

Though the game has a variety of specialized weapons, you will be required to learn certain skills in order to put them to good use.

Throughout the game, you can acquire ten different skills and up to 35 different psychic powers. After your training, it's onto the ship, where the main game begins. For the OSA, it's telekinesis and a variety of other science-fiction mainstays. For the Navy, it's technology and stealth. Depending on the branch of service you enter, you will embark upon one of three different training missions to acquire the necessary skills. When you start the game, you have the choice of three affiliations: Marines, Navy, or OSA.

Part first-person shooter and part RPG, System Shock 2 will deliver gameplay that transcends both genres. Of course, before you can leave, you've got to put an end to the alien presence aboard the ship. To do so, you'll have to make good use of Polito's advice, your cybernetic implants, the ship's log files, and a smattering of abandoned equipment. Polito, you find yourself suffering from amnesia and a pressing desire to flee. Awakened abruptly by one of the remaining survivors, Dr. Somehow, during your hypersleep, an alien infestation seems to have infected the ship. Unfortunately, the journey is less than peaceful. In Vatical's System Shock 2, you'll assume the role of one of these brave adventurers. It seems the UNN government has been receiving curious transmissions from the Tau Ceti system, and it's sending a faster-than-light ship, the Von Braun, to investigate. So deciding to add on console support for a PC game like they did is a huge commitment for a AAA game, it is not simply a matter of using an engine that works on all the platforms, all the QA has to be repeated and there are different extra steps for every platform but they didn't even get to that step.In the distant future, humankind embarks on an expedition into unexplored space. Also with consoles, the devkits for each were priced ridiculously at something like 3000 for PS3 and more for XBox360 (and those things red-ringed like crazy, went through three in three years), and there were test versions and special development versions one had to use to debug, I remember there was one special PS3 that was I want to say 10000 that was the size of a desktop computer that our resident graphics guru got. If you aimed too low, one had customers without product for an extended period (most traditional game sales are in the first weeks), if you aimed too low, you had to eat those DVDs/carts at a loss after the retailers returned them. I haven't worked in the industry in a while but I vaguely recall one had to purchase production time and essentially predict your sales for Sony/Nintendo if the system was hot in the marketplace.
