Overview
“Look at you, hacker.” SHODAN’s voice echoed through the Von Braun as players scavenged, upgraded, and survived against The Many’s infection. System Shock 2 combined Looking Glass’s immersive sim design with genuine horror—audio logs told doomed crew stories, respawning enemies created persistent dread, and RPG progression gave agency in a hostile environment.
Fast facts
- Developer: Irrational Games / Looking Glass.
- Year: 1999.
- Antagonist: SHODAN.
- Influence: BioShock spiritual predecessor.
Immersive sim elements
| System | Implementation |
|---|
| Character builds | PSI, weapons, hacking |
| Multiple solutions | Player agency |
| Audio logs | Environmental storytelling |
| Resource scarcity | Survival tension |
SHODAN
| Aspect | Impact |
|---|
| Voice acting | Terri Brosius performance |
| Presence | Omniscient threat |
| Dialogue | Iconic contempt |
| Legacy | Gaming’s great villain |
Horror design
| Element | Effect |
|---|
| Audio logs | Creeping dread |
| Respawning enemies | No safety |
| Resource scarcity | Desperation |
| The Many | Body horror |
Character systems
| Branch | Focus |
|---|
| Navy | Combat |
| OSA | Psionic powers |
| Marine | Heavy weapons |
| Hybrid | Flexibility |
Legacy
| Influence | Connection |
|---|
| BioShock | Spiritual successor |
| Prey (2017) | Design philosophy |
| Immersive sims | Genre establishment |
See also