Here, my demo begins. The hacker’s perspective reveals a bit of their lifestyle. Opening boxes of pizza and loose cables on the ground reveal quite the casual comfort. That is, until a group of heavily equipped soldiers capture the player. Transporting myself to a darkened figure, who quickly pulls a bag off my head revealing the position I was in. Getting caught by Trioptiumum to make a deal and deactivate the ethical controls on an AI. This reveals the classic story of the game that those familiar with the original will know. A rogue AI captures a giant citadel in space, causing unimaginable horrors when the player wakes up 30 years later and has to explore to escape. My short demo of the game reveals this commitment to the original title, the skin-crawling ambiance, and design of the station made some corners quite hard to pass. The Station was interesting to explore, giving me nostalgia for my original experiences with the franchise. Only reinforcing this fact are the enemies, designed with large camera lenses for eyes or having mutilated limps for Psy amplification (the magic of the game).
I was heavily impressed with the designs of the enemies and the simple need to reserve information from the players to add their effects. Opening one of the doors revealed a big ugly mutated human, he immediately attacked my character but the pipe I had collected earlier stopped that limited thought process. There also are a collection of old security bots that have been hacked and converted for Shodan’s use, these bots contain deadly attacks such as lasers or a classic beating. The look of the game in the Unreal Engine is fantastic with beautiful color shifts in the ship or displays of gore meant to keep the player on edge. The last thing I was able to enjoy in the demo was a small puzzle involving the physical movement of a box to another location. I was able to stand on this object to reach a camera—the same cameras Shodan uses for observing the player during the game.