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List of countries with left-hand traffic
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This is a list of countries and territories with left-hand traffic.
Right-hand side traffic
Left-hand side traffic
Countries with left- and right-side traffic nowadays and formerly. Changes since 1858 when Finland changed to the right are taken into account.

Right-hand side traffic
Now right-hand side, formerly left-hand side
Left-hand side traffic
Now left-hand side, formerly right-hand side
Formerly different rules in different parts of the country, now right-hand side traffic
Countries by handedness of traffic, coupled with the distance/speed unit
Left-hand traffic, kilometers
Left-hand traffic, miles
Right-hand traffic, kilometers
Right-hand traffic, miles
Right-hand traffic, miles per hour (for speed limits) and kilometers (for distances)
Contents
[hide]
1 In Asia
2 In Africa
3 In Australia and Oceania
4 In Europe
5 In South America
6 In West Indies
7 On islands of the Atlantic Ocean
8 On islands of the Indian Ocean
In Asia[edit]
Bangladesh
Bhutan
Brunei
East Timor
Hong Kong
Indonesia
India
Japan
Macau
Malaysia
Nepal
Pakistan
Singapore
Sri Lanka
Thailand
In Africa[edit]
Botswana
Kenya
Lesotho
Malawi
Mozambique
Namibia
South Africa
Swaziland
Tanzania
Uganda
Zambia
Zimbabwe
In Australia and Oceania[edit]
Australia
Christmas Island (Australia)
Cocos (Keeling) Islands (Australia)
Cook Islands (New Zealand)
Fiji
Kiribati
Nauru
New Zealand
Niue
Norfolk Island (Australia)
Papua New Guinea
Pitcairn Islands (U.K. Overseas Territory)
Solomon Islands
Samoa (since September 1, 2009)
Tokelau (New Zealand)
Tonga
Tuvalu
In Europe[edit]
Cyprus
Guernsey (Crown dependency of the United Kingdom)
Ireland
Isle of Man (Crown dependency of the United Kingdom)
Jersey (Crown dependency of the United Kingdom)
Malta
United Kingdom
In South America[edit]
Guyana
Suriname
In West Indies[edit]
Anguilla (U.K. Overseas Territory)
Antigua and Barbuda
Bahamas
Barbados
British Virgin Islands (U.K. Overseas Territory)
Cayman Islands (U.K. Overseas Territory)
Dominica
Grenada
Jamaica
Montserrat (U.K. Overseas Territory)
Saint Kitts and Nevis
Saint Lucia
Saint Vincent and the Grenadines
Trinidad and Tobago
Turks and Caicos Islands (U.K. Overseas Territory)
U. S. Virgin Islands (USA)
On islands of the Atlantic Ocean[edit]
Bermuda (U.K. Overseas Territory)
Falkland Islands (U.K. Overseas Territory)
Saint Helena, Ascension and Tristan da Cunha (U.K. Overseas Territory)
South Georgia and the South Sandwich Islands (U.K. Overseas Territory)
On islands of the Indian Ocean[edit]
Maldives
Mauritius
Seychelles
Retrieved from "https://en.wikipedia.org/w/index.php?title=List_of_countries_with_left-hand_traffic&oldid=807723053"
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Basketball court
From Wikipedia, the free encyclopedia
Jump to navigation Jump to search
"Basketball Arena" redirects here. For the arena in London, see Basketball Arena (London).
The home court of the Miami Heat of the National Basketball Association
In basketball, the basketball court is the playing surface, consisting of a rectangular floor with baskets at either end. In professional or organized basketball, especially when played indoors, it is usually made out of a wood, often maple, and highly polished and completed with a 10 foot rim. Outdoor surfaces are generally made from standard paving materials such as concrete or asphalt.
Contents
[hide]
1 Dimensions
1.1 Diagrams
1.2 Table
2 Sections
2.1 Center circle
2.2 Three-point line
2.3 Perimeter
2.4 Low post area
2.5 Key
2.6 Other lines
2.7 FIBA changes
3 See also
4 References
5 External links
Dimensions[edit]
Basketball courts come in different sizes. In the National Basketball Association (NBA), the court is 94 by 50 feet (28.7 by 15.2 m). Under International Basketball Federation (FIBA) rules,[1] the court is minutely smaller, measuring exactly 28 by 15 metres (91.9 by 49.2 ft). In amateur basketball, court sizes vary widely. The baskets are always 10 feet (3.0 m) above the floor (except possibly in youth competition). Basketball courts have a three-point arc at both baskets. A basket made from behind this arc is worth three points; a basket made from within this line, or with a player's foot touching the line, is worth 2 points. The free-throw line, where one stands while taking a foul shot, is located within the three-point arc at 15 feet from the basket. A foul shot is worth 1 point, but if a shot is made from the foul line while in play it is still worth 2 points.[2]
Diagrams[edit]
Composite diagram of a basketball court with FIBA (top half only), NBA (both halves), and NCAA (men’s & women’s – bottom half only) markings
The backboard and basket
Table[edit]
Area
NBA
FIBA
WNBA
NCAA[3]
Imperial
Metric
Imperial
Metric
Imperial
Metric
Imperial
Metric
Court length 94 ft 28.65 m 91.86 ft 28 m Same as NBA
Court width 50 ft 15.24 m 49.21 ft 15 m Same as NBA
Rim height 10 ft 3.05m Same as NBA
Restricted arc radius 4 ft 1.22 m 4.10 ft 1.25 m Same as NBA
Center circle diameter 12 ft 3.66 m 11.81 ft 3.6 m Same as NBA
3-point line distance from the basket 23.75 ft
22 ft in corner* 7.24 m
6.70 m in corner* 22.15 ft
21.65 ft in corner† 6.75 m
6.60 m in corner† Same as FIBA 20.75 ft 6.32 m
Key (shaded lane or
restricted area) width 16 ft 4.88 m 16.08 ft 4.9 m Same as NBA 12 ft 3.66 m
Free-throw line distance from point on the floor directly below the backboard 15 ft 4.57 m 15.09 ft 4.6 m Same as NBA
* The NBA three-point line is 3 ft (0.91 m) from the sideline in a zone starting at the baseline and ending when it crosses the 23.75 ft (7.24 m) arc. The 22 ft (6.70 m) distance exists only at the points on the three-point line that are directly to the left and right of the basket center.
† The FIBA three-point line is 2.95 ft (0.90 m) from the sideline in a zone starting at the baseline and ending when it crosses the 22.1 ft (6.75 m) arc. The 21.65 ft (6.60 m) distance exists only at the points on the three-point line that are directly to the left and right of the basket center.
Sections[edit]
Most important terms related to the basketball court
Center circle[edit]
The only two players permitted to enter this area prior to the tipoff are the players contesting the jump ball (usually but not always centers). Both players jump when the referee throws the ball in the air, each attempting to tap the ball into the hands of a player of their own team.
Three-point line[edit]
The three-point line is the line that separates the two-point area from the three-point area; any shot converted beyond this line counts as three points. If the shooting player steps on the line, it is counted as two points. Any foul made in the act of shooting beyond the three-point line would give the player three free throws if the shot does not go in, and one if it does.
The distance to the three-point line from the center of the basket varies depending on the level or league, and has changed several times. These are the current distances, with the league or level using each distance:
19.75 ft (6.02 m): High School
20.75 ft (6.32 m): NCAA
21.65 ft (6.60 m) to 22.15 ft (6.75 m): WNBA and FIBA
22 ft (6.71 m) to 23.75 ft (7.24 m): NBA
The NBA adopted the three-point line at the start of the 1979–80 season. This is of variable distance, ranging from 22 feet (6.7 m) in the corners to 23.75 feet (7.24 m) behind the top of the key. During the 1994–95, 1995–96 and 1996–97 seasons, the NBA attempted to address decreased scoring by shortening the overall distance of the line to a uniform 22 feet (6.7 m) around the basket. It was moved back to its original distance after the 1996–97 season. FIBA and the NCAA both adopted the three-point line in 1985.
In most high school associations in the United States, the distance is 19.75 feet. This was formerly the distance for college basketball as well. On May 26, 2007, the NCAA playing rules committee agreed to move the three-point line back one foot to 20.75 feet for the men. This rule went into effect for the 2008–2009 season. The three-point line for women (NCAA) moved back one foot to 20.75 feet at the start of the 2011–2012 season.
The international distance, used in most countries outside the United States and in FIBA and WNBA competition, is currently 6.6 m (21.65 ft) to 6.75 m (22.15 ft).
Perimeter[edit]
The perimeter is defined as the areas outside the free throw lane and inside the three-point line. Shots converted (successfully made) from this area are called "perimeter shots" or "medium-range shots." If a player's foot is on the three-point line, the shot is considered a perimeter shot.
Low post area[edit]
The low post is defined as the areas that are closest to the basket but outside of the free throw lane.[4] This area is fundamental to strategy in basketball. Skilled low post players can score many points per game without ever taking a jump shot.
Key[edit]
The key, free throw lane or shaded lane refers to the usually painted area beneath the basket; for the NBA it is 16 feet (4.9 m) wide, for the NCAA it is 12 feet (3.7 m) wide; for both instances it extends 15 feet (4.6 m) from the backboard. At the top of the rectangle is the free throw line, behind which players shoot uncontested shots when they're fouled. A circle is drawn around the free-throw line with a 6 feet (1.8 m) radius; this is used for jump ball instances, as is done at the center circle. Two 6-inch hash lines, 3 ft from the free throw lane line and 5 ft 8 in from the free throw line, show the lower defensive box linked to the restricted area.
For FIBA tournaments, since October 2010 the key has been a rectangle 4.9 m wide and 5.8 m long. Previously it was a trapezoid 3.7 meters (12 ft) wide at the free-throw line and 6 meters (19 feet and 6.25 inches) at the end line.
The key is primarily used to prevent players from staying beneath the basket of the opponents' team for long periods (maximum three seconds).

The restricted area arc is a semi-circular arc drawn around the area directly underneath the basket. With some exceptions, members of the defending team cannot draw charging fouls in this area. The restricted arc in all North American rule sets above high school level (NCAA men's and women's, NBA, and WNBA) has a radius 4 feet (1.22 m) from below the center of the basket. The NCAA restricted area arc was originally established for the 2011–12 men's and women's seasons at a 3-foot (0.91 m) radius from below the center of the basket, and was extended to match the (W)NBA radius for the 2015–16 season and beyond.
Other lines[edit]
On NBA floors, two hash marks are drawn at the end lines near the key to mark the area known as the lower defensive box. A defensive player is allowed to draw a charging foul within the restricted arc if the offensive player receives the ball and/or starts his drive within this area.[5]
Also, two lines are drawn on each of the sidelines, 28 feet from each of the endlines, which designates the extent of the coaching box and bench. This line marks the farthest extent a coach (aside from the sidelines) can stand. Directly behind this area is the team bench.
On the half-court line of NBA floors two lines extend outside the playing court, designating the place where substitutes wait before they can enter the playing court; directly behind this area are the various off-court officials such as the timekeeper and reserve referee.
FIBA changes[edit]
On April 26, 2008, FIBA announced several major rules changes involving the court markings. These changes took effect for major international competitions on October 1, 2010, after that year's World Championships for men and women, and became mandatory for other competitions on October 1, 2012 (although national federations could adopt the new markings before 2012). The changes were as follows.[6]
The shape of the key changed from a trapezoid to a rectangle as it is in the NBA, with NBA dimensions.
The three-point line moved back to 6.75 metres (22 ft 1.7 in) from 6.25 metres (20 ft 6.1 in), compared to 23 ft 9 in (7.24 m) for the NBA at the top of the arc.
The FIBA adopted the NBA's restricted area arc with a marginally wider radius of 1.25 metres (4 ft 1.2 in).
See also[edit]
List of indoor arenas in the United States#Major college indoor arenas
References[edit]
Jump up ^ "Official Basketball Rules 2006" (pdf). International Basketball Federation. 2006. Archived from the original on 6 April 2007. Retrieved 2007-04-14.
Jump up ^ Wissel, Hal (1994). Basketball: steps to success. United States: Human Kinetics Publishers, Inc. pp. ix. ISBN 0-7360-5500-2.
Jump up ^ "NCAA Basketball Court Diagram" (pdf). NCAA. 2018. Retrieved March 11, 2018.
Jump up ^ Basketball Glossary Terms, Definition, Lane violation, Low post Archived April 30, 2009, at the Wayback Machine.
Jump up ^ http://www.nba.com/nba101/misunderstood_0708.html
Jump up ^ "The FIBA Central Board approves historic rule changes" (Press release). FIBA. 2008-04-26. Archived from the original on 30 April 2008. Retrieved 2008-04-28.
External links[edit]
Wikimedia Commons has media related to Basketball courts.
Free Basketball Court Layout Template
FIBA Central Board (2010-04-17). "Official Basketball Rules 2010: Basketball Equipment" (pdf). International Basketball Federation. Retrieved 2010-07-15.
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Jack Douglas (writer)
From Wikipedia, the free encyclopedia
Jump to: navigation, search
For other people named Jack Douglas, see Jack Douglas (disambiguation).
This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (January 2017) (Learn how and when to remove this template message)
Jack Douglas
Born
Douglas Linley Crickard
July 17, 1908
Lynbrook, New York, US
Died
January 31, 1989(1989-01-31) (aged 80)
Los Angeles, California, U.S.
Cause of death
complications from pneumonia
Pen name
Jack Douglas
Occupation
Novelist, short story writer, columnist, actor, television personality, comedian
Period
1947-1979
Genre
Comedy
Notable work
My Brother Was An Only Child
Spouses
Reiko Hashimoto
(1960–1989 - his death)
Marion Hutton
(1949-1954 - divorced)
Merle Dean Crain
(1937-1949 - divorced)
Children
Johnny, Marlene, Peter, Bobby, Timothy
Jack Douglas (born Douglas Linley Crickard, July 17, 1908 - January 31, 1989) was an American comedy writer who wrote for radio and television while additionally writing a series of humor books.
Contents
[hide]
1 Radio
2 Television
3 Humor books
4 Books by Jack Douglas
5 Personal life
6 References
7 External links
Radio[edit]
On radio, he was a writer for Red Skelton, Bob Hope and the situation comedy, Tommy Riggs and Betty Lou (1938–46), in which Riggs switched back and forth from his natural baritone to the voice of a seven-year-old girl.
Television[edit]
Continuing to write for Skelton and Hope as he moved into television, Douglas also wrote for Jimmy Durante, Bing Crosby, Woody Allen, The Adventures of Ozzie and Harriet, The Jack Paar Show, The George Gobel Show and Laugh-In. The producer of Laugh-In, George Schlatter, said, "He saw the world from a different angle than the rest of us. He was not only funny, he was nice."
He was best known for his frequent guest appearances on Jack Paar's shows of the late 1950s and early 1960s. On one such appearance, when Douglas was well established as a Paar guest, he was chastised by Paar for holding a stack of file cards with his jokes while talking with Paar. When Paar returned to television in 1973 and was confronted by unexpected low ratings, he engaged Douglas to contribute monologue material by mail. One week there was no mail from Douglas; but his next package contained a note: "Sorry I didn't send anything last week. I forgot you were on."
Douglas and his third wife Reiko, a Japanese-born singer and comedian, were regular guests on shows hosted by Merv Griffin, Dick Cavett and Johnny Carson.
Humor books[edit]
By 1959, Douglas' appearances with Paar gave him a huge audience for his humorous memoirs, published by Dutton and Putnam with many mass market paperback editions by Pocket Books and others.
My Brother Was an Only Child, adapted from a book he privately printed in 1947 and sent to 400 of his friends, stayed on the bestseller lists for months in 1959. Some of his books, including Shut Up and Eat Your Snowshoes (1970), were set in Northern Ontario, where Jack and Reiko Douglas lived for several years after purchasing a wilderness lodge on Bird Lake near Killarney Provincial Park in 1968.[1] The town of Chinookville in the Northern Ontario books is based on the Ontario city of Sudbury. The book The Neighbors Are Scaring My Wolf (1968) was based on his experiences living in New Canaan, Connecticut.
Douglas won an Emmy in 1954 for best-written comedy material.
Books by Jack Douglas[edit]
No Navel to Guide Him (1947)
My Brother Was an Only Child (1959)
Never Trust a Naked Bus Driver (1960)
A Funny Thing Happened to Me on My Way to the Grave (1962)
The Adventures of Huckleberry Hashimoto (1964)
The Neighbors Are Scaring My Wolf (1968)
Shut Up and Eat Your Snowshoes (1970)
What Do You Hear from Walden Pond? (1971)
The Jewish/Japanese Sex and Cookbook, and How to Raise Wolves (1972)
Benedict Arnold Slept Here (1975)
Going Nuts in Brazil (1977)
Rubber Duck (1979)
Personal life[edit]
He died of complications from pneumonia in 1989, at age 80, in Los Angeles.
References[edit]
Jump up ^ "Jack Douglas Buys Canadian Island". Ottawa Journal. March 2, 1968. p. 62. Retrieved January 8, 2015 – via Newspapers.com.
External links[edit]
Jack Douglas papers at Syracuse University Special Collections Research Center
"Toynbee Doob's Pal" Time (June 15, 1959)
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System Shock 2
From Wikipedia, the free encyclopedia
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System Shock 2
The cover art of System Shock 2, depicting the Von Braun and main antagonist SHODAN.
Developer(s)
Irrational Games
Looking Glass Studios
Publisher(s)
Electronic Arts
Director(s)
Jonathan Chey
Producer(s)
Josh Randall
Designer(s)
Ken Levine
Programmer(s)
Rob Fermier
Artist(s)
Gareth Hinds
Writer(s)
Ken Levine
Composer(s)
Eric Brosius
Ramin Djawadi
Josh Randall
Engine
Dark Engine
Platform(s)
Microsoft Windows, OS X, Linux
Release
August 11, 1999[show]
Microsoft Windows
NA: August 11, 1999
OS X
WW: June 18, 2013
Linux
WW: April 1, 2014
Genre(s)
First-person shooter
action role-playing
survival horror
Mode(s)
Single-player, Multiplayer
System Shock 2 is a 1999 first-person action role-playing survival horror video game for personal computers. The title was designed by Ken Levine and co-developed by Irrational Games and Looking Glass Studios. Originally intended to be a standalone title, its story was changed during production into a sequel to the 1994 PC game System Shock. The alterations were made when Electronic Arts—who owned the System Shock franchise rights—signed on as publisher.
The game takes place on board a starship in a cyberpunk depiction of 2114. The player assumes the role of a soldier trying to stem the outbreak of a genetic infection that has devastated the ship. Like System Shock, gameplay consists of first-person combat and exploration. It also incorporates role-playing system elements, in which the player can develop skills and traits, such as hacking and psionic abilities.
System Shock 2 was originally released in August 1999 for Microsoft Windows. The game received positive reviews but failed to meet commercial sales expectations. Many critics later determined that the game was highly influential in subsequent game design, particularly on first-person shooters, and considered it far ahead of its time. It has been included in several "greatest games of all time" lists. In 2007, Irrational Games released a spiritual successor to the System Shock series, titled BioShock, to critical acclaim and strong sales. System Shock 2 had been in intellectual property limbo following the closure of Looking Glass Studios. Night Dive Studios were able to secure the rights to the game and System Shock franchise in 2013 to release an updated version of System Shock 2 for modern personal computers, including for OS X and Linux systems. OtherSide Entertainment announced in December 2015 that they have been licensed the rights from Night Dive Studios to produce a sequel, System Shock 3.
Contents
[hide]
1 Gameplay
2 Plot
2.1 Backstory
2.2 Plot
3 History
3.1 Development
3.2 Release
3.3 End-of-support and source code leak
3.4 Intellectual property debacle and re-release
4 Reception
5 Sequel
5.1 Spiritual successors
6 References
7 External links
Gameplay[edit]
An in-game screenshot displaying the inventory at the top; health, psionic points, nanites, and cyber modules are at the bottom left, and the cyber interface and weapon information are at the bottom right.
As in its predecessor, System Shock, gameplay in System Shock 2 is an amalgamation of the action role-playing game and survival horror genres.[1][2] The developers achieved this gameplay design by rendering the experience as a standard first-person shooter and adding a character customization and development system, which are considered as signature role-play elements.[1] The player uses melee and projectile weapons to defeat enemies, while a role-playing system allows the development of useful abilities. Navigation is presented from a first-person view and complemented with a heads-up display that shows character and weapon information, a map, and a drag and drop inventory.[3]
The backstory is explained progressively through the player's acquisition of audio logs and encounters with ghostly apparitions.[1] At the beginning of the game, the player chooses a career in a branch of the Unified National Nominate, a fictional military organization. Each branch of service gives the player a set of starting bonuses composed of certain skills, though may thereafter freely develop as the player chooses. The Marine begins with bonuses to weaponry, the Navy officer is skilled in repairing and hacking, and the OSA agent gets a starting set of psionic powers.[4][5]
The player can upgrade their skills by using "cyber-modules" given as rewards for completing objectives such as searching the ship and then spend them at devices called "cyber-upgrade units" to obtain enhanced skills.[4][6] Operating system (O/S) units allow one-time character upgrades to be made (e.g. permanent health enhancement). An in-game currency called "nanites" may be spent on items at vending machines, including ammunition supplies and health packs. "Quantum Bio-Reconstruction Machines" can be activated and reconstitute the player for 10 nanites if they die inside the area in which the machine resides. Otherwise, the game ends and progress must be resumed from a save point.[6] The player can hack devices, such as keypads to open alternate areas and vending machines to reduce prices. When a hack is attempted, a minigame begins that features a grid of green nodes; the player must connect three in a straight row to succeed. Optionally, electronic lock picks, called "ICE-picks", can be found that will automatically hack a machine, regardless of its difficulty.[7]
Throughout the game, the player can procure various weapons, including melee weapons, pistols, shotguns, and alien weapons.[8] Non-melee weapons degrade with use and will break if they are not regularly repaired with maintenance tools.[9] There are a variety of ammunition types, each of which is most damaging to a specific enemy. For example, organic enemies are vulnerable to anti-personnel rounds, while mechanical foes are weak against armor-piercing rounds. Similarly, energy weapons cause the most damage against robots and cyborgs, and the annelid-made exotic weaponry is particularly harmful to organic targets. Because ammunition is scarce, to be effective the player must use it sparingly and carefully search rooms for supplies.[10]
The game includes a research function. When new objects are encountered in the game, especially enemies, their organs can be collected and, when combined with chemicals found in storage rooms, the player can research the enemies and thus improve their damage against them. Similarly, some exotic weapons and items can only be used after being researched.[9] OSA agents effectively have a separate weapons tree available to them. Psionic powers can be learned, such as invisibility, fireballs, and teleportation.[5]
Plot[edit]
Backstory[edit]
In 2072, after the Citadel Station's demise, TriOptimum's attempts to cover up the incident were exposed to the media and the corporation was brought up on charges from multiple individuals and companies for the ensuing scandal. The virus developed there killed the station's population; the ruthless malevolent A.I supercomputer named SHODAN controlled, and eventually destroyed the Citadel Station in hopes of enslaving and destroying humanity. After a massive number of trials, the company went bankrupt and their operations were shut down. The United Nations Nominate (UNN), a UN successor, was established to combat the malevolence and corruption of power-hungry corporations, including TriOptimum. Artificial intelligence was reduced to most rudimentary tasks in order to prevent the creation of another SHODAN-like malevolent AI, and development of new technologies was halted. Meanwhile, the hacker, who became the most famous person in the world, vanished from public eye.
In 2100, 28 years later, the company's failed stocks and assets were bought by a Russian oligarch named Anatoly Korenchkin, a former black market operator who sought to make money in legitimate ways. He re-licensed and restored the company to its former status in the following decade. Along with producing healthcare and consumer products, Korenchkin signed weapons contracts with various military organizations, private and political-owned. The new UNN was almost virtually powerless with Korenchkin exercising control over them.
In January 2114, 42 years after the Citadel events and 12 years into rebuilding TriOptimum, the company created an experimental FTL starship, the Von Braun, which is now on its maiden voyage. The ship is also followed by a UNN space vessel, the Rickenbacker, which is controlled by Captain William Bedford Diego, son of Edward Diego, the Citadel Station's infamous commander and public hero of the Battle of the Boston Harbor during the Eastern States Police Action. Because the Rickenbacker does not have an FTL system of its own, the two ships are attached for the trip. However, Korenchkin was egotistical enough to make himself the captain of the Von Braun despite being inexperienced.[11]
In July 2114, 5 months into the journey, the ships respond to a distress signal from the planet Tau Ceti V, outside the Solar System.[12] A rescue team is sent to the planet's surface where they discover strange eggs;[13] these eggs, found in an old ejection pod, infect the rescue team and integrate them into an alien communion known as "the Many" - a psychic hive mind generated by parasitic worms which can infect and mutate a human host. The parasites eventually spread to both ships and take over or kill most of their crews.
Plot[edit]
Owing to a computer malfunction, the remaining soldier awakens with amnesia in a cryo-tube on the medical deck of the Von Braun, being implanted with an illegal cyber-neural interface. He is immediately contacted by another survivor, Dr. Janice Polito, who guides him to safety before the cabin depressurizes. She demands that he meets her on deck 4 of the Von Braun.[14] Along the way, the soldier battles the infected crew members. The Many also telepathically communicate with him, attempting to convince him to join them. After restarting the ship's engine core, the soldier reaches deck 4 and discovers that Polito is dead. He is then confronted by SHODAN. It is revealed she has been posing as Polito to gain the soldier's trust.[15]
SHODAN mentions that she is responsible for creating the Many through her bioengineering experiments on Citadel Station. The Hacker, who created her, ejected the grove that contained her experiments to prevent them contaminating Earth, an act that allowed part of SHODAN to survive in the grove. The grove crash-landed on Tau Ceti V. While SHODAN went into forced hibernation, The Many evolved beyond her control.[16] SHODAN tells the soldier that his only chance for survival lies in helping destroy her creations.[17] Efforts to regain control of XERXES, the main computer on the Von Braun, fail. SHODAN informs the soldier that destroying the ship is their only option, but he must transmit her program to the Rickenbacker first.[18] While en route, the soldier briefly encounters two survivors, Thomas "Tommy" Suarez and Rebecca Siddons, who flee the ship aboard an escape pod.[19]
With the transfer complete, the soldier travels to the Rickenbacker and learns both ships have been enveloped by the infection's source, a gigantic mass of bio-organic tissue that has wrapped itself over the two ships.[20] The soldier enters the biomass and destroys its core, stopping the infection. SHODAN congratulates him and tells of her intentions to merge real space and cyberspace through the Von Braun's faster-than-light drive.[21] The soldier confronts SHODAN in cyberspace and defeats her. The final scene shows Tommy and Rebecca receiving a message from the Von Braun. Tommy responds, saying they will return and noting that Rebecca is acting strange. Rebecca is shown speaking in a SHODAN-like voice, asking Tommy if he "likes her new look", as the screen fades to black.
History[edit]
Development[edit]
Horror is a key focus of System Shock 2. This concept art depicts the protagonist encountering an infected crewmember.
Development of System Shock 2 began in 1997 when Looking Glass Studios approached Irrational Games with an idea to co-develop a new game.[22] The development team were fans of System Shock and sought to create a similar game. Early story ideas were similar to the novella Heart of Darkness. In an early draft, the player was tasked with assassinating an insane commander on a starship.[23] The original title of the game, according to its pitch document, was Junction Point. The philosophy of the design was to continue to develop the concept of a dungeon crawler, like Ultima Underworld: The Stygian Abyss, in a science fiction setting, the basis for System Shock. However, the press mistook System Shock to be closer to a Doom clone which was cited for poor financial success of System Shock. With Junction Point, the goal was to add in significant role-playing elements and a persistent storyline as to distance the game from Doom.[24][25]
The title took 18 months to create with a budget of $1.7 million[26] and was pitched to several publishers until Electronic Arts—who owned the rights to the Shock franchise—responded by suggesting the game become a sequel to System Shock. The development team agreed; Electronic Arts became the publisher and story changes were made to incorporate the franchise.[23] The project was allotted one year to be completed and to compensate for the short time frame, the staff began working with Looking Glass Studio's unfinished Dark Engine, the same engine used to create Thief: The Dark Project.[26]
The designers included role-playing elements in the game. Similar to Ultima Underworld, another Looking Glass Studios project, the environment in System Shock 2 is persistent and constantly changes without the player's presence.[27][28] Paper-and-pencil role-playing games were influential; the character customization system was based on Traveller's methodology and was implemented in the fictional military branches which,[27] by allowing multiple character paths, the player could receive a more open-ended gameplay experience.[29] Horror was a key focus and four major points were identified to successfully incorporate it. Isolation was deemed primary, which resulted in the player having little physical contact with other sentient beings. Secondly, a vulnerability was created by focusing on a fragile character. Last were the inclusion of moody sound effects and "the intelligent placement of lighting and shadows".[30] The game's lead designer, Ken Levine, oversaw the return of System Shock villain SHODAN. Part of Levine's design was to ally the player with her,[23] as he believed that game characters were too trusting, stating "good guys are good, bad guys are bad. What you see and perceive is real". Levine sought to challenge this notion by having SHODAN betray the player: "Sometimes characters are betrayed, but the player never is. I wanted to violate that trust and make the player feel that they, and not [only] the character, were led on and deceived". This design choice was controversial with the development team.[31]
Several problems were encountered during the project. Because the team comprised two software companies, tension emerged regarding job assignments and some developers left the project. Additionally, many employees were largely inexperienced, but in retrospect project manager Jonathan Chey felt this was advantageous, stating "inexperience also bred enthusiasm and commitment that might not have been present with a more jaded set of developers."[26] The Dark Engine posed problems of its own. It was unfinished, forcing the programmers to fix software bugs when encountered. In contrast, working closely with the engine code allowed them to write additional features.[26] Not all setbacks were localized; a demonstration build at E3 was hindered when it was requested all guns be removed from the presentation due to then-recent Columbine High School massacre.[30]
Release[edit]
A demo for the game, featuring a tutorial and a third of the first mission, was released on August 2, 1999.[32] Nine days later, System Shock 2 was shipped to retailers.[33] An enhancement patch was released a month later and added significant features, such as co-operative multiplayer and control over weapon degradation and enemy respawn rates.[34] A port was planned for the Dreamcast but was canceled.[35]
End-of-support and source code leak[edit]
Around 2000, with the end-of-support for the game by the developer and publisher, remaining bugs and compatibility with newer operating systems and hardware became a growing problem. To compensate the missing support, some fans of the game became active in the modding community to update the game. For instance, the "Rebirth" graphical enhancement mod replaced many low-polygonal models with higher quality ones,[36] a "Shock Texture Upgrade Project" increased the resolution of textures,[31] and an updated level editor was released by the user community.[37] In 2009, a complete copy of System Shock 2's Dark Engine source code was discovered in the possession of an ex-Looking Glass Studios employee who was at the time continuing his work for Eidos Interactive.[35] In late April 2010, a user on the Dreamcast Talk forum disassembled the contents of a Dreamcast development kit he had purchased.[38] In 2012 several unofficial updates for System Shock 2 (and other Dark Engine-based games) were published.[39][40]
Intellectual property debacle and re-release[edit]
The intellectual property (IP) rights of System Shock 2 were caught for years in complications between Electronic Arts and Meadowbrook Insurance Group (the parent company of Star Insurance Company), the entity that acquired the assets of Looking Glass Studios on their closure,[41] though according to a lawyer for Star Insurance, they themselves have since acquired the lingering intellectual property rights from EA.[42]
In October 2012 Stephen Kick of Night Dive Studios, seeking to bring the game to modern systems, started negotiations with the rights holders and was able to secure the rights. Kick worked with GOG.com for a timed-exclusive release on their digital distribution website on February 2013, where the game was the most requested to be added to the catalog. This version, considered by GOG.com to be a "collector's edition", incorporates fan-created updates to the original game to make it work on modern systems prepared by an anonymous user named "Le Corbeau".[43] In addition, the updates allow user-made modifications to be applied more seamlessly. The release also contains additional material such as the game's soundtrack, maps of the Von Braun, and the original pitch document for the game.[44] The update rights also allowed a Mac OS X version of System Shock 2 to be subsequently released on June 18, 2013, through GOG.com.[45] The title was later also available on Steam on May 10, 2013.[46] In April 2014 a Linux version was also released.[47]
Since then, Night Dive Studios also acquired the rights to System Shock, releasing an enhanced version of the game in September 2015. Kick has reported they have acquired full rights to the series since then.[43]
Reception[edit]
Reception
Aggregate score
Aggregator
Score
Metacritic 92/100[48]
Review scores
Publication
Score
AllGame [49]
CVG 9.5/10[50]
Edge 8/10[51]
GamePro [52]
Game Revolution A[53]
GameSpot 8.5/10[54]
IGN 9.0/10[1]
PC Gamer (US) 95%[55]
PC Zone 96%[56]
Computer Games Magazine [57]
System Shock 2 received over a dozen awards, including seven "Game of the Year" prizes.[58] Reviews were very positive and lauded the title for its hybrid gameplay, moody sound design, and engaging story.[48] System Shock 2 is regarded by critics as highly influential, particularly on first-person shooters and the horror genre. In a retrospective article, GameSpot declared the title "well ahead of its time" and stated that it "upped the ante in dramatic and mechanical terms" by creating a horrific gameplay experience.[31] Despite critical acclaim, the title did not perform well commercially;[59] only 58,671 copies were sold by April 2000.[60]
Several publications praised the title for its open-ended gameplay. With regard to character customization, Trent Ward of IGN stated the best element of the role-playing system was allowing gamers to "play the game as completely different characters", and felt this made each play-through unique.[1] Erik Reckase writing for Just Adventure agreed, saying "There are very few games that allow you [to] play the way you want".[61] Alec Norands of Allgame believed that the different character classes made the game “diverse enough to demand instant replayability".[49] Robert Mayer from Computer Games Magazine called System Shock 2 "a game that truly defies classification in a single genre", and ensured that "the action is occasionally fast-paced, it's more often tactical, placing a premium on thought rather than on reflexes."[57]
A number of critics described the game as frightening. Computer and Video Games described the atmosphere as "gripping" and guaranteed readers they would "jump out of [their] skin" numerous times.[50] Allgame found the sound design particularly effective, calling it “absolutely, teeth-clenchingly disturbing",[49] while PC Gamer's William Harms christened System Shock 2 as the most frightening game he had ever played.[55] Some critics found the weapon degradation system to be irritating,[62] and members of the development team have also expressed misgivings about the system.[22][63] The role-playing system was another point of contention; GameSpot described the job system as "badly unbalanced" because the player can develop skills outside their career choice.[54] Allgame felt similarly about the system, saying it "leaned towards a hacker character".[49]
Along with Deus Ex, Sid Shuman of GamePro christened System Shock 2 "[one of the] twin barrels of modern [first-person shooter] innovation", owing to its complex role-playing gameplay.[64] IGN writer Cam Shea referred to the game as "another reinvention of the FPS genre", citing the story, characters, and RPG system.[65] PC Zone lauded the game as a "fabulous example of a modern-day computer game" and named it "a sci-fi horror masterpiece".[56] The title has been inducted into a number of features listing the greatest games ever made, including ones by GameSpy,[66] Edge ,[67] Empire,[68] IGN,[69] GameSpot[31] and PC Gamer.[70] IGN also ranked System Shock 2 as the 35th greatest first-person shooter of all time.[71] X-Play called it the second scariest game of all time, behind Silent Hill 2.[72] SHODAN has proven to be a popular character among most critics, including IGN,[73] GameSpot[74] and The Phoenix.[75]
The editors of Computer Gaming World nominated System Shock 2 for their 1999 "Role-Playing Game of the Year" award, which ultimately went to Planescape: Torment.[76]
Sequel[edit]
System Shock 2 has amassed a cult following, with fans asking for a sequel.[69] On January 9, 2006, GameSpot reported that Electronic Arts had renewed its trademark protection on the System Shock name,[77] leading to speculation that System Shock 3 might be under development.[78][79] Three days later, Computer and Video Games reported a reliable source had come forward and confirmed the title's production. Electronic Arts UK made no comment when confronted with the information.[80] PC Gamer UK stated the team behind The Godfather: The Game (EA Redwood Shores) was charged with its creation.[81] Ken Levine, when asked whether he would helm the third installment, replied: "that question is completely out of my hands".[82] He expressed optimism at the prospect of System Shock 3,[83] but revealed that EA had not shown interest in his own proposal for a sequel, and was not optimistic with regards to their abilities.[84][85] Electronic Arts did not confirm a new title in the series and allowed the System Shock trademark registration to lapse. Redwood Shores' next release was 2008's Dead Space, a game with noted similarities in theme and presentation to the System Shock series.[41] According to Dead Space designers Ben Wanat and Wright Bagwell, their project was originally intended to be System Shock 3, before the release of Resident Evil 4 inspired them to go back to the drawing board and develop it into something more along those lines, eventually becoming Dead Space.[86]
In November 2015, Night Dive Studios, after acquiring the rights to the System Shock franchise, stated they are considering developing a third title in the series.[43] In December 2015, OtherSide Entertainment, a studio founded by former Looking Glass Studios designer Paul Neurath, announced they were developing System Shock 3 with rights granted to them by Night Dive Studios.[87] OtherSide had acquired rights to make sequels to System Shock some years before this point but did not have the rights to the series name, which Night Dive was able to provide.[88] The sequel will feature Terri Brosius reprising her voice for SHODAN, and will include work from original System Shock concept artist Robb Waters.[89][90] Warren Spector, the producer of the first System Shock, announced in February 2016 that he has joined OtherSide Entertainment and will be working on System Shock 3.[91] According to Spector, the narrative will pick up immediately from the end of System Shock 2, with SHODAN having taken over Rebecca's body.[92] Starbreeze Studios is providing a $12 million "publishing-only" investment in System Shock 3, allowing Otherside to retain all rights while seeking a 120% return on investment followed by equal shares of revenue splitting. Starbreeze's investment will allow the game to be developed for consoles in addition to the planned personal computer versions.[93]
Spiritual successors[edit]
In 2007, Irrational Games—briefly known as 2K Boston/2K Australia[94]—released a spiritual successor to the System Shock series, entitled BioShock.[95] The game takes place in an abandoned underwater utopian community destroyed by the genetic modification of its populace and shares many gameplay elements with System Shock 2: reconstitution stations can be activated, allowing the player to be resurrected when they die; hacking, ammo conservation, and exploration are integral parts of gameplay; and unique powers may be acquired via plasmids, special abilities that function similarly to psionics in System Shock 2.[96] The two titles also share plot similarities and employ audio logs and encounters with ghostly apparitions to reveal backstory.[97] In BioShock Infinite, Irrational Games included a gameplay feature called "1999 Mode", specifically in reference to System Shock 2's release year, designed to provide a similar game experience with a higher difficulty and long-lasting effects of choices made that would remind players of System Shock's unforgiving nature.[98][99]
In 2017, Arkane Studios published Prey, which takes place on a space station (named Talos I)[100], similar to System Shock. It, too, features psionic abilities (in the form of "Neuromods"[101]) as a fundamental gameplay feature, and uses a mixture of audio logs and pieces of text to advance the game's backstory. Prey also features elements like hacking, crafting, and features a heavy emphasis on side-quest exploration and careful conservation of ammunition and "Psi Points" (a player stat that controls how many psi abilities can be used.) The game also features crew members who have become infected, though, not as the result of an AI, but instead as the result of a failure of containment around a mysterious alien species known as the Typhon. Within the game, references are made to System Shock's developers, such as the "Looking Glass" technology that plays a significant role in the story's plot.[102]
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