System Shock 2, in its 25th Anniversary remaster, includes four-player cooperative support rebuilt by Nightdive Studios to work on modern platforms. Producer Daniel Grayshon said updating the old DirectPlay networking was “extremely difficult”, and Nightdive shipped a 1.2 patch a couple of weeks ago.
One of the remaster’s unusual quirks is its four-player co-op, a rare feature for late-1990s shooters that makes System Shock 2 stand out among immersive sims. The team at Nightdive had to replace an antiquated direct IP method built on DirectPlay and design a lobby system that could communicate with modern consoles, which in practice proved far more challenging than a straightforward port. Grayshon described how object ownership is transferred between players’ local machines, and when that ownership becomes out of sync, it can break entire levels and leave the game in an invalid state. The technical notes are tedious but essential: the old netcode handed responsibility for objects to individual clients and relied on assumptions that modern platforms and crossplay do not permit.
Grayshon says the old system used a direct IP connection built on DirectPlay, which meant ownership of in-game objects passed between local machines and could leave state mismatched when players changed levels, creating complex bugs. It was tough. Consoles will not allow the same direct connections, so Nightdive had to construct a proper lobby and crossplay plumbing.
“You should probably play it in singleplayer first to get the true experience of System Shock 2,” Grayshon said. “Multiplayer, it’s a different vibe. You don’t feel alone. You don’t feel scared. You don’t feel afraid.”
Nightdive has continued to refine the remaster since launch. The 1.2 patch added support for 26 years of mods and fan missions, a sizable boost to longevity noted in coverage of the patch, and the developer says it will keep improving co-op in follow-up updates. The mod support means new content and player-made missions will remain a major draw while multiplayer receives further attention.
The co-op work is largely about untangling assumptions embedded in the original code and wrapping modern services around older networking concepts. It is a technical restoration as much as a feature update, and Nightdive’s team focused on making crossplay work across PC and consoles without preserving insecure direct connections.
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