Well, I guess now we’ll find out, won’t we?" He lets out a hearty laugh. Spector takes a bolder tack: "My heart tells me that if you take the original Shock and modernize it, it’ll be just as good as any immersive sim that’s come since. "It’s nice to see that now, twenty-three years later, with the reboot, and even Prey, that people are still influenced by what we did back then," says Neurath. Though Spector and Neurath aren’t explicitly involved, they’re both enthused about it. We’re aiming to surprise the player by taking that a little further." Part of the thrill of the first System Shock is that SHODAN doesn’t know you’re there at first. "We’re taking the original storyline and expanding it to reflect the new ways you can play – the combat path, the hacking path, the stealth path. "I love sci-fi, but I so rarely get a chance to do it." Don’t call it a “remaster," though – Avellone says that it’s more a reboot than anything else. ![]() "Honestly, I’m thrilled to be a part of it," he says. And, as you might expect, industry luminary Avellone was one of their first hires. In late 2015, developer Night Dive Studios – best-known for reclaiming and republishing "abandoned" games, like the Wizardry series and 7th Guest – announced their intention to pursue a "reimagining" of the original System Shock, aiming to wipe off some of the layers of dust that the game has accumulated over the years. It did an amazing amount of things, but people remember the way it made them feel, and not so much the actual game itself." "A lot of the thrill comes from the dungeon design, combined with SHODAN’s reactivity. "It’s just really hard to go back to now," says Avellone. As Spector himself rudely discovered upon returning to the original two decades later, between its unwieldy controls and bloated interface, Looking Glass’s creation is far from accessible to those of us who weren’t exactly rocking a Pentium in 1994. ![]() This unparalleled depth came with a cost, however.
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