Posted March 10, 2013
Well, for one it reinforces the feeling of isolation and loneliness that the player character experiences. Fits quite well with SS 2, IMO.
partially: I don't see why these types of stories often insist on having no NPC interaction at all virtually. First Dead Space at least anyway, both System Shock games, Bioshock to an extent (it did have interaction, but they were such staged setpieces that they hardly felt like it, they were just people to shoot) etc. People are only something you see just before they get munched. I find it very boring story telling.
Another reason for, say, Bioshock not having any non-aggressive interaction, was AFAIK that test players were confused by the presence of characters they weren't supposed to shoot. Don't have a source for that on hand, but it's what I've heard. Make out of that what you will. >_>
Hm, based on that, I wonder just how many players DIDN'T shoot Sander Cohen.