Playing cyberculture. The case of System Shock 2

  1. Alejandro Lozano 1
  1. 1 Universidad de Salamanca
    info

    Universidad de Salamanca

    Salamanca, España

    ROR https://ror.org/02f40zc51

Revista:
MOSF Journal of Science Fiction

ISSN: 2474-0837

Año de publicación: 2019

Volumen: 3

Número: 1

Tipo: Artículo

Otras publicaciones en: MOSF Journal of Science Fiction

Resumen

This article presents System Shock 2 (Irrational Games/Looking Glass, 1999) as an under-exam-ined cyberpunk videogame from the late Nineties that inherits key traits of cyberculture in order to under-stand its place within this form of digital culture that shaped the technological imaginary of the millenni-um’s last decade. The first part of the study introduces the cyberpunk aesthetic as the most recognizable form of nineties cyberculture, which is the form of digital culture that interfaced between the users and digital technologies, and situates System Shock 2 as one of its matured versions. The second part exam-ines this game to determine how it presents cyberpunk tropes and topics such as hackers, godlike Artifi-cial Intelligences, and especially cyberspace. Cyberspace is treated as a particularly relevant case insofar as this videogame displays an interactive version of this notion, providing a complementary experience to those offered by novels and movies.