

“I’m in the middle of the jungle on satellite internet,” he recalls now. Hardly the foundation for a follow-up to two of the most acclaimed PC games of all time. More to the point, he had no more than $5,000 to his name. He had no business background, and none of the acumen required to understand contracts or negotiate licensing fees.

Up until that point, Kick had dedicated his life to creative pursuits. Instead, it was asked of Stephen Kick - at the time, a recently unemployed videogame artist holidaying in a Guatemalan hostel. It’s a question you could imagine being posed to Ken Levine, or Warren Spector, or several other notable designers who could reasonably lay claim to the legacy of Looking Glass and Irrational’s legendary immersive sims. “What do you want to do with it? Do you want to make a sequel?” “Oh yeah, we’ve got the System Shock IP,” said the insurance company.
