Ken Levine's Vision for System Shock 2's Finale Almost Went Interstellar
FPS/Games

Ken Levine's Vision for System Shock 2's Finale Almost Went Interstellar

In an intriguing discussion, Levine reflects on his ambitious yet unrealistic idea for the climax of System Shock 2.

System Shock 2 is revered as a PC gaming classic, yet similar to its successor, Bioshock, its final level hasn’t received as much acclaim. Known as The Body of the Many, the climactic segment diverges from the earlier excitement of the game, transforming into an almost grotesque labyrinth rather than the thrilling spaceship corridors players had experienced before.

Ken Levine, the designer behind both System Shock 2 and Bioshock, expressed that this distinct shift in the game’s ending was a personal oversight. During a conversation with Lawrence Sonntag of Nightdive Studios, Levine revealed an even grander vision for the game’s finale that included a space setting. “One evening while running, I thought, ‘Wouldn’t it be amazing to venture outside the ship… in zero gravity?’ However, I was too inexperienced to realize what such an endeavor would entail,” he admitted.

He later approached Jon Chey and Rob Fermier with his idea, only to be met with skepticism. “They practically rolled their eyes at my suggestion, explaining that we only had 14 months to bring this game to life,” Levine shared. He understood the rationale but, in his enthusiasm, proceeded to create a level that was fundamentally different, which may have weakened the game’s overall impact.

In retrospect, Levine believes the concept of a space-level climax would have provided a unique experience, but he acknowledged that its execution might have stifled the game’s continuity. He added, “You don’t want to alter the focus of a game dramatically, as it can diminish the cohesion and quality of what you’ve already created.”

Despite the criticisms of the ending’s level design, Levine’s early imaginings have echoes throughout modern titles. The notion of exploring exterior sections of a space vessel emerged in games like Dead Space, proving that such ideas are still relevant in current game design.

System Shock 2 recently celebrated a long-awaited remaster by Nightdive, which was met with positive feedback from players like Ted Litchfield. Meanwhile, Levine continues to develop his next project, Judas, which promises a blend of Bioshock and System Shock aesthetics, including innovative narrative structures.

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