The room is also heavily irradiated so you wouldn't want to stay there long and search every pixel. A small pixel of a switch that perfectly blends into the wall texture. The switch to deactivate the forcefield is in the exact same room with the item. Now, I would not say I am very smart but I maybe naturally assumed the way to get past this force field was a secret passage or switch in another room, but no. System Shock's floor layout act as a labyrinth with secret passages and rooms in every corner with a fairly big level of each floor. One example from the top of my head is one certain puzzle where an item is locked behind a force field. It features extensive backtracking and extremely unintuitive design and puzzles. It is absolutely not built for the modern expectations of games. However, I would not recommend this game to anyone I know. A fantastic game that lives up to a lot of praise I've heard about the System Shock series.
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