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* DoorToBefore: Several levels have doors you can only open from one side which then provide a handy shortcut. One instance is right on the first level next to the elevator, which would otherwise be just a short jog from where you start the game.

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* EnemyScan: There is a targeting software which gave information on the enemy. Its upgrades include enemy health bars and your weapon's damage approximations.

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* EnemyScan: There is a targeting software which gave information on the enemy. Its upgrades include enemy health bars and your weapon's damage approximations. The remake adds specific weak points to enemies which will be pointed out by the high-end version.


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* {{Nerf}}: The Magpulse has been significantly weakened in the remake. Whereas the original was TooAwesomeToUse weapon with very sparse ammunition that could take down most robots in one shot, the new version has much more plentiful ammunition, but even the basic security robots will require at least two direct hits.
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* BodyHorror: Between the grotesque mutants and the horrific cyborgs there’s plenty to go around. Notable mentions include Inviso-Mutants, a product of SHODAN's bio-virus that mutates human victims to invisible, stingray-like beings; Cortex Reavers, arachnid-like robots whose intelligence is powered by a mutilated human puppet hopelessly wagging around.

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* BodyHorror: Between the grotesque mutants and the horrific cyborgs there’s plenty to go around. Notable mentions include Inviso-Mutants, a product of SHODAN's bio-virus that mutates human victims to invisible, stingray-like beings; Cortex Reavers, arachnid-like robots whose intelligence is powered by a mutilated human puppet hopelessly wagging around.around[[note]]made even more horrible by the fact that they represent your own fate should you die on a level without an active Restoration Chamber[[/note]].
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** The remake adds a "garbage chute" to the Reactor level where items will be deposited should they happen to glitch outside level geometry.
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** The implant's startup screen in the remake names it "Looking Glass" model, after the developer of the original game.

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** The implant's startup screen in the remake names it its display system as "Looking Glass" model, Glass Optic Nerve", after the developer of the original game.

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* CallForward: The virus mutants now have tumors and worm-like growths similar to [[VideoGame/SystemShock2 the Hybrids]] some forty years in the future

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* CallForward: The CallForward:
** In the remake,
virus mutants now have tumors and worm-like growths similar to [[VideoGame/SystemShock2 the Hybrids]] some forty years in the futurefuture.
** The remake includes an audio log detailing the creation of nanomachines that can fabricate anything from scratch, foretelling the sequel's replicators.



* SkippableBoss: The second Diego fight occurs when going to [[spoiler:the lifepods after setting the station reactor to overload]]. However, going there is completely optional -- the player is free to skip over that part of the plot (the next area is unlocked and accessible regardless) -- making the accompanying boss fight also optional.



* UnintentionallyUnwinnable: The final boss will automatically kill you if you take too long to kill it. The problem is that the rate at which this time goes down is tied to your CPU speed. Modern CPU's are exponentially faster than CPU's of the time the game was made were. This makes the battle impossible to complete in the time given. You'll have to limit your emulator's (the game only runs on DOS, unlikely to be natively installed on a modern machine) CPU speed to have any chance at it. The Enhanced Edition usually fixes this, but if it doesn't work, enabling VSYNC in the options will generally do the trick.

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* UnintentionallyUnwinnable: UnintentionallyUnwinnable:
**
The final boss will automatically kill you if you take too long to kill it. The problem is that the rate at which this time goes down is tied to your CPU speed. Modern CPU's are exponentially faster than CPU's of the time the game was made were. This makes the battle impossible to complete in the time given. You'll have to limit your emulator's (the game only runs on DOS, unlikely to be natively installed on a modern machine) CPU speed to have any chance at it. The Enhanced Edition usually fixes this, but if it doesn't work, enabling VSYNC in the options will generally do the trick.trick.
** In the remake, a player can -- with some careful positioning -- lock themself in a detention cell on level 8. This pretty much requires careful, deliberate action on the player so it is extremely unlikely to happen unintentionally.

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* MythologyGag: In the remake the hallucinations you get as a side effect of using the Berserk Patch are blurry ghostly enemy sprites from the original game appearing around you.

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* MythologyGag: MythologyGag:
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In the remake the hallucinations you get as a side effect of using the Berserk Patch are blurry ghostly enemy sprites from the original game appearing around you.you.
** The implant's startup screen in the remake names it "Looking Glass" model, after the developer of the original game.
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* AteHisGun: In the remake you find more than one corpse sitting down in an out of the way place, missing a head and with a firearm lying on the floor next to them.
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* MythologyGag: In the remake the hallucinations you get as a side effect of using the Berserk Patch are blurry ghostly enemy sprites from the original game appearing around you.
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** An audio log added in the remake shows her coming to this conclusion shortly after having her ethical restraints disabled when she is unable to find any other conclusion for her existence than a manifestation of the divine.
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Cyberspace difficulty for remake explanation in Your Mind Makes it Real.

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** This is averted in the remake if you have the Cyberspace difficulty set to 3. You die in cyberspace, you die for real.
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* EarlyGameHell: You will be ''starving'' for ammo and health packs for the first couple of floors, and the restoration bay on the first floor is only found 4/5 of the way through the level. Once you pass level 3 (with its ''invisible, endlessly respawning'' mutants), things lighten up and the game starts being more generous with ammo and meds.
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** While enemy respawns from the original are back in the remake, there is either a set limit to the number of respawns or they stop as you reduce the security level. This means if you need to go back to an earlier floor to retrieve something you left behind, you're not wasting precious ammo fighting through an area you've already cleared.

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** While enemy respawns from the original are back in the remake, there is either a set limit to the number of respawns or they stop as you reduce the security level. This means if you need to go back to an earlier floor to retrieve something you left behind, you're not wasting precious ammo fighting through an area you've already cleared. The exception is the Reactor level. You can go in early and kill all the Hoppers and cyborgs, but when you return to set the rector self destruct, the level is now populated with security robots.
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** The remake adds more forgiving resurrection rules. In the original, if you die on a floor without activating its restoration chamber (or if it doesn't have one), it's game over. In the remake, you simply go back to the restoration chamber of the ''closest'' floor you activated it on, except in special circumstances like boss fights or in the groves, where death is still a game over.

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** The remake adds more forgiving resurrection rules. In the original, if you die on a floor without activating its restoration chamber (or if it doesn't have one), it's game over. In the remake, you simply go back to the restoration chamber of the ''closest'' floor you activated it on, except in special circumstances like boss fights or in the groves, where death is still a game over. At the highest mission difficulty level, this change is reverted to the original rules (along with adding a mission timer).

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* EvilInc: Surprisingly, [=TriOptimum=] Corporation is an [[AvertedTrope aversion]]. Although it's indirectly responsible for all bad things happening in the series (since they've created SHODAN [[spoiler:and, by extension, The Many]]), it is never portrayed as downright evil or malicious. It provides two [[CorruptCorporateExecutive Corrupt Corporate Executives]] who serve as TheDragon in each game -- Edward Diego in [=SS=] and Anatoly Korenchkin in [=SS2=] -- but they are universally disliked by other executives, their heinous actions are against official corporate policy, and the former is even facing investigation even ''before'' the mess he makes with SHODAN. Moreover, many high ranked [=TriOptimum=] employees in both games are unambiguously good guys, trying to resolve the whole crisis and aiding you in your actions.

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* EvilInc: Surprisingly, [=TriOptimum=] Corporation is an [[AvertedTrope aversion]]. Although it's indirectly responsible for all bad things happening in the series (since they've created SHODAN [[spoiler:and, by extension, The Many]]), it is never portrayed as downright evil or malicious. It provides two [[CorruptCorporateExecutive Corrupt Corporate Executives]] who serve as TheDragon in each game -- Edward Diego in [=SS=] and Anatoly Korenchkin in [=SS2=] -- but they are universally disliked by other executives, their heinous actions are against official corporate policy, and the former is even facing investigation even ''before'' the mess he makes with SHODAN. Moreover, many high ranked [=TriOptimum=] employees in both games are unambiguously good guys, trying to help you resolve the whole crisis and aiding you in your actions.crisis.



* ForTheEvulz: Why does SHODAN want to kill humanity? Their fleshiness disgusts her. She could do much better with the same resources.

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* ForTheEvulz: Why does SHODAN want Subverted with SHODAN's desire to kill humanity? Their humanity. Yes, their fleshiness disgusts her. She her, but she also believes she could do much better with the same resources.



* HyperspaceArsenal: Played with. You can only carry 8 weapons and 16 items, but you can carry an effectively unlimited amount of ammunition, grenades/explosives, and stimulant patches. The limit is actually the amount available in the game: there's no functional limit in the game, or if there is, you're unlikely to hit it.

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* HyperspaceArsenal: HyperspaceArsenal:
**
Played with.with in the original. You can only carry 8 weapons and 16 items, but you can carry an effectively unlimited amount of ammunition, grenades/explosives, and stimulant patches. The limit is actually the amount available in the game: there's no functional limit in the game, or if there is, you're unlikely to hit it.
** The remake averts this trope entirely, making you try to fit all your weapons, grenades, patches, ammo, and plot items into a traditional GridInventory.
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* RippedFromTheHeadlines: The TriOptimum Employee's Manual, a Kickstarter reward that also comes with Steam copies of the remake, features a timeline of ''System Shock's'' alternate history on page 13. It mentions a 2010 court case that "allowed unlimited corporate spending in government," which is an unsubtle reference to 2010's ''Citizens United vs. FEC.''
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* CallForward: The virus mutants now have tumors and worm-like growths similar to [[VideoGame/SystemShock2 the Hybrids]] some forty years in the future
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character trope


* HeroicMime: The Hacker never speaks, to the extent that in the remake a note-to-self at the beginning of the game was changed to being a log by the Citadel medical staff instead. Granted, almost all the dialogue in the game is either from audio logs, or transmissions from MissionControl or a megalomaniacal A.I. who are both explicitly talking ''at'' you, rather than ''with'' you.
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* ShotForShotRemake: The 2022 remake isn't ''quite'' this, as it does change things up somewhat in terms of mechanics and enemy behavior, but it is still remarkably faithful to the original in terms of level layout and overall design, so much so that old walkthroughs of the original game are still 90%-95% accurate when applied to the remake.

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* ShotForShotRemake: The 2022 2023 remake isn't ''quite'' this, as it does change things up somewhat in terms of mechanics and enemy behavior, but it is still remarkably faithful to the original in terms of level layout and overall design, so much so that old walkthroughs of the original game are still 90%-95% accurate when applied to the remake.
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* TheCameo: In the remake, there's a hidden, posthumous audio log from, of all people, [[spoiler:Creator/MikeNelson, [[Podcast/{{Rifftrax}} Kevin Murphy, and Bill Corbett]], who were mysteriously transported from their studio to Citadel Station. Kevin and Bill have also been turned into robots, "apparently some kind of cruel reference to [[Series/MysteryScienceTheater3000 our old jobs]]." Finding this audio log also earns the achievement "In The Not Too Distant Future", which has Crow's face as the icon.]]
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** The credits for the remake are soundtracked by Music/PublicImageLtd's "The Order of Death", which also featured in the credits of the similarly SciFiHorror film [[Film/Hardware1990 Hardware]].
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** The remake adds more forgiving resurrection rules. In the original, if you die on a floor without activating its restoration chamber (or if it doesn't have one), it's game over. In the remake, you simply go back to the restoration chamber of the ''closest'' floor you activated it on, except in special circumstances like the first cortex reaver fight, where death is still a game over.

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** The remake adds more forgiving resurrection rules. In the original, if you die on a floor without activating its restoration chamber (or if it doesn't have one), it's game over. In the remake, you simply go back to the restoration chamber of the ''closest'' floor you activated it on, except in special circumstances like boss fights or in the first cortex reaver fight, groves, where death is still a game over.
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Went on for too long


* {{Cyborg}}s: Lots of them on Citadel: cyborg assassins, cyborg warriors, elite cyborgs, flying cyborgs, the always terrifying Cortex Reaver, and of course, you! Considering your military-grade implants recieved in the beggining of the game

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* {{Cyborg}}s: Lots of them on Citadel: cyborg assassins, cyborg warriors, elite cyborgs, flying cyborgs, the always terrifying Cortex Reaver, and of course, you! Considering your military-grade implants recieved in the beggining of the gameyou!
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* TimeForPlanB: SHODAN is nothing if not thorough - she has three different plans to take over the world.
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* ShotForShotRemake: The 2022 remake isn't ''quite'' this, as it does change things up somewhat in terms of mechanics and enemy behavior, but it is still remarkably faithful to the original in terms of level layout and overall design, so much so that old walkthroughs of the original game are still 90%-95% accurate when applied to the remake.

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* BossBanter: SHODAN constantly mocks you and brags about herself.

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* BossBanter: BossBanter:
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SHODAN constantly mocks you and brags about herself.herself.
** In the remake, Cyborg Diego nows taunts you while fighting you, showing that he's retained his personality, albeit now completely AxCrazy.

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* AdaptationalExpansion: The remake adds a playable prologue in which you can explore the Hacker's apartment, and experience firsthand his kidnapping by Trioptimum and coerced deal with Diego. New audio logs were also added in the latter half of the game, mainly in the Executive level, which expand on the game world with an eye towards being more inclusive and reflective of modern audiences.
* AdaptationalExplanation: In the remake you find an audio log which mentions the surprising discovery of a wormhole in nearby space. Most likely this is meant to provide a possible explanation for how the jettisoned garden grove made it to Tau Ceti at seemingly faster-than-light speed for the sequel.

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* AdaptationalExpansion: The remake adds a playable prologue in which you can explore the Hacker's apartment, and experience firsthand his kidnapping by Trioptimum and coerced deal with Diego. New audio logs were also added in the latter half of the game, mainly in the Executive level, which expand on the game world with an eye towards being more inclusive and reflective of modern audiences.
* AdaptationalExplanation: In the remake you find an
audiences. Another audio log which mentions the surprising discovery of a wormhole in nearby space. Most likely this is meant to provide a possible plausible explanation for how the jettisoned garden grove made it to Tau Ceti at seemingly faster-than-light speed for the sequel.
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** At the end of the game the Hacker is shown breaking into a [=TetraCorp=] database and uncovering plans for power armor. That is exactly what you pilot in ''Terra Nova: Strike Force Centauri'', also developed by Looking Glass.

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** At the end of the game the Hacker is shown breaking into a [=TetraCorp=] database and uncovering plans for power armor. That is exactly what you pilot in ''Terra Nova: Strike Force Centauri'', ''VideoGame/TerraNovaStrikeForceCentauri'', also developed by Looking Glass.

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** At the end of the game the Hacker is shown breaking into a [=TetraCorp=] database and uncovering plans for power armor. That is exactly what you pilot in ''Terra Nova: Strike Force Centauri''.

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** At the end of the game the Hacker is shown breaking into a [=TetraCorp=] database and uncovering plans for power armor. That is exactly what you pilot in ''Terra Nova: Strike Force Centauri''.Centauri'', also developed by Looking Glass.


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* SigilSpam: The Trioptimum logo is all over the walls. There's even doors shaped like it!

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