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For once there's no keycards to collect and instead it's all about discovering evidence, trashing the place, and cruising off into the sunset. Finally, it turns out the genetic source material for these clone soldiers is the survivor of the disasters on Ponterbee Station, the UNN Nightwalker, and Polaris-you. Urlaub starts to feel more like one of the goofier James Bond movies at this point, complete with a mad scientist with plans to create an army of clones, and nothing to do with Shodan at all. Finding a completely new weapon not seen in the original game is another surprise, unexpected in a throwaway gag mission. Underprepared for violence, it's easiest to sneak past the goons at first, though eventually you get an uzi to take them on with. After bumming around on the island for a while you take a boat trip and stumble across a heavily guarded mansion, which turns out to have a secret lab inside it. Being outdoors, surrounded by trees and open sky after hours mostly spent in dark metal hallways is exhilarating.īut the pistol you've stashed in your room and the broom that can be wielded like a wrench aren't just there for killing monkeys so you can take their bananas. Suddenly you're on the surface of a planet rather than orbiting it, walking across an ice world where the air is plump with snow and transparent ice beasts are a constant danger.
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But in the third part of the series, Polaris, things get really wild. Schneider's second mission, UNN Nightwalker, is more traditional, with another spaceship infested by mutants to explore. Still, that's the way it is with mods and it would be ridiculous to expect volunteers sourced from a fan forum to be able to compete with Terri Brosius. The traditional audiologs are everywhere, but a few of them are read by people with impenetrable accents, and Shodan doesn't sound nearly as creepy as she does in the actual games. While the new models and textures are impressive, the voice acting is a bit rough. That becomes even more apparent when the saurians show up-reptilian creatures of an entirely new design. While most of Ponterbee is corridors and backtracking for keycards, this early section shows she knows how to do more with the ShockEd mod tools than recycle pieces of the original game.
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The tutorial of System Shock 2 also let you walk around a street-level slice of Earth to contrast with the tight confines of the rest of the game, but Schneider's living city block full of traffic and high-rises is an early sign of the ambition her mods would display.
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