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The most difficult thing is to get through at least half an hour or an hour on the first deck, get used to the textures and the cubic engine, which plays music incessantly (for some reason, the most intense and strange track is at the very beginning, but this is not observed later), the inertial movement of the character, the peculiarities of control and navigation through the interface, which seems cluttered, but after getting used to it, it is quite well-thought-out. I tried to play this game several times many years ago, sometimes I dropped it after a few corridors, sometimes on the very first cyberspace, and sometimes I didn't even leave the starting room, which I always regretted. But if you manage to get used to it, there will be no problems later.
After completing the game, I looked at the release year and was very surprised - 1994, just a year after the first Doom, and considering the start of development, it was conceptualized even earlier. By the standards of that time, and even of the present time, this is a brilliant masterpiece. It has: exploration of a huge space station with decks that differ from each other, logically developed and integrated with each other; a dense atmosphere and a feeling of loneliness, being lost in deep space without hope of help; a well-thought-out plot, presented both in the past tense through audiologs (of which there are not so many, and the vast majority of them make sense, unlike the thousands of "lore" notes in modern games about how some nobody pooped for ten years), and "dialogue" during the action, with SHODAN and a couple of NPCs that you never meet face to face; a fairly interactive environment and a limited inventory; different types of stimulators and grenades with effects, and types of cartridges for most weapons; various augmentations and modifications that provide interesting possibilities. I especially liked the presentation - in the conditions of navigating through the devastated decks of the aforementioned station, in a frantic search for a way out, like a cockroach covered with a glass, you are not led by the hand, but you only have a vague and generalized idea of what you need to do at the moment - where to go and how to solve one of the new global crises. In a couple of dead ends, I had to open the walkthrough because I didn't understand where to go, but all this can be solved in-game, with due effort and attention.
In general, in the remake, which is being prepared, except for the engine, and maybe a couple of individual moments, nothing needs to be changed at all - it will turn out to be a cool game that will be relevant even now, and will put any AAA game to shame, and I say this without undue confidence, because I never played it in my childhood, but simply as a fact of life. Perhaps that is why it failed at the time - people could not cope with such a complex format of a first-person game.
All this experience could not fail to prompt me to an old man's grumbling about the industry that has gone downhill. The thought is not original, but it has never been so clearly formed in my mind as after realizing that this game was released in 1994 - that was the time when developers were not afraid to experiment and make complex games with a lot of interesting features. In this context, I can thank the modern swamp in chronological order: the first Half-Life, which turned the first-person genre into a scripted rail shooter; consoles, which brought the well-known shameful mechanics to the industry; and finally, garbage developers like Ubisoft, thanks to which the entire modern single-player game industry consists of open worlds with collectibles and a thousand notes about how a random NPC pooped ten years ago, Skyrim and The Witcher 3 are the best games in history, Horizon/Last of Us/God of War are blindingly good, and the average gamer for every major studio is considered a clumsy degenerate with ADHD, unpretentious and unable to solve any tasks more complex than following a marker and pressing X.

But to end on a pleasant note, I will say that if the remake finally comes out, and is not spoiled in some typical unforeseen way, then I will gladly play it again. Well, if not, then I will definitely play this version again sometime.
My sword, my trusted ally, unphased by my aspect.