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PostPosted: Fri Aug 13, 2010 6:16 am    Post subject: BioShock Infinite thread for stuffs Reply with quote



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BioShock Infinite is a first-person shooter currently in development at Irrational Games, the studio behind the original BioShock (which sold over 4 million units worldwide). Set in 1912, BioShock Infinite introduces an entirely new narrative and gameplay experience that lifts players out of the familiar confines of Rapture and rockets them to Columbia, an immense city in the sky.

Former Pinkerton agent Booker DeWitt has been sent to rescue Elizabeth, a young woman imprisoned in Columbia since childhood. Booker develops a relationship with Elizabeth, augmenting his abilities with hers so the pair may escape from a city that is literally falling from the sky. DeWitt must learn to fight foes in high-speed Sky-Line battles, engage in combat both indoors and amongst the clouds, and harness the power of dozens of new weapons and abilities.




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PostPosted: Fri Aug 13, 2010 9:05 am    Post subject: Reply with quote

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I have always been fond of Steam Punk style game locations so it is definitely on the radar for me, but as to whether I will buy it, I doubt I will because I could never get into Bioshock 1.
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PostPosted: Fri Aug 13, 2010 9:18 am    Post subject: Reply with quote

Im completely torn and sadly leaning towards the negative side of things.

I adored BioShock. Thought it was maybe a wee bit overrated to some degree, but still one of the most polished and interesting titles this generation. BioShock 2? Some improved mechanics, but otherwise wholey unoriginal and uninteresting. The charm of Rapture was gone on the second visit and the story was nowhere near as good.

Hearing that Irrational Games were going to announce something new, I was excited that it was a new IP. Something fresh. Then to hear that its another 'BioShock'...ugh. Where's the originality?

Then I see things like airships, and the general setting, and think it looks pretty cool and my excitement goes up. Read about the story and themes, and I'm down again, as it seems to follow the same trend as BioShock; upper class technologically advanced society turned into dystopian nightmare. Run from half-human half-something monters. Super powers. Bla bla bla. It might be a new setting, but having those 'staples' of BioShock stinks of creative bankruptsy.

Thankfully, reading the previews, it does seem to focus on a more lively and populated world than BioShock, but its hard to picture without seeing it for myself.

If its BioShock with blimps I'll be somewhat interested, but still wholey disappointed, especially coming from Irrational, a developer that used to be known for quite a wide variety of titles.

Interestingly, if BioShock 2 never existed I'd probably be warmer towards this.
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PostPosted: Fri Aug 13, 2010 11:27 am    Post subject: Reply with quote

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I'm cautiously optimistic. The idea of revamping the themes and ideas from Bioshock to explore them from new angles is fine territory for a game.

If it turns out Bioshock as a game stands for, "Fantastical retro-futuristic cities with large robots, exploring ethical philosophies from throughout history", well, that's not so bad a thing. It's be how like Far Cry now means, "Shooter in exotic locale, revamping classic works of literature into new contexts". (Well, that's what it means to me. I might be reaching there.)

And that trailer is a masterful bait and switch. I was impressed.
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PostPosted: Fri Aug 13, 2010 11:46 am    Post subject: Reply with quote

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I think it looks good. I'm glad they aren't going back to Raptor because it's really got nothing left to give. Bioshock 2 was a better game then the first but it was marred but the 'I've been there and done that' feel.

A whole new angle and setting will be good, while retaining the Ryan ideals.

I look forward to seeing more.
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PostPosted: Fri Aug 13, 2010 1:52 pm    Post subject: Reply with quote

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ANDYBALLINA
When I saw it was another Bioshock game, I almost quit out of the thread altogether. I was one of the those people who steered clear of Bioshock 2 because it reeked of uninspired cash-in so seeing yet another Bioshock game was just too much. What has happened to this once great series?

I watched the trailer anyway out of pure morbid curiosity and much to my disspointment, didn't see anything new. Underwater city, check. Big Daddy, check. Player getting the shit beaten out of him by Big Daddy, that's a check.

Then he gets thrown out of the window...

I seriously got shivers down my spine when I saw the floating city. It reminded me of the first time I saw Rapture, and that counts as one of the most memorable gaming moments of the generation for me. The setting is what made Bioshock such a success in my opinion, so having the series take us to someplace we've never been/seen before and wowing us again with it's spectacle is something I would very much be interested in. THIS is what Bioshock 2 should have been.

So is Ken Levine on board for this one..?
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PostPosted: Fri Aug 13, 2010 1:53 pm    Post subject: Reply with quote

hmmm i want a game set inside a raptor now.
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PostPosted: Fri Aug 13, 2010 1:56 pm    Post subject: Reply with quote

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Capoeira wrote:
So is Ken Levine on board for this one..?


Yep. This is Levine's next project, with the same team that did the first BioShock.
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PostPosted: Fri Aug 13, 2010 2:02 pm    Post subject: Reply with quote

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Day 1.

I'm already on a media blackout. This is going to be a long and painful wait...
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PostPosted: Fri Aug 13, 2010 2:06 pm    Post subject: Reply with quote

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Fantastic aesthetics, no doubt. They just really need to refine the gameplay and add some more interesting elements to it. Also a sharper narrative.

Artistically awesome, everything else I remain a skeptic until I play it.
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PostPosted: Fri Aug 13, 2010 2:10 pm    Post subject: Reply with quote

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Yeah I'm having the same mixed feelings about this as some of you guys are.

Seeing Levine back for another go at the Bioshock franchise is terrific, and I can't help feeling as Jarrod did and think THIS is the sequel/next game in the series and not that other derivative cash-in that was Bioshock 2.

I am honestly thinking of trading in Bioshock 2 for Mafia 2 along with 2 other trade-baits, it's seen that little play time on my PS3. It was just totally disengaging and monotonous.

This on the other hand, looks like it could be that dash of diversity needed to light a fire under the rear of this franchise. The media on it so far is very impressive.

I'm tentatively hopeful.
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PostPosted: Fri Aug 13, 2010 2:33 pm    Post subject: Reply with quote

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I'm really liking the trailer, looks like a really interesting setting for the game. It's just the kind of thing the series needs after the great yet slightly stale Bioshock 2. The first person view trailers are awesome. icon_smile.gif I'm definitely looking forward to hearing more about this.
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PostPosted: Fri Aug 13, 2010 3:20 pm    Post subject: Reply with quote

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Jarrod wrote:


Then I see things like airships, and the general setting, and think it looks pretty cool and my excitement goes up. Read about the story and themes, and I'm down again, as it seems to follow the same trend as BioShock; upper class technologically advanced society turned into dystopian nightmare. Run from half-human half-something monters. Super powers. Bla bla bla. It might be a new setting, but having those 'staples' of BioShock stinks of creative bankruptsy.


I think it comes down to what people want and expect in a sequel. It reminds me of the furore over Banjo Kazooie Nuts and Bolts. I sequel so mechanically different from the originals that it wasn't seen as a "proper Banjo game".

Here we see the opposite, complaints that the themes aren't different enough from the original.

However, I ask the question, if Irrational removed all the things you listed as being unoriginal, would it still be a Bioshock sequel? There needs to be some connection to the original game, especially when the setting is quite different, in order for it to be described as a Bioshock sequel.

Frankly, I'm happy that they're keeping what was by far the best aspects of the original game - the themes of crumbling dystopia with references to real-world problems.

I do find the powers system a little harder to swallow, especially if we're to consider this to be in the same general world as where Rapture was build 50 years later. Irrational will need to explain that one a bit for me.

Also I hope they fix the problems in the original, namely the terrible gunplay. The plasmids were fun, but finishing off an enemy with what felt like a pop-gun wasn't. There was this weird disconnection between the player and all the guns in the game, they didn't feel 'real'.

No idea if this was fixed in the direct sequel, I never bothered playing it as I saw it as a sequel that leant too far into the derivative side of things.
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PostPosted: Fri Aug 13, 2010 3:41 pm    Post subject: Reply with quote

Q&A with Ken Levine on the PS Blog.

PS Blog wrote:
We’re pleased and excited to welcome Irrational Games to the PlayStation.Blog to reveal their latest project to PS3 fans. I was fortunate enough to get a few minutes to chat with Ken Levine, Irrational Games’ creative director and a key force behind BioShock, in order to delve deeper into the details and inspirations behind the studio’s latest creation. Welcome to the PlayStation.Blog, Ken!



Sid Shuman: So… you guys know how to make an entrance, huh?

Ken Levine, Creative Director, Irrational Games:
There’s been so much speculation, we wanted to play with people’s expectations a little bit. Coming out with a press release isn’t very interesting. One of the reasons there’s been so much secrecy is that we want people to see the trailer (above) prior to knowing what the game is.

SS: Your new game is quite a dramatic change from BioShock, isn’t it?

KL: I think the mission of this studio is to make games that other people couldn’t or wouldn’t make…when it comes to a BioShock game, the obvious thing people think about is the location. My sense is it’s more about mystery. It is about location, but that location isn’t Rapture.

We wanted to start this game with a sense of, “there are no sacred cows.” Anything from the existing franchise that would go into Project Icarus had to earn its way there. So there are obviously some similar elements. But there are also elements that you don’t even know what to make of. That’s important to us. There are so many things that are tropes of the BioShock franchise — Big Daddies and Little Sisters wandering around, for example. But even something as primal and central as that, we thought…is that the right thing for this game? Or do we want to take it in a totally different direction?

So “Project Icarus” is turning the page on the franchise and exploring a different direction.

SS: On that note, you couldn’t really consider “Project Icarus” to be a sequel to BioShock. Do you think of it as a re-imagining?

KL: In the game industry, people have a particular sense of what a sequel is. You know, they’re going to follow the story, it will be the same world, a lot of the same weapons…

I guess “re-imagining” is a good way to describe it. Anything that was in the previous game has to earn its way into this game. We’re open to explode any ideas, change any ideas, re-imagine any ideas. That’s why we’ve been quiet for so long. That’s a question we’ve had to wrestle with for a long time, and it took us a few years to get to the point where we were ready to talk about it. Now the team is super excited about it.

Once you make a game like BioShock, the audience expects to be surprised and amazed the same way they were by Rapture. We wanted to make sure we had something that felt familiar in some ways, but also felt different at the same time.

SS: Would you say that “Project Icarus” is in the same universe, or the same timeline, as BioShock?

KL: That’s a good question. That’s something that people should keep their eyes on — once the gameplay footage comes out, there will be some things that will make people ask questions along those lines, and wonder about any of those kinds of connections.

SS:
BioShock was highly notable for its Art Deco environments. But “Project Icarus,” with its flying city of Columbia, is something else altogether. What’s the inspiration for the game’s look?

KL: The feel of the game, as I described it to the team, is “Fourth of July, 1900.” The game is set in 1912 and has this feeling of an idealized America, a Norman Rockwell version of America. As with Rapture, there’s a fantastic component — the city is suspended in the air. But we wanted this feeling of this… memory of a summer’s day. Not even a real summer’s day, because there’s no summer’s day with a sky that blue, or trees that green, and the flags waving, and the popcorn popping. That’s the feeling that we wanted in this game, and it defines a lot of the look.

On a lower level, you have elements of Art Nouveau in the city, elements of colonial architecture styles in the city, and a variety of things. But they’re all in service of this “feeling.” BioShock was the same way — Art Deco gave us the “feeling” of what we wanted for that game.

SS: What brings the player to the airborne city of Columbia?

KL: One major difference from BioShock is that we felt it was really important that you are an actual person with an identity, with a mission that was clear to you. In this game you play a former Pinkerton agent named Booker DeWitt, who is known as a guy who gets things done, but maybe not in the most forthright manner.

You’re contacted by an individual who wants you to go to Columbia, a city which has disappeared into the clouds. Columbia was founded as sort of a shining city on a hill, an example of American ideals — Jeffersonian, Democratic ideals — and the city would move around the world like the White Fleet. Like the Apollo space project, it was an example of what American ingenuity and ideals can do. The city, as it moved around the world, got caught up in a violent international incident that was shocking to the world. And then Columbia disappeared into the clouds, and nobody has known where it is for quite some time. The man who has contacted you knows where the city is, and he wants you to go there to find a young woman named Elizabeth. She’s been imprisoned in a tower there since she was five years old, for 15 years, and your mission is to get Elizabeth out of the city and back to Earth.

When you arrive in Columbia, you sense this is going to be a different kind of mission. You also learn that Elizabeth is squarely in the center of a conflict that’s going on in the city. And you get more than you bargained for.

SS: Some people might call Columbia a sort of “New Rapture.” Is that accurate?

KL: One is a city floating in the air, another lies at the bottom of the sea. But the feel of the cities, and the beliefs of the populace, are things that you can sink your teeth into. It’s relatable: politics and culture. Like Rapture, Columbia is a city of ideas – very strong ideas! And those ideas are represented by how the world is visually constructed. We don’t always want to use words — I think the visuals are the strongest element we have to communicate what Columbia is.

SS: In BioShock, the player enters a devastated environment and picks through corpses in order to find out what happened. But Columbia appears to be a very “alive” city…

KL:
This is very important to us, Sid. Going back to the System Shock 2 and BioShock days, we’ve given ourselves an out, which is “everybody’s dead.” There wasn’t much character interaction, and when there is… I think I’m the guy who invented the [gameplay convention of the] player interacting with a guy on the other side of a glass. [laughs] I say that with dubious pride, because that idea is getting really long in the tooth.

Our concept in this game is that there are lots of characters who don’t necessarily attack you right away — they may not be interested in getting in a fight, either. The feeling we want is somewhat like the Wild West, where you go into a room and everybody has their hand on their gun because it’s a scary place. Part of your challenge in this world is figuring out who is a threat and who isn’t. Or, if you’re in a combat situation, if there’s a way to bring another person to your side somehow. We sort of pioneered this with BioShock with the notion of the Big Daddy, who didn’t attack you right away, and here we’ve extended this idea throughout the world. We realized quickly that this is much more like the way the real world works. In shooters, we’re not accustomed to that — we’re used to everyone seeing you and shooting you. From a narrative perspective, this gives us a ton of freedom.

SS: Based on the ultra-nationalistic posters I saw in the trailer, it would seem that the citizens of Columbia don’t take too kindly to strangers?

KL: There’s a mix in Columbia, and that’s part of the conflict there. The city was designed as sort of an envoy of America…it parallels some of the conflicts in America, not just back then, but other times during our history. There are some strong viewpoints in the city; it’s taken on a certain character in regards to the role of America and Manifest Destiny, and the city’s role in the world.

SS: Will we still see returning staples of the genre, such as the audio diaries from BioShock?

KL: I’m a fan of the voice recorders for a couple of reasons. Our goal is always to see how much story we can tell in the world. Some things stick out like a sore thumb — like the guys stuck behind glass windows. But some things are important tools that can flesh out narrative in a way you can’t do any other way.

I like audio diaries, and I think we’ll be continuing with those, but our goal is to expand upon that vocabulary. Another thing we thought that was getting a little old was the idea of someone in your ear, radioing you your mission. In this game, Booker will say, “I need to find Elizabeth.” Your character can define his missions, and interpret what’s going on around him, and give feedback and drive his thoughts using his own voice. It makes you feel more active in the world.

SS: On another note, I heard you were at E3. Did anything catch your eye?

KL: I was only there for a day, and mostly in meetings, so I didn’t get to see a ton. But I’m definitely interested in seeing what you guys are up to with PlayStation Move…there was a PSN game that really caught my eye, too, some kind of Gauntlet type of game (edit: we think Levine was talking about Hoard). Another one was The Magic: The Gathering Tactics. It seemed like a good year, there are a lot of core games coming out.


http://blog.eu.playstation.com/2010/08/12/irrational-games-next-project-coming-to-ps3-first-video-and-ken-levine-qa/

I still need to finish the first game and maybe get the second... but I do like the look of this one.
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PostPosted: Fri Aug 13, 2010 4:34 pm    Post subject: Reply with quote

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A few observations:

Look at the posters. "Holy Duty". "Burden Not Columbia With Your Chaff". An overabundance of American flags.

Why do I get the feeling this game may have a political edge? I'm sincerely hoping so.
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PostPosted: Fri Aug 13, 2010 7:34 pm    Post subject: Reply with quote

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Looks good, the trailer certainly peeked my interest. I haven't played Bioshock 2, but considering it was a sequel by a different development team, I can probably skip and go straight to this one instead. The question is, whether they link the story of the original to this spin-off (of sorts), instead of just relating certain characters or elements.
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PostPosted: Sun Aug 22, 2010 3:41 am    Post subject: Reply with quote

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Not sure if its been mentioned but it seems bioshock infinite will not have a multiplayer aspect to it this time.

The smartest comment of all time saying that it wouldn't compete against halo and cod.
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PostPosted: Sun Aug 22, 2010 4:20 am    Post subject: Reply with quote

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No multiplayer is kind of a shame, Bioshock 2 was (surprisingly) a great game online.
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PostPosted: Sun Sep 19, 2010 1:42 am    Post subject: Reply with quote

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First footage.


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PostPosted: Wed Sep 22, 2010 4:00 pm    Post subject: Reply with quote

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here is the 10 minute gameplay video...

I was hesitant about this.. but this game looks AWESOME!!!







Video Games | BioShock Infinite | Ten-Minute Demo Gameplay HD

XBox 360 | Playstation 3 | Nintendo Wii


http://www.gametrailers.com/video/ten-minute-demo-bioshock-infinite/704932

Loving the bring back of scripted moments.
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PostPosted: Wed Sep 22, 2010 4:19 pm    Post subject: Reply with quote

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do those little cable things they ride on make anyone else think of Sonic?
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PostPosted: Mon May 30, 2011 11:03 pm    Post subject: Reply with quote

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Nice preview from Joaby on Gamearena here.

BioShock: Infinite Preview

Bit that I really liked.
Quote:
He leaps onto a sky-line as a salvo of rockets narrowly misses him, and starts zipping towards the blimp. As he zips around, there's absolutely no frame-rate slowdown and yet the attention to detail is still right there. Everyone in the room is gaping - especially thanks to the sense of momentum portrayed by not only the twisting of the sky-line but by the effects of wind as well.

Also Elizabeth's "Tear" powers sound pretty interesting.

Super pumped for this. Hopefully some more details at E3.
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PostPosted: Tue May 31, 2011 6:22 pm    Post subject: Reply with quote

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loved the first 2 hopefully this is just as good !
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PostPosted: Fri Jul 08, 2011 10:44 pm    Post subject: Reply with quote

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http://www.gametrailers.com/episode/gametrailers-tv/124?ch=1&sd=1_hd

Gameplay demo that was shown behind closed door at E3. Surely no one can say that they aren't psych about this after watching that.
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PostPosted: Fri Jul 08, 2011 11:29 pm    Post subject: Reply with quote

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Here's an embedded version of it:



Game is looking amazing! It's probably the most highly scripted game I've ever seen, but it's so seamless that I can't help but love it. icon_smile.gif
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