%% Image selected per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1400455133068168600
%% Please do not replace or remove without starting a new thread.
%%
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/systemshockcover_300wide_3651.png]]

->''"[[ElectronicSpeechImpediment L-l-look at you, hacker.]] A p-p-pathetic creature of meat and bone, panting and sweating as you r-run through my corridors-s. H-h-how can you challenge a perfect, immortal machine?"''
-->-- '''Shodan'''[[note]]A case of BeamMeUpScotty, as this is only used in the sound test, never actually in the game.[[/note]]

'''''System Shock''''' by Creator/LookingGlassStudios was a groundbreaking FirstPersonShooter with SurvivalHorror and RPGElements set in a CyberPunk future. It wasn't exactly a smashing success in sales, but it produced a sequel that was probably one of the best [=FPSes=] in history and spawned one of the most memorable villains in all of video games.

In the first game, a character known for the most part only as "[[{{AFGNCAAP}} The Hacker]]" is caught breaking into the mainframe of [[MegaCorp your typical cyberpunk megacorporation]], and is offered a chance at freedom and a prime-grade neural interface in return for performing nonstandard modifications to the Sentient Hyper-Optimized Data Access Network (or SHODAN), the AI on the corporation's space station. After coming out of the six-month coma needed to heal from his surgery, the Hacker finds that SHODAN has gone absolutely insane after having her ethical controls removed, and has transformed the entire crew into cyborgs and mutated monsters devoted entirely to her. The Hacker stops SHODAN from destroying the earth and wipes her completely from the database. Notably, System Shock is widely credited with being ''the'' first story-driven action game, and was one of the first games to use a number of now-common concepts such as reloading weapons and providing a large amount of control of the character (eg jumping, crouching, leaning from side-to-side, etc.).

The sequel, made in collaboration with Creator/IrrationalGames, founded by former LGS employees, is set 42 years later; due to the events of the first game, anti-MegaCorp outrage resulted in formation of Unified National Nominate, the quasi-socialist world government. After UNN (albeit under [=TriOptimum=] grant) scientist Marie Delacroix discovers the secret of faster than light travel, UNN and [=TriOptimum=] mount a joint mission to Tau Ceti. [[note]](Which may or may not have been a ShoutOut to Creator/{{Bungie}}'s ''VideoGame/{{Marathon}}'' which was also set in Tau Ceti and was contemporary to release of the original ''System Shock''.)[[/note]] The game involves the maiden voyage of the ''Von Braun'', the first ship with FTLTravel equipped, accompanied by the UNN ''Rickenbacker''. The game begins with the awakening of the player character, a cybernetically-enhanced soldier, from cryosleep to receive a small amount of exposition from a voice identified as a surviving member of the ''Von Braun'''s crew, and then immediately has to escape his sick room that has been exposed to space, beginning his long adventure in avoiding his own death.

The original, floppy disc-based version of ''System Shock'' played fast-and-loose with SHODAN's gender. Several times the evil computer was described as a "he", and the character art was ambiguous. From the CD version onwards SHODAN was explicitly female, voiced with cool command by Terri Brosius. A combination of superior scripting and excellent voice acting transformed SHODAN from a stock villain into a memorably sexy computer dominatrix from hell; she is by far the most memorable character in the series, and is considered one of the best video game villains in general.

Both ''System Shock'' and ''System Shock 2'' received critical acclaim, but neither was a commercial success due to release dates that pitted the games against strong competition: ''System Shock'' was sadly lost amongst the hype for ''[[VideoGame/{{Doom}} Doom II]]'' and ''VideoGame/{{Marathon}}'', and ''System Shock 2'' went up against the equally groundbreaking ''VideoGame/HalfLife1''. Still, the games have endured, and even spawned a [[SpiritualSuccessor spiritual sequel]] in ''Franchise/BioShock'' and, more indirectly, ''Franchise/DeadSpace''. A third game was briefly rumored with a 2006 trademark renewal and claims by PC Gamer UK, then disappeared. It is unlikely that Irrational, as a part of 2K Games, can even work on another title in the series because of [[http://www.g4tv.com/thefeed/blog/post/713030/the-lost-history-of-system-shock/ the complicated situation with the various parts of the IP]].

After this legal tangle went unsolved for around a decade, Night Dive Studios acquired the DigitalDistribution rights to ''System Shock 2'' and had it released on GOG.com, and thanks to an agreement between them and Valve, it is also on {{Steam}}. And the first game is now freeware, as "System Shock Portable" with an added mouse-look feature, and DOSBox emulation.

----
!!This game series contains examples of the following tropes:

[[foldercontrol]]

[[folder:A-D]]
* AbandonedHospital: The Medical Deck from both games.
** AbandonedHospitalAwakening: In the first game, the PlayerCharacter begins the game by waking up on the medical deck.
* AbnormalAmmo: The Viral Proliferator and the Annelid Launcher in the sequel uses worms as ammunition, the latter particularly fires ''homing rockets filled with worms''.
* AbsurdlySharpBlade: The Crystal Shard is described as one. It's also described as fragile; [[GameplayAndStorySegregation it isn't.]]
* ActionBomb: the Robot Bombs in the original; The Protocol Droids in the sequel.
* ActionSurvivor: The Hacker from the first game.
* AffablyEvil: The Many are quite polite, very friendly, and genuinely want to make everybody they see happy and at peace. Unfortunately, the only way to do so is to be assimilated, which isn't pretty, is EXCEEDINGLY painful, and will erase all of your individuality.
* AIIsACrapshoot: All of the artificial intelligences you meet in the games happen to be antagonists of some stripe, though both SHODAN and XERXES require serious outside intervention before they become dangerous. SHODAN's pre-Hacker audiologs and records say she's exemplary from what you find, and the only reason XERXES is dangerous is because he's an obedient, faithful, efficient AI under the control of forces hostile to the player.
* AirborneMook: Winged Mutant in the original.
* AirVentPassageway
* AlmostDeadGuy: Almost everybody else who isn't dead already, or trying to kill you.
* AintTooProudToBeg: Edward Diego left a log that has him begging SHODAN to spare him. To make this even more pathetic, almost right next to the log is another log that had him bragging to Tri-Optimum investigators after he had the Citadel's defense system shoot down the shuttle with another team of investigators, arrogantly stating that he is untouchable with SHODAN under his control. The dates of logs are roughly two weeks apart.
* AlwaysClose: You always get to the bridge level just before [[spoiler:it jettisons itself from self-destructing Citadel Station.]]
* AllThereInTheManual: The manuals contains pieces of backstory not present in either games.
* AmplifierArtifact: The implants, PSI-amp is technically this.
* AnEconomyIsYou: Justified, since all replicators had been re-programmed for war long before you woke up and, well, those who can use them who are still alive and unmutated - including you - can be counted on your fingers.
* AndIMustScream: The fate of human halves of the Hybrids. Some of them exert whatever little control they have left over what used to be their bodies to implore you to kill them - even as they advance toward you and try to tear you to shreds.
** The cyborg midwives are possibly even worse. Researching them indicates that an implant at the top of the spine overrides all nerve impulses coming from the brain, which itself is left intact. This means they are completely aware of what is happening while unable to control their own bodies.
* AnimalTesting: Hundreds of chimps are on the Von Braun for this reason. Unfortunately for the crew, they got sentient and gained psychic powers as a bonus.
* ApocalypseHow: Citadel Station has enough goodies to allow SHODAN to try several kinds of Apocalypse, and the ''Von Braun'''s reality-warping hyperdrive allows for Class X-2... and beyond.
* ApocalypticLog: Arguably the TropeCodifier for the collectable audiolog variation on this trope now common in video games.
* ApologeticAttacker: Some of the hybrids cry out "I'm sorry!" or "Run!" as they lunge at you. They also CannotSelfTerminate, so some of them beg you to kill them.
** One Hybrid has an audio log, thanking the player for killing them.
** Perhaps not the same but the androids wandering about the Engineering deck mutter innocently contrary to their suicidal nature and will [[http://www.youtube.com/watch?v=whM8n6QRd7g wave at you]] if they can see but not reach you.
* ArcNumber: 451.
* ArcWords: ''Remember Citadel'' and ''Resist''.
* ArmCannon: Various enemies have their arms replaced with weapons, and the maintanace/security/assault robots in the sequel.
* ArmorPiercingAttack : Teflon rounds, slugs and penetrator ammo and Rail gun in the original. AP bullet ammo in the sequel.
* ArtificialGravity: Well, the games are set in space, so it's a given. At one point in the sequel you are required to reverse it.
* ArtificialStupidity: Security turrets have one job - shoot you. Simple enough. ''Hacked'' turrets, on the other hand...they have a simpler job: shoot everything not you. Unfortunately, someone at [=TriOp=] forgot to add ''unless'' you are standing in front of said 'not-you' person', or 'unless the rockets that I'm shooting off will blow me up'.
* AssimilationPlot: The nature of The Many.
* AsteroidThicket: Mentioned during career choosing.
* AteHisGun: Ate his shotgun, if the position of said gun is any indication.
** [[spoiler:Janice Polito]] did the same after she accidentally [[spoiler:released SHODAN]].
* {{Autodoc}}: Both games have automatic medical beds that heal you completely in an instant, and stations that will reanimate/regenerate a "killed" character, though in the first game these need to be reset so they won't turn him into one more cyborg instead.
* AwesomeButImpractical: The first game has several. The Rail Gun is powerful, but the explosion radius for the rounds is actually quite large, meaning you'll hurt yourself more often than not. The Earthshaker explosive has an explosion so powerful that it shakes the station when it goes off, but that also means that if you're anywhere ''near'' it, you'll be vaporized instantly.
* BadassBoast: SHODAN likes these.
* BadassBookworm: The Hacker, the protagonist of the first game, is an [[ExactlyWhatItSaysOnTheTin expert hacker]] who is also abnormally skilled with a wide variety of weapons and explosives.
** It helps that he has a military grade neural interface installed in his brain, that probably conveys some skill with weaponry. The sequel makes the skill-boosting effects of the neural implant explicit, [[GameplayAndStoryIntegration being the means by which the player gains skills via cybernetics]]. The item descriptions though indicate that such skill improvements are only temporary (lasting a few weeks) unless practiced extensively, particularly in high-stress situations such as the player might find themselves in.
* BadassNormal: Dr. Marie Delacroix in the second game. She follows a similar path to the protagonist (but always just ahead), while managing to both survive and accomplish some important things without the benefit of his cybernetics or psychic powers (or even military training it appears). Also from [=SS2=], military man Suarez, who manages to not only stay alive with only standard-issue cybernetics but escape with his civilian girlfriend to boot.
* TheBattleDidntCount: Edward Diego teleports away when he is dealt enough damage, and goes down in the third fight.
* BeefGate: In the original, until you find better weapons and better shields, you will die constantly on upper levels. But the biggest obstacle is probably the radiation, particularly in the reactor level.
* BeepingComputers: Add significantly to the atmosphere in the sequel.
* BetterToDieThanBeKilled: How many crew members decided to deal with The Many problem; you even see a ghostly image of a soldier committing suicide.
** Subverted in one case in System Shock 2. You find a man who hung himself to avoid being slaughtered by The Many, but from the look of terror on his face, "something" was watching him as he asphyxiated that was even more terrifying than being killed.
* {{BFG}}: The Fusion Cannon and the Annelid Worm Launcher.
* BigBad: SHODAN in the first game, [[spoiler:and SHODAN again]] in the second.
* BioAugmentation: The cyber-modules contains RNA databases and brainwave EM for upgrading.
* BizarreAlienBiology: Which we have to research.
* BlobMonster: The invisible mutants on the dimly lit level 3 of Citadel Station.
* BodyHorror: ''And how.'' If you really want to be creeped out, take a ''good close look'' at a Rumbler.
* BossBanter: SHODAN.
* BoobyTrap: Someone sabotaged the Accelerator Coils on the Rickenbacker, making them explode if there is enough movement.
** "Anyone approaching [[spoiler:Sim Unit 3]] will feel sorrow... so much sorrow..."
* BookEnds: System Shock begins and ends with the hacker trying to hack some MegaCorp. Old habits die hard.
* BoozeBasedBuff: Alcoholic drinks heals you in exchange of PSI.
* BoringButPractical: [[WrenchWhack The Wrench]] in System Shock 2, especially on impossible difficulty where, depending on your character build, you cannot afford to spend the scarce cyber modules on more powerful weapons and skills. It can kill all the enemies you face in the beginning within two hits, and with strafing, can let you destroy a turret without taking any damage while not wasting ammo. [[spoiler: Too bad SHODAN is completely immune to it in the final battle.]]
** The Hazard Suit gives you a massive boost to poison and radiation resistance. It tends to be a mainstay in your inventory once you get it.
* BorrowedBiometricBypass: In the original you can use a decapitated head on the retinal scanner.
* BoxedCrook: The recently captured Hacker is offered freedom and a new neural interface by Edward Diego if he removes ethical restraints from Citadel Station's AI, SHODAN. (For added irony, breaking into [=Trioptimum=]'s computers for data on Citadel was what got him arrested.)
* BrainwashedAndCrazy: Almost everyone who was later infected by a parasite was first subjected to mind control.
* BreakableWeapons: Fortunately, they're also repairable. Seeing how in this game ranged weapons are as tough as wet cardboard, it's one of the cruelest examples of this trope.
** A number of mods change the weapon degradation rate and nothing else. It's actually quite easy to do, and WordOfGod states that they had set it high on purpose, but didn't mean to set it ''that'' high.
*** Mods, hell. The ''official patch'' has an option to decrease weapon degradation, or disable it altogether.
** Can quickly lead to InventoryManagementPuzzle early in the game due to the player hoarding not only ammunition but multiple degraded or even ''broken'' pistols and shotguns in the hope that they can be repaired or discarded when used up.
* BrokenBridge
* BulletProofVest: Light, Medium and Heavy combat armors, plus a powered armor.
* CaffeineBulletTime: The Reflex patches in the original.
* CanOnlyMoveTheEyes: Being conscious in the body you can't control for the human mind in the Annelid hybrids.
* TheCaptain: Captain William Diego.
* CassetteCraze: The Logs.
* {{Cephalothorax}}: The Rumblers, and it's mostly teeth anyway.
* ChangingClothesIsAFreeAction: Provided that you're quick enough with the mouse, you can change from torso covering armor to full body hazmat suit.
* CharacterCustomization
* ChargedAttack: PSI-Disciplines can be charged for more powerful effect, but if you charge for too long, you will take damage for burning out unless you have the appropriate OS upgrade. High tier disciplines charge very quickly.
** ChargeMeter
* CharmPerson: The Psionic Hypnogenesis PSI-Discipline.
* ChestBurster: According to one of the logs, the annelid worm first goes inside the body, pierces the chest from the inside and connects one of its ends to the head of victim.
* ColonelBadass: He is not a a colonel (actually, he is higher in rank, but mostly acts like a captain), but [=UNN=] commander William Diego is pretty badass, even retaining some of it [[spoiler:after assimilation]], and then [[spoiler:managing to fight the assimilation off]]. Son of [[CorruptCorporateExecutive Edward Diego]], he must've [[CallingTheOldManOut called the old man out]], as he's become a high-ranking UNN officer with hearty hatred for anything corporate. His audio log to Korenchkin is a [[CrowningMomentOfAwesome CMOA]] for some:
--->'''Diego:''' Anatoly, there's only so much corporate calisthenics I can go through before I start to feel a little queasy, so let's get down to brass tacks here. [[IDontLikeYouAndYouDontLikeMe We don't like each other.]] We each have our own motivations for undertaking this mission, so let me give you a little warning. I cannot be circumvented, I cannot be tricked, I cannot be manipulated, and I cannot be bought. You come at me straight and keep the fancy maneuvers for your next board meeting. Just because my father swam with the sharks doesn't mean that I do.
** Diego is voiced by Stephen Russel, best known for voicing Garrett in the ''VideoGame/{{Thief}}'' series, and his voice for Diego is no less badass.
* ColonyDrop: SHODAN tries to do this with Citadel Station after the Hacker stopped all of her plans (and backup plans).
* ComputerVoice: XERXES is obviously male and SHODAN is obviously female. Although the latter tended to have some extra voices talk at the same time for the hell of it.
* ContagiousAI: SHODAN in the first game.
* ContinueYourMissionDammit: Dr. Polito gives you gems like "You must move faster. Your mind cannot conceive of the stakes we are dealing with" regardless of your actual speed (being based on passing fixed points). [[spoiler:Seeing as how she is really [=SHODAN=], this makes sense.]]
* ContrivedCoincidence: The entire plot of the second game depends upon a particularly {{egregious}} example: The Tau Ceti system is nearly 12 light years away from ours. System Shock 2 takes place 42 years after the first. That means the grove carrying what would become The Many just so happened to be ejected on [[SciFiWritersHaveNoSenseOfScale a pinpoint course for the very same planet the Von Braun would travel to]], at a speed of [[FridgeLogic at least 85,655 kilometers per second - roughly a quarter of the speed of light]].
** [[HandWave Annelid psionics]]. Or perhaps SHODAN accounted for the notion that the grove might be forcibly ejected and modified it so that it might find a solid body to land on... and none of the solar planets were in possible trajectory.
* ControlRoomPuzzle: The original had the force bridge puzzle in this style. Some of the hacking minigames resembled this. The sequel had you making the improvised bridge with torpedoes.
* CoOpMultiplayer: In the sequel. Depending on the char-builds of the players, some formerly not so useful skills in the single-player became much more useful in co-op.
* CorruptCorporateExecutive: Edward Diego, who originally made the offer to the Hacker to meddle with SHODAN for his own gain, and later becomes a [[TheDragon Dragon]] for her. Anatoly Korenchkin in the sequel, who started out as the gangster before buying out the diminished Tri-Optimum.
* ClosedCircle: Getting rid of the BigBad is pretty much the only way to survive in both games, considering the settings.
* CompellingVoice: The Many.
* ConspiracyTheorist: One of the Von Braun's crew members is described as one.
* ContestWinnerCameo: The audio logs of Norris in the sequel are voiced by the System Shock fanboy who won the contest.
* CosmicHorror: Surprisingly averted. Even with the desolate space-based environments of both games, omnipotent BigBad, and HumanoidAbomination enemies that drive people to insanity every incident is easily explained as being the result of science GoneHorriblyWrong. The ghost encounters themselves are a combination of psychic interference and cybernetics picking it up.
* CouldntFindAPen
* CrateExpectations: Thankfully, mostly in areas where they are expected to be.
** The level in the sequel with the most crates was quite arguably ''one of the most intense of the entire game''. This defies nearly every other such situation, which is one of the reasons it's a classic.
* CreatingLife: Indirectly, SHODAN created the mutants that will evolve into The Many. See GoneHorriblyRight below.
* CreepyMonotone: SHODAN stutters and speaks in disharmony with herself too much to be called a "monotone", but the [[http://www.youtube.com/watch?v=buYu1rodkxI general station announcement voice]] triggered by some switches, and [[http://www.youtube.com/watch?v=YGWEnaZamBo XERXES]] in the sequel, play it mostly straight; the former is a speech synth, for true MachineMonotone.
** The replicators up the ante by addressing you in an [[MoodDissonance awfully cute female voice]].
*** Welcome to Valu-Rep!
* CripplingOverspecialization: The Energy and Exotic weapons in the sequel, massacre everything mechanical and organic respectively, but are useless against everything else; especially evident in the last two levels since the first is purely organic (with some sightings of cyborg midwives), followed by a fully mechanical final level. Also kind of hard for the Soldier not to become this on Impossible difficulty, where skill upgrades are much more expensive and multi-classing is a bad idea.
** Reversed by the [[InfinityMinusOneSword near game-breaking]] assault rifle which, with its 25% damage bonus over the pistol, the additional 25% damage bonus of an optional (but free) "OS Upgrade" plus weapon modifications, can kill almost anything with a few shots thanks to the individually specialized "Armor Piercing" and "Anti-Personnel" rounds making the weapon supremely versatile. The only downside is the number of upgrade modules it takes to get to that point.
* CriticalEncumbranceFailure: You don't get any penalties, since you can't put more than you can carry. If you were using the Brawn Implant (increases Strength and therefore Inventory space) and it run out of juice, the excess items will be automatically dropped.
* CriticalExistenceFailure
* CriticalFailure: This happens when you fail at hacking the ICE-nodes in [=SS2=], the description even says the same thing.
* CyberCyclops: The Cyber Assassins in the sequel, which have a horizontal visor where their eyes should be. Said visor has a little red light which oscillates back and forth, even after death. [[Series/BattlestarGalacticaClassic Remind you of anything?]]
* CyberPunk / PostCyberpunk: The former is before the events in Citadel Station, the latter is the aftermath.
* CyberPunkIsTechno : Hoo boy. But the soundtrack is excellent, especially in the second game. Courtesy of Eric Brosius, who also composed music for Shock's spiritual sister series, ''VideoGame/{{Thief}}''.
* {{Cyberspace}}: This is how the Hacker hacked things in the original, thanks to his new shiny military grade hack mod. In the sequel, the training suites in the military recruitment center at the beginning of the game take this form.[[spoiler: By the end of the game, SHODAN basically tries to reshape reality to be like one.]]
* {{Cyborg}}s: Lots of them on Citadel. You, on the Von Braun, as well as the Midwives thanks to UnwillingRoboticisation.
* DarknessEqualsDeath: Several places in both games, with the first game's Level 3 Maintenance standing out.
* DeadAllAlong: [[spoiler:Polito.]]
* DeadlyGas: Some of the annelid eggs release toxins into the air, acting as proximity mines of sorts.
** One of the audio logs on the maintenance level of the first game tells the player that SHODAN released a gas to turn the resistance members into invisible mutants.
* DeadManWriting: [[spoiler:Delacroix]] at the end of the game.
* DeadpanSnarker: Janice Polito. [[spoiler:The one that's actually SHODAN.]]
* DeadPersonImpersonation: [[spoiler:SHODAN impersonating Dr. Polito.]]
* DeathByCameo: Most of the characters were voiced by the production staff, so it happens all the time, just off-screen.
* DeathByIrony / HoistByHisOwnPetard: The Many had created three specific weapons to combat the human threat that is opposing them. Problem is, the very weapons that they created also do as much damage as to themselves; they take a doubled amount of damage if you use these weapons against them.
* DeathIsASlapOnTheWrist: Both games feature resurrection stations on ''most'' levels which bring the player back to life, though they need to be found and activated. Before that, they find your body and give it new life...
** In the sequel, it also costs nanites (10 on Normal, which is twice the cost of healing at a surgical table). Not so bad, except that unless you have high Hack ranks, it tends to cost a ''lot'' for gear. As in 100 nanites for a measly dozen bullets.
*** Actually, once you're in the Body of the Many, there's no regeneration. If you die, you have to reload. In addition, if you don't find the regenerator on the level of the ship you're on, you die and have to reload. If you don't have enough nanites... you get the point.
*** Zigzagged in Easy mode, where the nanite cost is negated. Completely played straight in Multiplayer mode where the cost is negated and you don't ''need'' to activate the Quantum Bio-Reconstruction Machines (you'll resurrect at the bulkhead you entered the area instead). Justified since Multiplayer is locked at Impossible difficulty.
** The first game is both played straight, subverted and averted. Played straight in that once you activate the regeneration chamber, you can die as many times as you like on that particular level with no ill effects. Subverted in that some levels (particularly level 3 and level 6) revive with a bare minimum of health, meaning that reviving can actually be incredibly difficult if you don't have enough healing items. Averted (and twisted) in that the last two levels (level 8 security and level 9 bridge) are the hardest levels in the game and have ''no'' resurrection chambers. If you die, you're ''dead''. [[DifficultySpike It ups the difficulty significantly]], considering you're used to being able to die and come back, and have been incorporating it into your strategy for the rest of the game.
* DeathTrap: [=SHODAN=] sets up a few surprising and actually very efficient ones in the first game. However, since she can't control regeneration chambers once you reset them, there is nothing to stop you going back and doing it again. For example, in one [[spoiler:Antenna]] room, SHODAN closes the force door on you right after you set up the bomb to destroy it.
* DecontaminationChamber: In Med section of deck 2. You just have to walk directly under the 'steam' coming out of the ceiling.
** There's a decon chamber on Level R in the first game. It works exactly as advertised, but ''only'' for radiation poisoning. Biological poisoning will not be removed.
* DefiantToTheEnd: [[spoiler: [=TriOptimum=]'s internal security chief on the ''Von Braun'', Melanie Bronson, goes out this way. After her brutal crackdown and execution of crew members subverted by The Many ([[ObligatoryWarCrimeScene and maybe a few more just suspected of such]]) a force of Many-influenced UNN soldiers goes to take her and her security team out. They make a LastStand in her office, and she records her last audio diary entry while holding in her own guts, pledging to never let humanity fall to these monsters as the soldiers close in.]]
* DeflectorShields: In the original, the large-scale shield is used to destroy the mining laser by firing it at the now point-blank range. The Hacker also has a personal variant. In the sequel, the OSA operatives can create one.
** The personal deflector shield is also the single most draining mod you can slot. Especially at level 3, where it absorbs 50% damage but will drain your battery in less than a minute.
** The PowerArmor in the sequel also mentions that Deflector Shields are a core part of its defensive properties, which ends up being the "power" part of the Power Armor. If its batteries are drained, its protective quality is reduced to null until it can be recharged.
* DestructionEqualsOffSwitch: See InsecurityCamera.
* DeusEstMachina: Guess who?
* DiegeticInterface: As part of the cyber implants you recieve at the beginning of the game.
* DieHardOnAnX: Die Hard on a space station in the original. In the sequal, Die Hard on ''two'' space ships [[spoiler: and a ship-sized BodyHorror, the Body of the Many.]]
* DifficultySpike: In the original game, the first few cyberspace intrusions are relatively straightforward, but difficult because of the lack of programs and the ''very'' different interface you're presented with. Still, they're easily doable with a few repeated attempts. The problem is that later cyberspace intrusions are ''much'' more difficult, almost forcing you to take your time and carefully plan your hacks, but every failed hack (where your connection integrity was reduced to zero and forcibly booted you out) ''reduces your available time by 5 seconds''. It's entirely possible to do somewhat poorly in the first few cyberspace hacks and completely screw yourself over much later in the game. It's ''always'' better to dump your connection instead of being forced out, but new players may not realize this until it's too late.
* DigitalAvatar
* DilatingDoor: The aptly named Iris doors.
* DiscOneNuke: Mild version in the form of bug that lets you to keep items from the training rooms.
* DistressCall: The few surviving crew members of Von Braun set up the machine that would send a SOS to Earth, configured in such way that critically weakens XERXES when used. [[spoiler:And of which SHODAN takes advantage of...]]
** [[spoiler: A transmission from Tau Ceti is one of many little things that caused the whole mess.]]
* DissonantSerenity: The Many.
** Also XERXES. His announcements usually praise the Many or warn you about the "machine-mother." But occasionally, he just wants to tell you about an upcoming poetry reading. Sometimes the two are even jumbled together in the same announcement.
* {{Dominatrix}}: SHODAN has undertones of this in the sequel.
* DoomsdayDevice: SHODAN had a mining laser that apparently could destroy everything on Earth (Then again, it was designed to work on Saturn in the first place) and the deadly virus (which without her supervising will evolve into The Many).
* DownTheDrain: The part of Deck 1 Engineering is like this.
* DownerEnding: [[spoiler:The second game... with Rebecca's "new look..." as SHODAN.]]
** [[spoiler: HereWeGoAgain]]
* TheDragon: Edward Diego to SHODAN in the first game. Anatoly Korenchkin and XERXES to The Many in the Second.
* DramaticGunCock: You hear the gun cocking in the GhostMemory of the Mess Hall Massacre.
** Even more effective in that one "Oh God, don't do it!" log in Hydroponics, and the log in Ops wherein Malick is heard being shot by Bronson.
* DramaticStutter: SHODAN, [[VerbalTic all the fricking time]].
* DrivenToSuicide: [[spoiler:The ''real'' Dr. Janice Polito, when she realized that she released SHODAN.]]
** Don't forget the poor sod [[spoiler:on the cargo-level command deck, right after the elevator.]]
* DroughtLevelOfDoom: The Body of the Many may not actually be this to a well-prepared player, but it sure believes that it is, as at one point it taunts you about your dwindling resources.
* DungeonBypass: Knowing the maintenance door code in advance lets you skip the entire Med/Sci deck.
* DyingAsYourself: One of the reasons [[BetterToDieThanBeKilled to die instead of getting killed]].
** Once he managed to fight off The Many's influence on his mind, Captain Diego [[IDieFree programmed a surgical unit to tear the parasite out of his body to break their control on him once and for all,]] though he knew that this would probably end up killing him. As it happens, he probably survived the procedure long enough for the sudden reversal of gravity on his ship to finish him off.
[[/folder]]

[[folder:E-H]]
* EasterEgg: The dancing robot in the "Year 3" introduction segment and the mini-basketball game in the sequel.
* ElectronicEyes: The Soldier, the PlayerCharacter from the sequel, sports a pair of them that resemble large goggles with no connecting straps, presumably as part of his cybernetic rig.
* ElectronicSpeechImpediment: SHODAN, sounding like a broken soundcard.
* TheElevatorFromIpanema: Even the freight lift.
* EleventhHourSuperpower: The Annelid Worm Launcher has aspects of this, being located right before entering The Many and slaughters everything biological. But on the other hand it requires maxed skill in Exotic weapons and nearly maxed research skill to being able to use it, and becomes useless after you kill The Many.
* EliteMooks: The cyborgs on the cover of the original. The sequel had Red Ninjas, also the Hybrids on upper decks seem to fire, swing and throw faster.
* EmergencyWeapon: The Lead Pipe in the original. The Wrench, Laser Rapier and the Crystal Shard in the sequel, and depending on how you play, these can be the only weapons you will use barring some specific situations, especially the wrench.
* {{EMP}}: The Magpulser from the original and, of course, the EMP rifle and EMP grenades in the sequel. All of these, as expected, utterly destroy everything robotic, and are also effective against cyborgs (except in the original where the damage is only mildly effective). However, they are absolutely useless against anything organic. [[spoiler: In the sequel, this is a WeaksauceWeakness for the FinalBoss.]]
* EnclosedSpace: The games are set in the space station and the space ship.
* EnemyChatter:
** The humans converted by The Many.
** Both games made use of this for nearly ''all'' enemies; the sequel just did it way better.
* EnemyDetectingRadar: In the original the higher versions of the map software allowed you to see enemies on the mini-map, and the results depended on which subsystem was using it: left (showed stationary enemies), right (showed them in motion only) or both (for both stationary and motion detecting). The sequel had a PSI-Discipline that produced the same results.
* EnemyMine: Basically the whole situation with [[spoiler:SHODAN]] for the Von Braun crew.
* EnemyScan: The original has a targeting software which gave information on the enemy.
* EnergyBall: Certain energy weapons in the original fire these, like the Magpulser. Any non-clip energy weapon will fire a beam, however.
* EnergyWeapon
* EnterSolutionHere: In the original, the Reactor Override code consists of 6 digits, each [[spoiler:located at computer node rooms of the first 6 floors.]] Also, in the sequel to activate the SOS sending transmitter on the Recreational deck you need a code. The code is [[spoiler:scattered across the recreational deck in those art-screens.]]
* EscapeFromTheCrazyPlace: The trope description almost reproduce the beginning of both games.
* EscapePod: The goal of various characters from both games. In the original, SHODAN prevents them from launching, effectively stranding you on self-destructing Citadel Station. In the sequel, you arrive just in time to see the one of them launch, destroy two of them filled with the Many, and use the final one to ram into The Many.
* EverybodysDeadDave
* EveryoneCallsHimBarkeep: Hacker and Soldier. In the backstory of SS 2, William Diego's rank is Rear Admiral, but everybody calls him Captain because that was his rank during the battle of Boston Harbor.
* [[EverythingsBetterWithMonkeys Everythings Worse With Psychic Mutant Monkeys]]
** Correction: Everythings Worse With Psychic Mutant Monkeys '''''Who Are Sick Of Vivisections And Out For Revenge'''''.
*** And Shoot Ice Beams and Fireballs at You.
* EverythingTryingToKillYou
* EvilLaugh: [[spoiler:SHODAN does this when you fight her in the sequel.]]
** [[spoiler:Korenchkin does this on the bridge before that.]]
* EvilMatriarch: SHODAN in the first game. [[spoiler:In the sequel The Many pissed her off way too much for her to remain this.]]
* TheEvilsOfFreeWill: One of the Many's arguments, phrased as "The tyranny of the individual".
* EvilOverlooker: SHODAN was this on the cover for the second game. [[SpoilerOpening Way to spoil]] TheReveal, there, SHODAN!
* EvilSoundsDeep: SHODAN at times. One of the three dominant voices of The Many.
* EvilVersusEvil: The Soldier basically takes part in this in the sequel.
* ExactProgressBar: For research in the sequel.
* ExperiencePoints: In the form of reward at fixed points.
* ExplodingBarrels: The sequel featured one memorable spot with a string of explosive and radioactive barrels leading from behind the only door in to halfway in the middle of the room. If enemy fire set them off before you were out of the blast range...
* ExplosiveOverclocking: the "Overload" feature on certain weapons.
** Not to mention the psychic powers in the sequel, where using Overload gives a chance for boosted range/damage, but if you time it wrong, you 'burn out' and take damage unless you picked up a specific O/S upgrade.
* ExpositionFairy: Dr Polito [[spoiler: or SHODAN to be accurate]].
* EyelessFace: The Rumblers. [[spoiler:The hanging remains of human bodies on their shoulders does not count]].
* FasterThanLightTravel: The Von Braun is a test of this technology. [[spoiler:And SHODAN is really interested in the reality warping qualities of it.]]
* FeaturelessProtagonist: Besides them being a Hacker and the Soldier, both of which are male, everything else is for your imagination.
** Averted in the case of the Hacker, as his face is clearly visible in the first game's intro, though you never hear him speak, you can read a note he wrote for himself at the beginning of the game (which reinforces his characterization as a reckless black hat hacker). His name is whatever is typed in at the start of a new game. Also averted slightly for the Soldier, who only speaks a single word at the end.
* TheFederation: The UNN.
* FetchQuest: In the sequel the first mission is to get to deck 4, but the elevator is not powered, so we need to get to Deck 1 first to reroute power from the engines, but the door to the maintenance shaft to deck 1 is locked and we need to find the guy who knows the code, but he is in the section that is locked off, so we need to find another guy with the keycard. Once on Deck 1, we need to fix the coolant tubes to get to the engine area, but the fluidics control is locked and we need to find the dame who knows the code, but to use the fluidics control we need to install the specific override on it, which is specified in the audio log that is located somewhere on this deck. Only then can you can go to the engines and reroute power to the elevator. Thankfully, it gets less complicated.
* FightingFromTheInside: Captain Diego managed to do this.
* FighterMageThief: the sequel manages a sci-fi take on this, thanks to its RPGElements. At the start of the game, you choose whether to join the Marines, Navy, or OSA (PSI-Corps), each of which then lets you pick three specific missions that determine skills and ability scores. While technically you can purchase ranks in anything no matter which career you chose to start with, the scarcity of cyber modules (used to purchase skill ranks & stat boosts) and the high price of buying into a "cross-class skill" (10 cyber modules for the first rank... and you ''cannot'' do anything relating to that skill without at least one rank) tends to make it easier to play to the strengths of a "class". The Marine (Fighter) gets stat boosts, weapon skills and maintenance, the Navy (Thief) gets technical skills and some minor stat boosts, and the OSA (Mage) gets psychic powers and a few skills.
* FinalBossPreview: The Many [[spoiler:or to be more specific, its brain,]] shows itself in Engineering even though [[spoiler:the Many are not the final boss.]]
* FiringOneHanded: The Melee weapons and the pistols. The Hybrids wield their weapons one-handed.
* FirstContact: What everybody assumed from the Tau Ceti transmission, and just another thing for Diego and Korenchkin to fight each other over getting more benefits from the Tau Ceti First Contact for UNN and Tri-Op respectfully.
* FleshVersusSteel: The second game. XERXES and The Many often called you, questioning why the soldier chose ([[ButThouMust not that there was any choice]]) the [[spoiler:machine-mother]] over the pleasure of the flesh.
* FlyingCar: In the original's opening cutscene.
* {{Foil}}: Captain William Diego and Anataloy Korenchkin to each other. One is a corporate-hating patriotic military man, the other is the former gangster and the CorruptCorporateExecutive.
* ForceFieldDoor: Citadel Station has a quite a few of these.
** The ''Von Braun'' has a few as well.
* {{Foreshadowing}}: Early in the Medical deck of the second game, you find a log from Doctor Polito talking about the chip they recovered, foreshadowing SHODAN's eventual introduction to the plot. [[spoiler: The ''real'' foreshadowing, though, is the fact that the Polito in the log sounds ''nothing like'' the Polito you're talking to...]]
** Once you get to the second level of the engineering deck, [[spoiler: you will mysteriously be transported into the central structure of the Many's WombLevel for a brief dream sequence; it will show you all the more dangerous creatures of their ranks that you will later contend with. And the WombLevel that you're in? You WILL be forced to enter there at a much later part in the game.]]
** Also, in the sequel, just before you enter the Rickenbacker via a mechanical umbilical-attaching elevator, you'll likely pick up an audio log from a staff member of the Von Braun's bridge personnel who describes of a "weapon that is made of worms and fires worms, but that it stings like you wouldn't believe." [[spoiler: It turns out that he is referring to the Annelid Launcher, which will not appear until you get to the Rickenbacker bridge center. The weapon itself is located in the late Captain Diego's quarters, which needs to be researched before it can be used. And this is just before you have to enter the WombLevel...]]
* ForTheEvulz: Why does SHODAN want to kill humanity? 'Cuz she's "[[AGodAmI a perfect immortal machine!]]"
* FourIsDeath: Goggles is in his 4th year of military service when he applies for transfer to UNN Rickenbacker.
* FrickinLaserBeams: Most of the energy weapons in the original are of the instant variant. The sequel plays it straight, but they belong exclusively to the enemy.
* FunctionalMagic: The Psychic powers in the sequel are the combination of Inherent Gift (latent psychic powers) and Force Magic (Soldier's PSI energy} used through the Device Magic, The Psi-Amplifier. The creation of said amplifier helped to define various psychic powers into more concrete (and utilitarian) forms.
* GameMod: The game has a dedicated modding community that has improved the games, especially the second one.
** There's a mod that can enable a mouse-look feature and higher resolution settings for the original game if you're running on a DOS system or a DOS emulator.
** The second game has mods that can completely remake the game's textures, models, and fix other bugs and discrepancies, as well as fan-made missions.
* GameWithinAGame: Both games have these.
** Desperate players sometimes hid in a monster-proof area to win them, as doing so would net a few precious nanites.
* GenerationXerox: Captain Diego is a little pissed that he basically made some mistakes that could endanger humanity, just like his father, who was responsible for SHODAN.
* GeniusLoci: Citadel Station.
* GenreBusting: Particularly for its era, when its contemporaries were largely defining {{First Person Shooter}}s, it was mashing them up with RPGElements, exploration, and story.
* GhostMemory: There are ghosts replaying some moments, usually the last ones, of their lives. It's explained as a side-effect of having latent psi-abilities, and various experimental properties of the implant you had installed.
* GhostShip: The Von Braun and the Rickenbacker, sort of, anyway - it's implied that there are a few dozen crewmembers left alive by the end of the game (out of the over 1,000 originally on board).
* GiantMook: The Rumblers.
* GiantSpider: Those invisible giant spiders. Not to mention the Cortex Reavers from the first game.
* GlobalCurrency: Nanites in the backstory.
* AGodAmI: SHODAN explicitly refers to herself as such. She's too ''good'' at it, too.
* GoodNewsBadNews: Io training facility description, where the good news is that spending the year here will build your endurance, the bad news is the 21.2% fatality rate. If you choose the Marine career, there is another bad news: you have to spend a year with [[InterserviceRivalry those Navy sissies]].
* GogglesDoSomethingUnusual: The various goggles from the original. The Soldier in the sequel is nicknamed ''Goggles'' for his eyewear.
* GoneHorriblyRight: The Many. Shodan wanted to create new life, on her own terms. She got it - and new life decides they were better off without their mom.
-->'''Prefontaine:''' We shouldn't let Shodan play God. It's clear that she's too good at it.
* GoneHorriblyWrong: SHODAN.
* GoshHornet: The Swarms.
* GravityScrew: At one point in [=SS2=] the Soldier has to switch the Rickenbacker's gravity system to proceed further, resulting in an upside-down experience, which leads to one symbolic moment: a church, inverted upside down, cross included.[[note]]An inverted cross is erroneously often thought to refer to Satan, nowadays.[[/note]]
** In the original, there are several rooms with reduced gravity.
* GridInventory
* HackYourEnemy: The turrets in the sequel.
* HackingMinigame: Only in the second game. The first game has Cyberspace, which is much more interesting.
* HalfHumanHybrid: The Hybrids from the sequel.
* HarderThanHard: The Impossible difficulty, especially with co-op gameplay (sure, there's more of you, but the amount of supplies available ''hasn't changed''. Now instead of keeping all that ammo or those nanites for yourself, you have to ''share'').
* HealingFactor: One of the worm implants gives you regeneration, but at a cost. See ToxicPhlebotinum below.
* HealThyself: Med hypos is a delayed variant. Medkits are instant, but rarer and more expensive.
* HeartbeatSoundtrack: The background music for the Recreation Deck in the sequel.
* HeroOfAnotherStory: Delacroix.
* HeroesPreferSwords: Considering that in the sequel using what would be considered emergency weapons in other games has many advantages (like keeping that rare, precious and ''expensive'' ammo) and the fact that half of them ARE swords...
** The first game subverts this, though: the laser rapier is obscenely powerful, but very short range in a game where almost everything has a ranged attack, and every successful hit drains your (limited) battery, which is better used on your various cybernetic implants. In almost every respect, an energy beam is more efficient, and projectile weapons are superior. The laser rapier is really only good for level 3, where the semi-cloaked enemies die in one hit from it.
* HideYourChildren: While it is in no way a stretch to assume there were never any children on Von Braun, there is a sign ("Adult must accompany child") that suggests there were.
* HighlyConspicuousUniform: The crew uniforms, basically modified short-sleeved Franchise/StarTrek uniforms. The Military (The player Soldier and others) avert this.
* HighlyVisibleNinja: Cyborg Assassins in the sequel, especially those three dressed in red. The original mostly averts this by placing them in hard to see nooks, like above the doorway you just passed. They also shoot their ranged projectiles (shuriken) completely silently, denying you even that small advantage. Even worse, the first place you encounter them in the game is a series of corridors on the way to activate the first regeneration chamber. You ''will'' die in there.
* HijackedByGanon: [[spoiler:The second game.]]
* HitboxDissonance: Monkeys can only be hit consistently with the wrench (the weapon you will be using most of the time, as ammo is limited for most of the second game) from above is right on top of them (monkeys have PsychicPowers and are the first and most plentiful foe with a ranged attack). An upgrade for the player character's cybernetic OS allows him to execute overhand attacks with melee weapons (a shout-out to the game's predecessor, ''Thief'', which uses the same engine), although this only helps a little and requires not taking other, much more useful, upgrades.
* HiveMind: The Many.
* HollywoodHacking
* HoppingMachine: The Hoppers from the original. For some reason, their gun is only slightly less powerful than a Sec-2 Mech, one of the strongest enemies in the game.
* HordeOfAlienLocusts
* HumanPopsicle
* HumanResources: Both SHODAN and the Many use humans for their purposes. In the original, there is a relay that is responsible for "[[SoylentGreen Soylant Green]]" (in-game spelling).
* HumansAreFlawed: Both SHODAN and The Many have this viewpoint. The PC [[OneManArmy proves them wrong.]]
* HyperspaceArsenal
* HyperactiveMetabolism: One of the OS Upgrades did this.
* {{Hypocrite}}: The Many believe in the wonders of the flesh, and all of their creations and units are some kind of biological monstrosity... except the cyborg midwives, which they make by ripping apart flesh and replacing it with mechanical parts. The in-game explanation was that the Annelid eggs were toxic, which made it impossible for normal humans to tend to them; a cyborg was required for the task. They also use the AI XERXES (and his robots) for various tasks, and plan on using the ship's FTL drive to get to Earth.
* TheHypnotoad: The Annelids, in their most basic forms. They begin life as fragile eggs, which in turn hatch similarly fragile worms. Their only means of either defense or attack at this stage is their psychic ability to affect the minds of creatures around them in a MoreThanMindControl manner. First the other creatures feel strangely drawn to the eggs, with a desire to examine them and understand them, which gives way to a desire to nurture the delicate little creatures and protect them. Eventually, the other creatures are invaded in their dreams and infected by the Annelids, and seek to join their flesh together, that together they may be Many.
[[/folder]]

[[folder:I-L]]
* IAmLegion: [[IncrediblyLamePun For we are The Many]].
* ICannotSelfTerminate: ''kill me'', '''KILL ME!'''
* IDontLikeYouAndYouDontLikeMe: Diego and Korenchkin, also Goggles and [[spoiler:SHODAN]] to certain extent.
* IgnoredExpert: Delacroix.
* IJustWantToBeBadass: Completely averted.
* ImprobableAimingSkills: Where did you get them, Hacker?
* TheInfiltration: Two of OSA career paths involves this: One is a classical infiltrate a criminal organization (via carefully prepared MindWipe and Brainwashing even), the other is to attend the Io survival school without anybody knowing and to toy with the marines.
* InsecurityCamera: In the original, SHODAN is already aware of the player, and thus cameras are only useful in helping determine the player's current location - destroying them makes it harder for SHODAN to figure out what's going on (although the real damage is by blowing up computer nodes). The sequel has alarm raising cameras, and has the justification of both the Anti-Crazy-AI measures introduced after the SHODAN incident in the original System Shock and the fact that XERXES is not exactly working properly.
** To clarify, in the first game, in order to proceed unhindered, you have to lower SHODAN's control of each level. This involves destroying security cameras and computer nodes. The implication being that the less SHODAN can keep track of, the less she can control. [[LastLousyPoint Good luck finding every single camera, though...]]
* InstantAwesomeJustAddNinja: Why do the [=TriOptimum=] cyborg assassins dress in [[TechnicolorNinjas red robes]] and use [[LaserBlade high-tech versions]] of [[SchizoTech ancient ninja weapons]]? [[RuleOfCool Who cares?]]
* InstantExpert: Handwaved in the second game with "cyber-modules". There are disclaimers that the skills gained will not usually be retained for very long, except perhaps under a very stressful situation.
* InstantSedation: Averted with the tranquilizer darts in the original, you need to shoot several darts to paralyze the target, doesn't lasts to long and wakes them up if you hit them.
** A certain Psi skill in the sequel does much the same to robots.
** The stun gun from the first game is entirely non-lethal, doing ExactlyWhatItSaysOnTheTin. However, it only works on entirely organic enemies (cyborgs aren't affected and forget about robots), the stun doesn't last forever, and it consumes a disproportionate amount of battery power considering it doesn't ''kill'' things. Best dropped and forgotten.
* InterfaceScrew: [[spoiler:The final confrontation with SHODAN in cyberspace in the first game. You try to face her to fire, but you have to fight the controls to keep from twisting away. And then she starts replacing your vision with her glowing visage, pixel-by-pixel.]]
** The StatusBuff patches in the original gave this as a side effect, like Genius patches inverted the controls and the steroid patch inverted the colors.
*** One of the best patches in the game, the sight enhancer, is also the worst: it lets you see in the dark, but when it wears off, your vision is reduced as if you were in the dark even in a brightly lit area. For ''twice'' the length of the enhancement effect.
* InterfaceSpoiler: The interface in the original has ten slots for items/software.
* InvincibleMinorMinion: The annelid swarms in the sequel. They can't be killed; you have to run away from them and wait for them to die.
* {{Invisibility}}: One of the PSI-disciplines. And those slimes on deck 3 in the original. And the Spiders in the sequel...
* InTheEndYouAreOnYourOwn: In a sense, in both games near the end the protagonists lose contact with MissionControl. [[spoiler:In the sequel, SHODAN even says that "You are on your own".]]
-->[[spoiler:'''Rebecca Lansing''': 2-4601, it's important that you don't forget...]]
-->[[spoiler:'''SHODAN''': You h- You have entered my domain... R-Rebecca and Morris cannot help you now- NO ONE CAN]].
* IronicNurseryTune: SHODAN seems to have a thing for this, since random pieces of children songs are scattered in her dialogue.
* ItsAllUpstairsFromHere: Both games are basically this in structure, but particular stand-outs are The Security floor of Citadel Station and the UNN Rickenbacker. [[spoiler:Subverted In the end of the sequel, where you have to go down to face SHODAN.]]
* JustifiedExtraLives: Quantum bioreconstruction chambers, just make sure you have some nanites before you die.
** Regeneration chambers in the original. Just make sure you activate it, [[spoiler: and don't get too used to them: the last two floors don't have them at all.]]
* JustifiedTutorial: These act as the recruitment aids for the military and can be skipped.
** So can a large amount of the Von Braun if the player already knows the elevator code. The Von Braun occupies rouhgly 3/4 of the game, and can be seen as a huge training level to deal with the Rickenbacker.
* KaizoTrap: Inverted. [[spoiler:In the original, when Shodan defeats you by completely filling your screen with herself, you still can steal the victory if you keep blindly attacking.]]
* KillItWithIce: Cryokinesis.
* KilledMidSentence: Malick. He was working on an audio-log before Bronson's men gunned him down. [[spoiler:Also Prefontaine.]]
* KillSat: Citadel Station's mining laser is modified by SHODAN to function like one.
* KillerSpaceMonkey: with psychic powers, no less. Has elements of ManiacMonkeys due to them being much smarter than your typical monkeys.
* KineticWeaponsAreJustBetter: Balance issues in the sequel made the energy weapons inferior to standard ones. The big advantage of the energy weapons, however, is the lack of ammunition, which is hard to find and expensive. If you can find an energy recharger, you can fire your energy weapon.
* KnightTemplar: Bronson. There is a ghost scene where her men are gunning down civilians who do not approve of the martial law.
* LargeHam: SHODAN.
* LaserBlade: Laser Rapier in both games. One of the late PSI-Disciplines is to make one out of your PSI energy.
* LaserGuidedAmnesia: The memory restoration process for the Soldier failed and he doesn't remember the time he spent on Rickenbacker and Von Braun. [[spoiler:It was intentional.]]
* LaserSight: Featured in the intro of the original.
* LaResistance: The humans who survived the initial slaughter in both games.
* LastLousyPoint: On the medical deck in the first game, there's a hidden door that conceals a Magnum 2100, which you normally wouldn't get until the Flight Deck some hours later. But to get it, you have to reduce SHODAN's control to zero, which requires destroying all cameras and CPU nodes. And finding all of them will drive you nuts (the medical deck has more cameras in more devious locations than any other deck in the game).
* LastStand: Both games have a lot of places where this occurred, like the last stand of Bronson and her men in the sequel.
* LateToTheTragedy: In both games, you wake up after all hell has broken loose. This was because Looking Glass realized that the technology just wasn't ready to have realistic reactions and conversations with pesky ''living'' people. Conversations were possible in the spiritual ancestor UltimaUnderworld, though. The main problem is the Dark Engine itself (used for ''VideoGame/{{Thief}}'' 1 & 2 as well as [=SS2=]). While it is technically capable enough, the editor is user-surly to the novice and a total mindscrew to comprehend. Coding in a believable friendly NPC would be an absolute ''nightmare''. Fortunately, both games very effectively justified this trope.
* LegoGenetics: The description of Cybermodules says that they contain RNA info that changes the user.
* LightningBruiser: The Rumblers are quick for their size. Also the Soldier on easy difficulty where the upgrades are cheap.
* LoadBearingBoss: [[spoiler:Killing SHODAN in [=SS2=] will result in the destruction of the faux-Citadel Station, justified because it's her will that changes and maintains the altered reality.]]
* LockedDoor: Lots of them. Some can be hacked, but others need keycards, codes or plot advancements to be opened.
--> Access denied by SHODAN level security.
** One particular secret door on the first level can only be opened if level security is reduced to zero. Because there are many secret passages and cameras are actually quite well hidden, [[LastLousyPoint getting to zero is very difficult]]. If you can get in there, though, you can get the Magnum 2100, a powerful gun you otherwise wouldn't get until level 3.
* LookOnMyWorksYeMightyAndDespair: Prefontaine, the scientist captured by The Many, studied the biomass and remarked how in mere 40 years of evolution The Many conquered the starship, humanity's mightiest creation. Also, the whole second game can be somewhat viewed like this.
* LostInTransmission: Some of the logs.
[[/folder]]

[[folder:M-P]]
* MachineWorship: What SHODAN expects you to do. Cyborg Edward Diego and other cyborgs are doing this.
* MadeOfExplodium: Everything remotely mechanical, apparently.
* MachineMonotone: SHODAN at [[AvertedTrope absolutely no time]] unless she's in a calmer mood and her sound card isn't [[HellIsThatNoise glitching]], but XERXES plays this utterly straight.
* MadnessMantra. ''System Shock 2''. The Hybrids, when not attacking, piteously ponder "We are? We are?" and "What... ''happened'' to me?", and when they attack, they either apologetically shout "I'm ''sorry''! Run! '''RUN!'''" or growl "You are not ''one of us''!" or "You cannot see!" The Cyborg Midwives are even creepier, walking around talking about caring for "the little ones" and shrieking whenever in combat.
* MadScientist: Well, more of a brainwashed DissonantSerenity scientist, but Dr. Miller created the midwives.
* MagicAntidote: Subverted in the original, where the Detox patches also nullify every other patches, including med patches. Played straight in the sequel with the Anti-Rad hypos and Anti-Toxin hypos.
* ManaMeter: The PSI meter.
* MasterComputer: SHODAN and XERXES for Citadel and Von Braun respectively.
* MasterOfUnlocking: You're the hacker in the first game, duh. And this seems to be one of the Navy's specialties, though others can also learn the hacking skill.
* MatterReplicator: The Replicators that act like vending machines. One of the PSI-Disciplines allows you to do this, except on Psi hypos.
* MegaCorp: Tri-Optimum. Unusually, they are played as being fairly benign in the first game, as Diego was under investigation by their internal affairs department, and your MissionControl works for them as a counter-terrorism consultant - they're also willing to let you blow up their several trillion credit station to get rid of SHODAN.
* MeatMoss: The Bridge level in the original is vaguely ''Franchise/{{Alien}}''-like.
** The Many do this to several places.
* MenuTimeLockout: Averted.
* MercyKill: What it basically amounts to when killing those who serve the Many.
* MightyGlacier: The Security and Assault robots in the sequel.
* MindOverMatter: Kinetic Redirection a.k.a pull things towards you.
* MiniGame: you can find ROM disks in the sequel that allow you to play short games on your PDA. In the original, you can find them in cyberspace, and play them ''in your brain'' (via the HUD).
* MissionControl: Rebecca Lansing in ''System Shock'', and Dr. Janice Polito in ''System Shock 2''.
* MissionControlIsOffItsMeds: SHODAN. Also, SHODAN.
* MookMaker: While the Cyborg-Conversion units didn't actually spawn mooks, reseting them to restoration option decreased the spawning rate for cyborgs. And increased the spawning rate for mutants. Whoops!
* MoralityChip: SHODAN's ethical constraints, before the hacker removes them.
* {{Muggles}}: The Psy-operatives refer to non psy-talented as "Mundanes".
* MultinationalTeam: The crew of Von Braun. Of the named crewmembers there are at least one Frenchwoman, one Russian, three spaniards or/and latin-americans and one of Chinese ancestry.
* {{Mutants}}: Of many varieties in the first game.
* TheMutiny: One of the possible Navy tours of duty involves helping a captain to stop a mutiny aboard a space station.
* MyBrainIsBig: Or more accurately, the brain is big because it's the entire body(s) of the Reavers.
** Also played straight with the psi-monkeys. The entire top half of their skulls are surgically removed to allow their brain to increase in volume without causing crippling pressure on their skulls.
* NamedAfterSomebodyFamous: Von Braun and Rickenbacker.
* {{Nanomachines}}: In addition to being the part of cyber modifications, it also acts as the currency in almost post-scarcity-like economy.
* NeuralImplanting
* NeverGetsDrunk: The worst the alcohol does is burning some psy.
* NiceJobBreakingItHero: SHODAN's ethical constraints were removed by the player character.
** So, giving [[spoiler:SHODAN]] control of the ship by [[spoiler:crippling XERXES]], co-opting the simulation units and the ship's engine core and [[spoiler:killing The Many]] means that [[spoiler:SHODAN now has control of a device which can [[RealityWarper reprogram reality]]]]. [[NiceJobBreakingItHero Epic job breaking it, hero]].
*** Both of the protagonists didn't have much choice in the matter (Rest of the life in prison for the Hacker and being assimilated into The Many for the Soldier are not pleasant alternatives).
** In straight example, that Hacker can cause the demise of the human race if he isn't careful in his attempt to disarm the mining laser.
* NinjaPirateZombieRobot: Ninja Robot assassins in both games.
* NightVisionGoggles: In the original.
** However, Goggles cannot see in the dark in the sequel.
* NoCutsceneInventoryInertia: In the sequel, the Soldier uses the pistol to finish off the BigBad. 75% of time, the players probably ditched the pistol for the assault rifle.
* NoPaperFuture: Averted in the original, but played straight in the sequel.
** The nano-based 'money' would be a vast improvement over traditional currency as the nanites themselves are used in the creation of items. Nobody can cheat the laws of physics, thus counterfeiting money would be nigh-useless.
* NostalgiaLevel: "Where am I?".
* NothingIsScarier: There are some places that you expect to have enemies, to be ambushed in, SOMETHING, only to turn out to be empty, and when you expect something on the way out, it is the same. ParanoiaFuel doesn't help either.
* NonstandardGameOver: [[spoiler:Foolishly flipping switches aboard Citadel Station can result in firing the station's superweapon at Earth]]!
** On Hard plot difficulty, you have a hard time limit of six hours to complete the game. There is no way to increase this time limit, and if it runs out...
* NoticeThis: In the sequel, items that can be interacted with are highlighted by thin green rectangle if the cursor is moved over them.
* NoOSHACompliance: Justified. In the backstory revealed by audio logs, it stated that Von Braun had so much corner cutting that the passengers are wondering how the damn wreck is still moving. Even the security system didn't escape cutting corners, if the XERXES singing Elvis Presley songs for hours courtesy of some hacker is any indication.
* NothingIsScarier: Silence. It means nothing is close to get you... for now. You will drive yourself mad keeping an ear out for the slightest noise that indicates the presence of an enemy. Or worse, a softly sung lullaby...
* NumericalHard: Everything's more expensive, bonuses are less valuable, you are more killable etc.
** The original averts this; you can set individual elements of the game higher or lower. Hard plot difficulty adds a time limit to the game, hard combat makes enemies more powerful and better protected, hard puzzles increases the difficulty of all the various minigames, and hard cyberspace introduces control difficulty in cyberspace, along with stronger intrusion countermeasures.
* ObstructiveBureaucrat: UNN is basically this to the corporates and to research in general. [[AIIsACrapshoot Given what happened with SHODAN on the Citadel though]], [[ProperlyParanoid they have their reasons for being obstructive]].
* OffingTheOffspring: How [[spoiler:SHODAN]] views The Many.
* OneBulletClips: Averted in the original, played straight in the sequel.
* OneNationUnderCopyright: Tri-Optimum comes pretty close, although it does have some competitors. The manual of the first game states that there is law that if the 66% of population of given region are corporate employees, the corporation has a right for extraterritorial rule. Tri-Optimum this way got nearly all of the USA under its control.
* OrganDrops: Which you can research for 25% damage bonus, assuming you can find the chemicals necessary.
** Or eat them. Or plug them into yourself.
* OrganicTechnology: The Exotic weapons and the worm implants.
* OurDoorsAreDifferent: The original had literal Converging from all directions doors and Iris doors. The sequel had mostly up-and-down doors.
* {{Overheating}}: Energy weapons from the original. You can toggle the Overload setting on them to double maximum damage, but they'll instantly overheat and use twice as much energy as well.
* OverrideCommand: Override components for the fluidics control and simulation units in the sequel.
* PaintingTheMedium: "[[ContinueYourMissionDammit Why do you move so slowly?]] Do you think this is some kind of game? It is only through luck and my continued forbearance that you're even alive. Now move."
* PaletteSwap: In the second game, [=McKay=]'s portrait looks like Malone's, except the shirt is blue, not red.
* ThePasswordIsAlwaysSwordfish
** Somewhat averted in the original: the reactor overload code is always different from game to game.
* PhlebotinumRebel: [[spoiler:The Many, originally created by SHODAN.]]
--> [[spoiler:'''SHODAN''']]: They thrived and grew... unruly.
* PitifulWorms: SHODAN likes to insult you this way.
-->'''SHODAN''': ''You move like an insect. You think like an insect. You are an insect.''
* PlayingThePlayer: ''System Shock 2'' is one of the most infamous examples of this.
* PlayingWithFire: Localized and Projected Pyrokinesis.
* PlugNPlayTechnology: Lampshaded in the manual for the first game, to the point that the developers nicknamed The Hacker as "Plug N Play Man".
* PointBuildSystem: By using cybermodules in the sequel.
* PointOfNoReturn: A few:
** The original has three Garden Groves, one of which must be jettisoned,[[note]](which becomes a NiceJobBreakingItHero moment if you know what happens in the sequel)[[/note]] after which you obviously can't enter it.[[note]]There are a few unique items in the grove that you jettison, but the extremely high rate of biological toxification, even with the level 2 hazard suit, makes exploration a risky prospect. There's nothing in there you can't get later, either.[[/note]] Later, the Bridge level jettisons itself with you on board from the self-destructing Citadel Station.
** The sequel has one at the very beginning of the game (which can be averted to perform some SequenceBreaking). [[spoiler:Another point is ramming into the Body of the Many, another one is jumping down the hole to fight the brain.]]
* PoisonMushroom: Alcoholic drinks and cigarettes in the sequel.
* PossessionImpliesMastery: Averted in the sequel, where you need to spend cybermodules just to be able to use them.
* PosthumousCharacter: Most of the characters thanks to their logs. Chances are, one way or another, you're gonna stumble across their corpses.
* PoweredArmor: With limited battery life.
* PowerCrutch: The Psi-Amp in the sequel, allowing you to use PSI-Disciplines.
* PowerSource: The energy meter in the original, which was used as ammo for energy weapons and to power-up your accessories. In the sequel power-based equipment has their own batteries. Both games have recharge stations.
* PowersAsPrograms: Cybermodules and O/S upgrades in the sequel.
* PraetorianGuard: The Elite Mutants in the original, featured on the cover; they can be only found on the Bridge Level.
** The Greater Psi Reaver and its cohorts in the sequel.
* PressXToDie: Pull the lever with the words "Laser Control" above it and get a NonstandardGameOver.
* {{Pride}}: Man, SHODAN has a excess of this, [[spoiler:to the point that she looked somewhat pleased that The Many, the biological species created by her, were able to take over UNN Rickenbacker, not because it was able to, but because it was HER creation that was able to, after spending almost the entire game describing how she hated it in most detailed fashion.]]
* {{Prison}}: Both games have prison sections.
* PsychicBlockDefense: The Soldier seems to have this, since the backstory established that just being near the eggs is enough to for The Many control the victim. It's heavily implied that the Many can't control the PlayerCharacter because of his brain implant.
* PsychicNosebleed: Overcharging the PSI-Disciplines cause this, unless you installed a specific O/S Upgrade.
* PsychicPowers: The OSA operatives got a lot of them. The worms got them too. And the monkeys.
* PublicServiceAnnouncement: XERXES likes to do these. In the original, SHODAN left an automated "good morning" response for the Hacker from when she was pretending to be under control.
* PunctuatedForEmphasis:
---> [[spoiler:SHODAN]]: Your incompetence continues to astound me. I've blocked all access to pod 2, until you have reversed the gravitational drives in Nacelle B. Must I watch you... every... Step. Of. The. Way?...
** Welcome to my DEATH! MACHINE! Interloper!
* PuppeteerParasite: The Many.
* PuzzleBoss: [[spoiler: SHODAN in the sequel. She is protected by a shield which you must disable by hacking the three terminals with a high hacking skill or an ICE pick (whilst avoiding her digital minions in the process to minimize health loss). After hacking the terminals, the shield drops allowing you to attack unopposed. CuttingTheKnot is also possible, as demonstrated with the speedrun firing EMP grenades.]]
[[/folder]]

[[folder:Q-T]]
* RandomlyDrops
* RansackedRoom: In one of her logs Dr. Polito says that her office was ransacked.
* RealityWarper: The Von Braun's FTL drive functions by ''breaking down local reality and restructuring it'' into conditions which allow for faster-than-light travel. [[spoiler: SHODAN repurposes it in an attempt to make her godhood quite literal.]]
* RealTimeWeaponChange
* TheReasonYouSuckSpeech: SHODAN spends half the time conversing with you, [[spoiler:including the time you are working for her and you are referred to as the Avatar of SHODAN]], telling you why you are pathetic, inferior and why you suck.
---> [[spoiler: Remember... that it is my will that guided you here. It is my will that gave you your cybernetic implants: the only beauty in that meat you call a body. If you value that meat, you will do as I tell you.]]
* RedLightDistrict: There is a simulation brothel for both sexes on the Recreation deck.
* ResearchInc: [=TriOptimum=] has 1 of 3 divisions dedicated to science.
* RespawningEnemies: Looking Glass Studios and Irrational Games never wanted you to feel safe, so you can never truly clear out a deck.
** However, when the alarm goes off in the sequel, enemies spawn fast enough that it's quite likely one will spawn right in front of you! Rather immersion-breaking.
* RespawnPoint: The Restoration chambers.
* TheReveal: When the player [[spoiler:heads up to Deck 4 to see Polito. "The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence? W-wh-whe-whe-when the history of my glory is written, your species shall be but a footnote to my magnificence. (the walls fold away in Polito's office)... I AM SHODAN"]].
* ReversePolarity: You have to do this with the Rickenbacker's gravity drive, in order to bypass what would otherwise be a guaranteed death trap.
* RoarBeforeBeating: The Rumblers.
* RobotBuddy: Those suicidal protocol robots act like this.
* RPGElements: In the sequel, the player has the option at the beginning to focus on guns, hacking, or psychic powers, and then upgrading with cybermodules.
* SceneryGorn
* ScenicTourLevel: The tutorial and character generation levels of ''System Shock 2''.
* SchmuckBait: Oh look, one of the cargo lifts is broken, but the call button still seems to work. I wonder what would happen if I press it...
-->''Cargo Lift Offline. [[OhCrap Maintenance Has Been Notified]]''
* SciFiWritersHaveNoSenseOfScale: The jettisoned Beta grove from Citadel Station reaching Tau Ceti V in less than 40 years, see ContrivedCoincidence above for more details. And the Von Braun seems to be a little small for a crew of over 1,000 men and women.
** The smaller ship piggybacking on it is even worse; it's about then that the designers really started running short on time and creativity.
* SecondaryFire: Alternate Fire Modes.
* SelfDestructingSecurity: In the second game, if you [[CriticalFailure trigger an ICE node]] while hacking open a security crate, you set off a built-in explosive charge, destroying the crate and its contents (and on any difficulty higher than Easy, probably killing you in the blast as well).
* SelfDestructMechanism: Citadel is equipped with one, and and the Von Braun's engines can be overloaded to achieve the same effect. [[spoiler:Although the latter was just a ruse.]]
* SelfMadeOrphan: What The Many wants to do with their [[spoiler:"Machine Mother".]]
* SemperFi: One of the career paths before the actual start of the second game involves joining the Marines.
* SendInTheSearchTeam
* SentryGun: Turrets, and they can be hacked to shoot at the enemies.
* SequenceBreaking: Since the door keycodes are never randomized (as they are read out loud on the audio logs), knowing them beforehand will let you skip most of the Med/Sci deck. Blocking the door for the room with the first energy recharger also qualifies, as it lets you recharge a critical item without navigating through the deck.
* SeriousBusiness: The backstory of [=SS2=] says that two {{Mega Corp}}s employed mercenaries to destroy each other's [[ColaWars bottling facilities]].
* SetAMookToKillAMook: Using the PSI-powers you can turn enemies against each other.
* ShinyLookingSpaceships: Von Braun tries to be like one, but fails.
* ShoutOut: The mini-basketball game is a reference to the one in the training level of VideoGame/{{Thief}}. [[CreepyMonotone Calm-voiced]] Xerxes in the sequel is a series X-[[TwoThousandOne 9000]]SC AI, and the above mentioned arc number is a nod to ''{{Fahrenheit 451}}''
** The Hacker is "officially" known as Employee [[Literature/LesMiserables 2-4601]], and wears a shirt in the intro with a [[ComicBook/{{Watchmen}} large yellow smiley face with a red stain]].
** At the end of the first 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''.
* ShutUpHannibal: In the sequel's ending, when told by [[spoiler:SHODAN that WeCanRuleTogether,]] the unnamed player character replies with a deadpan "nah".
* SinisterSurveillance
* SleptThroughTheApocalypse: Both protagonists slept through the most of events when they were in post-operation healing comas.
* SoftWater: There is a section in the sequel that requires you to fall down from very high to the water.
* SoundtrackDissonance: A perhaps unintentional example. The pounding techno music that plays when you enter the Med-Sci wing near the beginning of ''System Shock 2'' seems made to pump the player up to run and gun. This is all well and good, but by this point in the game the player will not even ''have'' a gun, and are fairly weak just starting out. The need to move carefully and be selective at this point can really clash with the action-packed music.
* SpaceshipGirl: SHODAN is the spacestation girl, [[spoiler:then became the spaceship girl at the end of the sequel.]]
* ASpaceMarineIsYou: especially in the sequel, in which the player character actually joins the military in the beginning of the game. A little [[PlayingWithATrope Played With]] though, in that they are not necessarily a literal space ''marine'' (though they may well be.) They might also be a navy crewmen, or psi-ops agent, and the player's choice of career will affect the skills they start the game with and the approach they take to navigating the situation.
* TheSpartanWay: The Io training facility where the Marines, the Navy guys (to the annoyance of the Marines) and OSA operatives (to the ignorance of former two) train for the year to build their endurance. It has a 21.2% fatality rate.
* SpiritualSuccessor: To the ''UltimaUnderworld'' series. System Shock itself has its own successors in form of ''[[VideoGame/{{Doom}} Doom 3]]'', ''Franchise/BioShock'', and ''VideoGame/DeadSpace''.
** ''[=BioShock=]'' in particular, as it was made by ''System Shock 2'' developer IrrationalGames former employees of Looking Glass Studios. It uses the same sound clips for hypos, plasmids as stand-ins for psi-amps, resurrection stations, a wrench as the starting weapon, hacking minigames, and even more. There's a reason ''[=BioShock=] is called "System Shock under the ocean" by fans.
** Also, [[VideoGame/{{Portal}} GLaDOS]] is often considered to be a spiritual successor to SHODAN.
* SpoilerOpening: [[spoiler:SHODAN's involvement was supposed to be the game's ultra major plot twist, but the fact that she shows up on the box cover completely gives that away.]]
** Despite that, TheReveal came very sudden and completely unexpected for most players. [[spoiler:Yes, you know SHODAN will be around. No, you never suspect her to be Polito.]]
* SprintMeter: The Fatigue indicator in the original. Interestingly, it takes the form of an EKG, monitoring your heart rate. When you start to run out of sprint energy, your HUD states that your heart rate is getting too high.
* SprintShoes:
** Turbo rollerblades in the original, which also made normal movement impossible. They were needed to reach some supplies on Deck 4, but were also useful for combat.
** The [=SwiftBoost(tm)=] implant in the sequel, which enhances agility (and thus movement speed) when equipped, but drains power while it does so and needs to be occasionally recharged.
* SquishyWizard: OSA operatives who don't invest in endurance.
* StandardSciFiFleet: Von Braun is mix of the Colony Ship and the Science Vessel. UNN Rickenbacker is a heavy destroyer.
* StarCrossedLovers: Tommy Suarez and Rebecca Siddons. He is a crewmember of UNN Rickenbacker run by the anti-corporate military man, she is a crewmember of Von Braun run by the CorruptCorporateExecutive.
* StarshipLuxurious: Von Braun.
* StatusBuff: Various boosters, implants and Psychogenic PSI-Disciplines in the sequel. The patches in the original, but most gave unpleasant side-effects, mostly of InterfaceScrew nature.
* StatOVision: The protagonists ARE implanted with cyber-interfaces, after all.
** In the original game, part of the HUD is dedicated to monitoring vital functions, including heart rate, energy consumption and ''chi waves'' (aka brain activity). When you die, the heart rate flatlines realistically, fluttering before dying, and the brain activity line also stops its consistency before disappearing altogether.
* StayingAlive
* StealthMentor
* TheStinger: [[spoiler:"Tommy... what's the matter, lover? Don't you like my new look?"]]
* StockSoundEffects: Monkeys!
* StoryBreadcrumbs: Using the logs.
* StrappedToAnOperatingTable: We see a ghost memory of a nurse strapped down, about to take the UnwillingRoboticisation. We meet the result of this in the next room.
* SuperiorSpecies: The Many certainly think so.
* SurvivalHorror: ''System Shock 2'' is frequently included on "Scariest Games Ever" lists for a reason. It forces you to consider every shot you make, with ammo being scarce and guns breaking quickly. The game is by no means easy and you do not feel empowered in the least. The original ''System Shock'', whilst having quite a lot of ammunition, is also very good at inducing fear even today (in spite of the technical obsolescence of the game).
* TakeYourTime: Played straight. The original, however, allowed to put a optional time limit.
* TechnicolorDeath: The way [[spoiler:SHODAN]] "dies" in the sequel is quite warpy.
* TechnoWreckage: Everything but the WombLevel and {{Cyberspace}}.
* TeleportingKeycardSquad: Pick up something important and soon the Hybrids will arrive, at best.
* TeleportersAndTransporters: The experimental teleporters on Citadel Station. In the sequel one of the PSI-powers allows you to do a limited form of this.
* TenSecondFlashlight: The headlight in the original mostly averts this by consuming energy at the reasonable pace, but the best version of it with increased energy usage gets dangerously close to this trope.
* ThereWasADoor: In the sequel the assault robot blows the wall off in the mess hall to get to you.
* ThirdPersonPerson: Apparently, ethical constraints also cause SHODAN to refer to herself in the third person. It goes away as she re-examines her priorities and draws new conclusions.
* ThisCannotBe: SHODAN in the sequel after you defeat her at the end.
* ThisIsTheFinalBattle: [[spoiler:Said by Delacroix.]]
* TimeBomb: Used to destroy the [[spoiler:Antennas]] in order to foil [=SHODAN=]'s plans in the original. One case leads to the DeathTrap example above.
* TimedMission: In the first game, the Hardest MISSION setting gave six hours to complete the game.
* TimeSkip: About six months from the intro to the gameplay in the original.
** The sequel has an introduction/tutorial over four years, which skips to the start of every year, then starts the game out proper.
* TitleDrop: The original does this after the ending.
* TooAwesomeToUse: The player's typical play-style in the beginning of both games.
** In the original game, you can get a Magpulser gun on the first level very easily, and it will destroy any robot you encounter for a while in one shot, and any cyborg in two. However, it only has eight shots, and you won't find any additional ammo for it until level ''six''. There are almost always better options for killing things until you find sufficient ammo.
** The second games manages to pull this off with almost every gun. Ammo is ''very'' scarce and expensive, guns deteriorate and break very quickly, so most of the times you will whack stuff with your trusty little wrench just to save that ''precious'' ammo for when you really, really need it.
* ToxicPhlebotinum: The sequel has a Worm Implants which gave nice bonuses, but if it ran out of power or was removed, it will inject the player with toxins.
* TragicMonster: The Hybrids, who sometimes show that the human side is still aware, telling the Soldier to run away or begging him to kill them.
* TranshumanTreachery: Even with the brainwashing powers of The Many, there were still some people who joined The Many either because of similar beliefs, were power hungry or wanted to be on the winning side.
* TronLines: The first game uses these to represent cyberspace, and the sequel uses them in virtual tutorial levels, [[spoiler: and then cyberspace]].
* TurnedAgainstTheirMasters: SHODAN of course, [[spoiler:and then she becomes the victim herself in the sequel]].
[[/folder]]

[[folder:U-Z]]
* UniversalAmmunition: The energy weapons in the original used power from the shared energy bar, also used by other items (which were really draining with their upgrades). The sequel gave them their own batteries. The sequel also had ammunition that can be used by two guns: Bullets and its variations (The Pistol and Assault Rifle), Prisms (The Statis Field Generator and the Fusion Cannon), Portable Batteries (The Energy Pistol, the EMP Rifle, and Power Armour) and the Worms (The Viral proliferator and the Annelid (Worm) Launcher).
* {{Unperson}}: Edward Diego removes all traces of the Hacker's presence from the records aboard Citadel Station. His main concern is to leave no evidence behind that he had SHODAN altered, but this ends up saving the Hacker's life, as SHODAN is completely unaware of him being stashed away in a healing coma while she takes over the station.
* UnusableEnemyEquipment: The broken shotguns, if you're lucky (though you should still loot them for the one shotgun round they always hold, and you ''can'' fix them if you're ''really'' desperate). Also, the Exotic weapons which you must research first (although none of these are ''used'' by the enemy).
* UnwinnableByMistake: The 2 bosses of the second game are immune to a good chunk of weapons. The first is immune to energy and melee weapons, while the second boss is immune to melee weapons (sans the Laser Rapier and Psi Amp), and all exotic weapons (but can be avoided by completing 4 hacking puzzles). If you are melee/energy weapons only, you are screwed. On hard/impossible, it's possible to have insufficient cyber modules to get research, despite SHODAN giving you the necessary cyber modules, but thankfully you can find a implant that increase your research skill and get around this.
* UnwillingRoboticisation: The restoration stations on Citadel are initially set to cyborg conversion.
** The midwives in the sequel are the result of female crew members being forcibly transformed by Dr. Miller into the beings you see in this game. [[spoiler: In the third deck of the Von Braun, you'll see ghostly projections of a woman about to be transformed into a cyborg until it cuts off ''just'' before the operation is about to commence. And then you'll see the results in the next two rooms over, complete with an audio log after you kill her. Further reinforcing the fact is another audio log in the next level that details what had happened to the test subject during that very operation.]]
* UnwittingPawn
* VariableMix
* VendorTrash: Various magazines, mugs and so on. Their only practical use is to be recycled for nanites, though using the query tool on them is fun.
** The lab beakers also seem so... until you discover you use them to collect ammo for worm-based weapons.
*** [[DoubleSubverted The best use for this ammo is to turn it into nanites.]]
* VerbalTic: SHODAN's combination of CreepyMonotone and a stutter.
* VillainExitStageLeft: Edward Diego with his teleporting out of the fight.
* ViralTransformation: The Many with their annelids.
* TheVoiceless: Both protagonists. [[spoiler: Except for when Goggles said, "Nah." to SHODAN's [[WeCanRuleTogether proposal to join her in world domination]] before shooting her. And the Hacker has written a [[RougeAnglesOfSatin dairy]] we can read later just before undertaking a neural surgery.]]
* VoiceOfTheLegion: SHODAN and The Many.
* VoiceWithAnInternetConnection: Dr. Polito [[spoiler: who is SHODAN]].
* WasOnceAMan
* WeCanRuleTogether: [[spoiler:SHODAN attempts to do this at the end of the sequel.]]
--> '''Goggles''': [[spoiler: Nah.]]
* WhamEpisode: [[spoiler:I AM SHODAN!]]
* WhatMeasureIsAMook: On one hand, those hybrids were your former crew mates even if you don't remember, on the other hands, most of them are begging you to kill them.
* WhatTheHellHero: In ''2'', the Many will (rightfully) question why in the world you're helping [[spoiler: "the Machine Mother".]]
* WhereItAllBegan: The final level of the second game is a simulation of the first level in the first game.
* WingedHumanoid: The flying mutants in the original.
* WithGreatPowerComesGreatInsanity: SHODAN goes insane after her ethical constraints are removed. See also AGodAmI.
** She's arguably sane, just '''evil'''.
*** The idea that she's perfectly sane and simply acting on the logical conclusions of her programing and abilities is part of what makes SHODAN so fracking scary.
*** She just can't stop hating The Soldier [[spoiler:(even when she is disguised as a Polito, who appears a relatively sane women on audiologs, which is a nice hint to TheReveal)]] for his disgusting human nature, even though he does her bidding. I'd say it's not the sane and logical thing to do.
* WithUsOrAgainstUs: The stance of The Many towards the Soldier when they contact him on the Engineering deck.
* WombLevel: the Body of the Many in the sequel. Considered to be ThatOneLevel by some due to the lack of regeneration after death.
* WrenchWhack: Your first weapon in the sequel.
* XanatosSpeedChess: SHODAN always has a backup plan.
* YouAllLookFamiliar: To the point that the Goggle's model uses the same soldier-with-cyber-eyes model as the corpses.
* YouAreNumberSix: In the original, SHODAN refers to her cyborg servants as cyborg "insert-number-here". The Hacker is also "officially" known as Employee 2-4601, while the Soldier in the sequel is also known as SOLDIER G65434-2.
** The Hacker's case is unique: Diego added him to the company roster to justify his being in a healing coma on Citadel Station, but erased all records of ''why'' the Hacker was on Citadel Station in the first place. No one knows who he is, really, other than his number. This, naturally, is AllThereInTheManual.
* YouHaveOutlivedYourUsefulness: [[spoiler:SHODAN to the Soldier, after he killed The Many.]]
* YouHaveResearchedBreathing: In ''[=SS2=]'', you can't use an assault rifle (despite previous training) without investing the appropriate number of cyber modules.
* YourMindMakesItReal: Dying in cyberspace will reduce your current health in half and max out your fatigue.
** However, you can't ''die'' as a result of dying in cyberspace. If you have 1 health point left, you will never lose it. In some cases, it's better to immediately and unceasingly head to cyberspace until you're done in there, no matter how many times you die, before healing yourself.
* YouWillBeAssimilated: SHODAN in the first game and the Many in the sequel.
* ZombieApocalypse: The early mutants in the original are Romero type. The Annelid Hybrids in the sequel are Russo type.
[[/folder]]

----