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System Shock 2

System Shock 2 is a biology topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand System Shock 2 rather than just read about it. In short: System Shock 2 is a 1999 action role-playing and survival horror video game designed by Ken Levine and co-developed by Irrational Games and Looking Glass Studios. Originally intended to be a standalone title, its story was changed during production into a sequel to the 1994 game System Shock.

System Shock 2 — main illustration
System Shock 2 — illustration

Key takeaways

  • System Shock 2 belongs to biology; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect System Shock 2 to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of System Shock 2 from memory before moving on to harder problems.

Reference excerpt

System Shock 2 is a 1999 action role-playing and survival horror video game designed by Ken Levine and co-developed by Irrational Games and Looking Glass Studios. Originally intended to be a standalone title, its story was changed during production into a sequel to the 1994 game System Shock. The alterations were made when Electronic Arts—who owned the System Shock franchise rights—signed on as publisher. The game takes place on board a starship in a cyberpunk depiction of 2114. The player assumes the role of a soldier trying to stem the outbreak of a genetic infection that has devastated the ship. Like System Shock, gameplay consists of first-person combat and exploration. It incorporates role-playing elements, in which the player can develop skills and traits, such as hacking and psionic abilities. System Shock 2 was originally released in August 1999 for Microsoft Windows. The game received critical acclaim but failed to meet commercial sales expectations. Many critics later determined that the game was highly influential in subsequent game design, particularly on first-person shooters, and considered it far ahead of its time. It has been included in several greatest games of all time lists. In 2007, Irrational Games released a spiritual successor to the System Shock series, titled BioShock, to critical acclaim and strong sales. System Shock 2 had been in intellectual property limbo following the closure of Looking Glass Studios. Nightdive Studios were able to secure the rights to the game and the System Shock franchise in 2013 to release an updated version of System Shock 2 for modern operating systems, including for OS X and Linux, and released a 25th anniversary remaster of the game in 2025. OtherSide Entertainment announced in 2015 that they had acquired the rights from Nightdive Studios to produce a sequel, System Shock 3, but as of 2020 the rights have since been transferred to Tencent.

Gameplay

As in its predecessor, System Shock, gameplay in System Shock 2 is an amalgamation of the action role-playing game and survival horror genres. The developers achieved this gameplay design by rendering the experience as a standard first-person shooter and adding a character customization and development system, which are considered signature role-playing elements. The player uses melee and projectile weapons to defeat enemies, while the role-playing system allows the development of useful abilities. Navigation is presented from a first-person view and complemented with a heads-up display that shows character and weapon information, a map, and a drag and drop inventory. The backstory is explained progressively through the player's acquisition of audio logs and encounters with ghostly apparitions. At the beginning of the game, the player chooses a career in a branch of the Unified National Nominate, a fictional military organization. Each branch of service gives the player a set of starting bonuses composed of certain skills, though may thereafter freely develop as the player chooses. The Marine begins with bonuses to weaponry, the Navy officer is skilled in repairing and hacking, and the OSA agent gets a starting set of psionic powers. The player can upgrade their skills by using "cyber-modules" given as rewards for completing objectives such as searching the ship and spend them at devices called "cyber-upgrade units" to obtain enhanced skills. Operating system (O/S) units allow one-time character upgrades to be made (e.g. permanent health enhancement). An in-game currency called "nanites" may be spent on items at vending machines, including ammunition supplies and health packs. "Quantum Bio-Reconstruction Machines" can be activated and reconstitute the player for 10 nanites if they die inside the area in which the machine resides. Otherwise, the game ends and progress must be resumed from a save point. The player can hack devices, such as keypads to open alternate areas and vending machines to reduce prices. When a hack is attempted, a minigame begins that features a grid of green nodes; the player must connect three in a straight row to succeed. Optionally, electronic lock picks, called "ICE-picks", can be found that will automatically hack a machine, regardless of its difficulty. Throughout the game, the player can procure various weapons, including melee weapons, pistols, shotguns, and alien weapons. Non-melee weapons degrade with use and will break if they are not regularly repaired with maintenance tools. There are a variety of ammunition types, each of which is most damaging to a specific enemy. For example, organic enemies are vulnerable to anti-personnel rounds, while mechanical foes are weak against armour-piercing rounds. Similarly, energy weapons cause the most damage against robots and cyborgs, and the annelid-made exotic weaponry is particularly harmful to organic targets. Because ammunition is scarce, to be effective the player must use it sparingly and carefully search rooms for supplies. The game includes a research function. When new objects are encountered in the game, especially enemies, their organs can be collected; when combined with chemicals found in storage rooms, the player can research the enemies and thus improve their damage against them. Similarly, some exotic weapons and items can only be used after being researched. OSA agents effectively have a separate weapons tree available to them. Psionic powers, such as invisibility, fireballs, and teleportation, can be learned.

Plot

… excerpt ends here. Continue reading the full article.

Illustrations

System Shock 2: The player, armed with a pistol, faces a protocol droid while in the interface mode. The inventory is at the top; health, psionic points, nanites, and cyber modules are at the bottom left; and the cyber interface and weapon information are at the bottom right.
The player, armed with a pistol, faces a protocol droid while in the interface mode. The inventory is at the top; health, psionic points, nanites, and cyber modules are at the bottom left; and the cyber interface and weapon information are at the bottom right.
System Shock 2: Horror is a key focus of System Shock 2. This concept art depicts the protagonist encountering an infected crewmember in the Recreation deck of the Von Braun.
Horror is a key focus of System Shock 2. This concept art depicts the protagonist encountering an infected crewmember in the Recreation deck of the Von Braun.

Worked examples

Example 1 — a first encounter with System Shock 2

Start with the simplest possible case. Write down what System Shock 2 claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In biology, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to System Shock 2 before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about System Shock 2 ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of System Shock 2

In research
System Shock 2 appears in biology research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses System Shock 2 in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
System Shock 2 is common in secondary-school and first-year university syllabi. It links to neighbouring topics 1990s horror video games, 1999 video games, Action role-playing video games, so understanding it makes those chapters shorter.
In everyday life
Look for System Shock 2 outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study System Shock 2 in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what System Shock 2 means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain System Shock 2 out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is System Shock 2 in simple terms?

System Shock 2 is a 1999 action role-playing and survival horror video game designed by Ken Levine and co-developed by Irrational Games and Looking Glass Studios. Originally intended to be a standalone title, its story was changed during production into a sequel to the 1994 game System Shock.

Why does System Shock 2 matter?

Because it connects several biology ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study System Shock 2?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on System Shock 2.

Tags

  • 1990s horror video games
  • 1999 video games
  • Action role-playing video games
  • Cancelled Dreamcast games
  • Cooperative video games
  • Cyberpunk video games
  • Fiction set around Tau Ceti
  • First-person shooters
  • Immersive sims
  • Irrational Games
  • Linux games
  • Looking Glass Studios games

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