We met the legendary designer, who revisits a cult series with System Shock 3. For someone who has been involved in some of the most influential video games of recent decades, Warren Spector is disarmingly modest. He prefers to emphasize the talent of others rather than his own, and he looks like a person who does not just rest on his past glory, but always prefers to excel himself to innovate.
Maybe that’s why he’s back in game development after spending more than two years helping the University of Texas build a post-bac game development program, known as Denius-Sams Gaming Academy. With titles like Deus Ex, Ultima Underworld, Thief and Epic Monkey on his resume, it’s not surprising that Spector is once again being tempted by development.
The prestigious game designer joined OtherSide Entertainment to work on System Shock 3, the third game in a series he created in 1994 while working at Looking Glass Technologies. The game is set in a distant future where a malicious artificial intelligence named Shodan has taken control of a space station and where the player must hack to survive. The first game was praised at the time of its release for its lack of linearity and its emerging gameplay, two recurring elements in the majority of Spector’s work that criticism incenses most.
OtherSide is a company launched by Paul Neurath, the founder of Looking Glass at the time started Spector. Under his leadership, Looking Glass created the Ultima Underworld, System Shock and Thief licenses (among others), which is a very nice legacy . I have been a consultant to OtherSide since its inception and joined the company full time about a year ago. The company is based on the northeast coast, but I am building a team in Austin Texas to create System Shock 3.
Knowing that System Shock 3 is still at the very beginning of its development, the Spector team is still relatively compact at the moment. There is the technical director Jason Hughes, the artistic director Arturo Pulecio, the design director Chip Sbrogna and I explain It is in the design phase where we imagine what game we want to do, before plunging into the pre-production to determine how to build the game. We do not want to have a big team in the design phase. These three guys have more than 15 years of experience so they know what they are doing. We also received support from Paul and others in Boston who worked on the original System Shock games.
Although Spector is known to be the driving force behind the original title released in 1994, the sequel that appeared in 1999 was produced without his intervention. But it is still acclaimed by the press as well as the players. Even if one would think that Spector will logically revolve around the first title in terms of the theme of System Shock 3, he reveals that he is also a fan of the second game and wants to mix the best elements of each in this new project.
People liked System Shock 2, he said. I played the second album of course, and I greatly appreciated it. But I have a soft spot for the first, who took a less traditional approach to role-playing than his suite. We debated how System Shock 3 should be RPG, how to handle the psychic powers introduced in System Shock 2, and whether we should go to the elements more clearly survival horror System Shock 2. I think players will find that we have reached a balance between the two games. This is clearly our goal.
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Information about the game
Filename : System Shock 3 – InstallShield Wizard
File Extension : exe
Platform : PC
Language : ENG, FR, PL, IT, DE, RU
Disk space required : 20 GB
System Requirements ( Minimum / Recommended )
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