TGS: Bioshock - Gameplay
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Published 22 September, 2006 Duration 14:15
Irrational Games' Xbox 360 and PC FPS which is making some lofty claims as to the effect it'll have on the genre as a whole.
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Comments (38) Latest comment 5 years ago
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I do hope Irrational don't get into trouble with those terms and goals
But the atmosphere is great and I can hardly wait...
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Btw, the holes the little sisters come out of remind me of Metroid Prime's spinball tunnels.
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In terms of graphics alone, System Shock 2 was a little 'last gen' when compared to its piers, Half-Life in particular. Nevertheless, many gamers with taste
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Fingers crossed though, it's only a demo and it doesn't show the story which was what made SS2.
Edit: "The shooting has me worried.." agreed, it looks rubbish - trying to track something that jumps around then runs up the wall isn't fun.
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The game looks awesome.
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I hope he didn't mean it literally ya know about those security bots "will keep on coming" thing. Nothing makes me hate a game more than infinite respawning enemies.
Anyway can't wait.
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After that incredibly boring introduction, and all the talk of interactive environments, etc., it barely seems better than DOOM II, or any other FPS from a generation back.
The little sisters and big daddies designation are just a deliberate attempt to get notoriety or shock sensibilities, and the comment that they "don't make moral choices" for the player is just a bad attempt to be a little "bad" and appeal to appeal to the GTA side of little kids and teens.
When you boil down the game play, it seems to just be
1) Shoot bad guys
2) Pick up resources and ammo (by walking over it)
3) Some things should selectively be NOT shot at.
After all that talk at the beginning, it just felt like Doom II (or even Doom I)... Walk around... go in a room... turn on a light by walking up to it... Something shoots at you... "crouch" behind bar as useless props (bottles) "interact" with bullets.
i.e. last gen shooter.
EDITED TO ADD: I'll wait for the reviews, and maybe it's eveything the narrator said it is... but I certainly didn't see any of what he was claiming on the actual demo. Everything in the environment is "interactive" but the light switch doesn't move and your hand doesn't even go up to touch it.
The game certainly SOUNDS great when the narrator describes it.
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From what I understood from the video there's an emphasis on exploration rather than linear levels. Hence the Metroid reference.
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]http://www.ttlg.com/forum s/
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The e3 video was a modified version of something we built in March for the first Game Informer cover piece. It was really the first bit of playable BioShock ever made.
We enhanced it for E3 and showed pretty much the same thing at Leipzig. It's now been retired for our new gameplay demonstration which we are slaving away on.
I'm saying this not to make excuses for anything you didn't like, because the videos out there and should be fair game to comment on and criticize. We put it out there to get people's comments on it. But for the crew here who are really into deeply discussing the game, I thought some notes might be helpful. Consider this the read me file for the E3 demo.
The look of the world of Rapture really solidified for the first time when we did this demo. Ditto water visual effects. However, the game has progressed substantially on the visual side since then. I think the next gameplay video will demonstrate what I mean.
The animation system is super rough. We're incorporating Havok's animation system mixed with IG's homebrew stuff.
All the voice acting came from an impromptu short session we did before the demo. The Little Sister will have a full suite of dialog, as will all the AIs in the game. Our goal is to have substantially more character dialog per character than even other IG games.
Weapon effects are first pass. We've just done a new rev on them. I think they are amazing now. Our goal was to exceed the weapon effects in Black, and I think we're going to achieve that (even adjusting for next gen)
Engine was entirely unoptimized. We've just finished our core optimization pass last week. As I mentioned another time, load times and performance were a key technical goal on BioShock.
Plasmid effects are first pass. They have been entirely replaced.
On screen and machine intefaces have not only been redone completely by a new artist, their functionality and feedback has been completely rethought. You'll see more of this soon (maybe I'll even leak a shot or two!)
There are 3 different big daddy's and a whole bunch of splicers in the game, plus skin, powers/weapons and even attachment variations (masks, hats, etc.).
We've hardly begun tune game controller/mouse stuff. It's just not something we do until later after we've done a ton of focus testing on our first pass.
One of the coolest visuals you're going to see down the road is views of the actual underwater buildings from windows in Rapture. That will be soon.
Regarding my voice: I'm not actually a serial killer, but I will be playing an evil clown vending machine in the game. I know you hope I'm kidding, but I'm not. I've also decided to use Jade Raymond from Assassin's Creed to do all our future PR work because she's way hotter than me.
Hope that sets your mind at ease.
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It's not a deal-breaker for me, but it would be way better if these kind of actions were properly animated. It's a game in which atmosphere plays a very big role. But judging from Farcabio's post, it'll be OK in the final game.
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The atmosphere and art direction are top notch though, so I'll probably buy it just to please my eyeballs.
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Ah well, its an early build.
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Real game will have dynamic fire lighting, spreading, and extinguishing.
There will be some form of frob hilight.
We're figuring out what to do with cameras. there does need to be feedback. feel free to make suggestions. (For those of you that thought the cameras were a bit too Deus EX: IW)
Not only will be there a whole pile of different splicers, they will all be able to use any splicer power, and there will be numerous varities of each, utilizing different skins, attachments, hats, masks, voices, etc.
AIs use some machines in the game, just like you.
Q. Large Environments - are we going to get large galleries with glass celings the size of train stations? or are all the rooms smaller scale like DeX2 or deadly shadows?
A. In fact, we even have large glass ceilinged train stations (Well, they're bathysphere stations...)
Loading screens: The issue you bring up killed IW for me, a game I loved the idea of and was damaged by technical problems (performance, load times ). This all comes under performance, and as I've said before, performance on the target platform was one of our key technical goals.
We have an IG built texture and sound streaming system. This allows us to do several things:
1) higher texture density in a single load
2) less frequent loads because of same
3) the kind of sound scape density you expect from a game like BioShock
Epic's streaming wasn't feasible with our time line and design choices.
When I say accessible an interview, here are some things some of you might think I mean:
No ammo types.
No character growth.
No hacking.
No logs.
No open-ended level layouts.
No difficulty.
No weapon mods.
No research system.
No limited resources.
No ghosts.
No dozens and dozens of plasmids.
No radically different play styles.
This is, of course, a filthy, filthy lie.
Here's what Irrational is doing to make BioShock accessible.
1) Dynamic Training. This is the big investment we're making, and we believe it's a key element to bringing deeper games to non-core gamers. And for the rest of you, it's our stake to the heart to tutorial-itis. It's a system that watches how you play and dynamically genereates advice to point you towards game play options you might be missing ("hey, ever thought of hacking?"
2) It's going to be pretty! Guess what: Shock 2 having ugly character models and no translucency in our sprites was not a design choice!
3) People who play the game guns blazing will have a AAA experience as well. In Shock 2, we don't think we really were fair to the guns guys. Without compromising all of the systems I described above (hacking, crafting, research, etc), we're going to make things blow up nice.
4) Performance. I think a big barrier of entry on Shock 2 (for the mass market, not TTLGers) was the long load times and mediocre performance. One of our core goals with BioShock was making sure frame rates and load times were competitive.
If anything, BioShock is the deepest game we've ever made. Having real time and money to make it also means it will be the most accessible.
The research system of shock 2 has been replaced with a picture taking system, which I think is much more user driven than the research. We've also added a fairly detailed crafting system which we'll get into in a bit.
Add hackable turrets and bots (didn't have the latter in shock), 50+ plasmids, weapon mods and more, i think you've got a game that matches shock 2 in depth on a similar feature by feature basis.
That's everything he's revealed so far, he says he might leak a few shots.
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yes. YES.
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Please no, not another game with a picture taking system!!!!! Are there really any people that like those?!
"People who play the game guns blazing will have a AAA experience as well."
If IG can really pull all that off (different ways of playing the game and each of them being equally good), I'll be very impressed. But for the moment, HL2 Ep.2 remains on the top of my next-gen FPS wish list.
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Now I don't want to be irreverential, but as there was a sexual reference in the demo, would it be possible to make yourself irresistible to the oposite sex (splicers but not little sisters - that would be too much)? Perhaps an army could be raised with them - I would use them to fix the city and make a lot of children, genetically modified perhaps to overcome the decay of the Rapture.
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Granted though, the narrator didnt really manage to sell the gameplay well..
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