the late PSI-Disciplines is to make one out of your PSI energy.
* [[Laser-Guided Amnesia]]: The memory restoration process for the Soldier failed and he doesn't remember the time he spend on Rickenbacker and Von Braun. {{spoiler|It was intentional.}}
* [[Laser Blade]]: Laser Rapier in both games. One of the late PSI-Disciplines is to make one out of your PSI energy.
* [[Laser Sight]]: Featured in the intro of the original.
* [[La Résistance]]: The humans who survived the initial slaughter in both games.
* [[Last Stand]]: Both games has a lot of places where this occurred, like the last stand of Bronson and her men in the sequel.
* [[Late to the Party]]: in both games, you wake up after all hell has broken loose. This was because Looking Glass realized that the technology just wasn't ready to have realistic reactions and conversations with pesky ''living'' people.
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* [[Master of Unlocking]]: You're the hacker in the first game, duh. And this seems to be one of the Navy's specialties, though others can also learn the hacking skill.
* [[Matter Replicator]]: The Replicators that act like vending machines. One of the PSI-Disciplines allows you to do this, except on Psi hypos.
* [[Mega Corp]]: Tri-Optimum.
* [[Meat Moss]]: The Bridge level in the original is vaguely [[Alien]]-like.
* [[Mega Corp]]: Tri-Optimum.
* [[Menu Time Lockout]]: Averted.
* [[Mercy Kill]]: What it basically amounts to when killing those who serve the Many.
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* [[Night Vision Goggles]]: In the original.
** However, Goggles cannot see in the dark in the sequel.
* [[No Cutscene Inventory Inertia]]: In the sequel, the Soldier uses the pistol to finish off the [[Big Bad]]. 75% of time, the players probably ditched the pistol for the assault rifle.
* [[No-Paper Future]]: Averted in the original, but played straight in the sequel.
** The nano-based 'money' would be a vast improvement over traditional currency as the nanites themselves are used in the creation of items. Nobody can cheat the laws of physics, thus counterfeiting money would be nigh-useless.
* [[No Cutscene Inventory Inertia]]: In the sequel, the Soldier uses the pistol to finish off the [[Big Bad]]. 75% of time, the players probably ditched the pistol for the assault rifle.
* [[Nostalgia Level]]: "Where am i?".
* [[Nothing Is Scarier]]: There are some places that you expect to have enemies, to be ambushed in, SOMETHING, only to turn out to be empty, and when you expect something on the way out, it is the same. [[Paranoia Fuel]] doesn't help either.
* [[Nonstandard Game Over]]: {{spoiler|foolishly flipping switches aboard Citadel Station can result in firing the station's superweapon at Earth}}!
** On Hard plot difficulty, you have a hard time limit of six hours to complete the game. There is no way to increase this time limit, and if it runs out...
* [[Notice This]]: In the sequel, items that can be interacted with are highlighted by thin green rectangle if the cursor is moved over them.
* [[No OSHA Compliance]]: Justified. In the backstory revealed by audio logs, it stated that Von Braun had so much corner cutting that the passengers are wondering how the damn wreck is still moving. Even the security system didn't escape cutting corners, if the XERXES singing Elvis Presley songs for hours courtesy of some hacker is any indication.
* [[Nostalgia Level]]: "Where am i?".
* [[Nothing Is Scarier]]: Silence. It means nothing is close to get you... for now. You will drive yourself mad keeping an ear out for the slightest noise that indicates the presence of an enemy. Or worse, a softly sung lullaby...
* [[Nothing Is Scarier]]: There are some places that you expect to have enemies, to be ambushed in, SOMETHING, only to turn out to be empty, and when you expect something on the way out, it is the same. [[Paranoia Fuel]] doesn't help either.
* [[Nothing Is Scarier]]:* Silence. It means nothing is close to get you... for now. You will drive yourself mad keeping an ear out for the slightest noise that indicates the presence of an enemy. Or worse, a softly sung lullaby...
* [[Notice This]]: In the sequel, items that can be interacted with are highlighted by thin green rectangle if the cursor is moved over them.
* [[Numerical Hard]]: Every things more expensive, bonuses are less valuable, you are more killable etc.
** The original averts this; you can set individual elements of the game higher or lower. Hard plot difficulty adds a time limit to the game, hard combat makes enemies more powerful and better protected, hard puzzles increases the difficulty of all the various minigames, and hard cyberspace introduces control difficulty in cyberspace, along with stronger intrusion countermeasures.