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Thread: ign has a new walkthrough video

  1. #1
    Member
    Registered: Mar 2003

    ign has a new walkthrough video


  2. #2
    Member
    Registered: Dec 1999
    Location: Black Squadron
    Finally, being on the 2K press mailing list has paid off. I have access to the HD version of this video, and it should be unwatermarked.

    I am currently downloading it from the press site and will find somewhere to upload its 274MB goodness.

  3. #3
    Member
    Registered: Apr 2002
    Location: Las Vegas
    Can't wait for it David! Early thanks to you for providing it to us!

  4. #4
    Member
    Registered: Dec 1999
    Location: Black Squadron
    It's quite a neat video, it shows three methods of completing a room and dealing with all the enemies inside. The video is the 360 version and shows the hud, although it is obviously a beta version, because there are quite a few developer-esque notifications that pop up on the screen, such as 'Player is invisible' and the various Plasmid names.

    I'm uploading the video now, so it should be ready in about an hour.


    Usually the 2K mailing list is full of trailers and pictures for games I've never heard of, or press releases saying who is going to be on the cover of the new NHL 2008 game :yawn:.

  5. #5
    Member
    Registered: Dec 1999
    Location: Black Squadron
    It's hard to find free services allowing you to upload nearly 300MB.

    Nevertheless, I have found one that seems to be decent and can be found here: http://www.filefactory.com/file/96a19d/

  6. #6
    Member
    Registered: Apr 2002
    Location: Las Vegas
    Very nice video. It serves it's purpose well in showing different ways to tackle situations without just running and gunning. I really like how telekinesis can allow you to reset the placement of trip wires and traps.

    One thing that strikes me as strange, though not really a big deal at all, is how there appears to be no physical penalty to switching plasmids. For example, using the pyro plasmid, which appears to sear your own flesh and create 3rd degree burns, and then switching to electro bolt shows the burn marks to be instantly gone. Obviously not something to be concerned about, but just kind of odd.

  7. #7
    Member
    Registered: Jan 2000
    Location: sup
    Uh, ok. Thanks for sharing the video, David, however it's left me with decidedly less enthusiasm. I realise this is an early cut of the game etc etc, but what the hell is with all the over-the-top vibrant luminous colours on everything? Grenades and proximity bombs, Big Daddy's face-plate and Little Sister's eyes, ugh. Also, I still have serious reservations regarding the combat from what I've seen, looks far too easy to outmaneuvre most enemies and they can only succeed in a horde-like rush. The other stuff is all well and good but it looks like a bunch of highlighting pens exploded on the screen.

  8. #8
    Member
    Registered: Jun 1999
    Location: Procrastination, Australia
    We saw this a couple of weeks ago didn't we? Thanks for the high res version though

  9. #9
    Member
    Registered: Jun 2004
    Location: France
    The area effect of mine is a little to obvious... They could make it far more subtle.

    But I hope one or some of these below will explain this and the critics about combat :
    - Easy setting
    - Xbox 360 version
    - Maxed out player character for demo purpose
    - Placeholders for effects

    Now looking at this video in decent resolution (it's not a new one, it have been mentioned in another thread here at TTLG) I' nearly sure BioShock will run pretty fine with a decent PC rig. Maybe I'm wrong but I have the feeling BioShock is less GPU intensive while much more CPU intensive than, say, Lost Planet. And looking at this game performance with my rig, I'm more than happy ! Maybe just in need for a dual core processor...

  10. #10
    Member
    Registered: Dec 1999
    Location: Black Squadron
    The video is also available from Filefront and Gamershell, both of which are in HD.

  11. #11
    Member
    Registered: Aug 2006
    Location: Lithuania
    2K Games has released a new walkthrough movie from BioShock, showcasing the "spiritual successor" of System Shock 2, due to ship on August 21st 2007. In BioShock, from a first person perspective, we’ll have to explore a bio-lab and fight genetically modified enemies along the way, like drones, predators and soldiers. The AI is said to be very complex, we’ll have the chance to upgrade our alter-ego with genetic implants, use weapons like pistols, shotguns, rifles, which can also be upgraded and used to take advantage of each enemies’ weaknesses, which can only be discovered if they are photographed with a bio-scanner. The engine used is called Vengeance and is an improved version of the one used in Tribes: Vengeance.
    http://www.gamershell.com/news/39771.html

  12. #12
    Member
    Registered: Mar 2001
    Location: here
    Quote Originally Posted by Scots_Taffer View Post
    Also, I still have serious reservations regarding the combat from what I've seen, looks far too easy to outmaneuvre most enemies and they can only succeed in a horde-like rush.
    I got the impression that the player is in god-mode during this demo. The red bar with the 9+ next to it is the only thing on-screen resembling a health bar and it doesn't budge, even while Ken Levine is saying, "Dean, you're getting killed."

  13. #13
    Member
    Registered: Jan 2007
    Location: Behind you...
    Sweet video, I'm reassured that the 360 version wont be as tricky as I thought.

    (I love that pyrokenisis animation, he just snaps! Classic!)

  14. #14
    Member
    Registered: Oct 2004
    Yuck... What happened to the art direction?

  15. #15
    Member
    Registered: Apr 2002
    Location: Las Vegas
    Yeah, it's clearly obvious that god mode was on, seeing as how the player never took a single hit of damage. That's fine though, as filming demo videos without it on would no doubt be a pain in the ass.

  16. #16
    Member
    Registered: Jan 2007
    Location: Hungary
    Thanks for the clean, HD version, David!

  17. #17
    I second what scots and claws said.

  18. #18
    New Member
    Registered: Jul 2007
    Quote Originally Posted by Claws View Post
    Yuck... What happened to the art direction?
    The mud-cluttered industrial fishing section is supposed to have the glamorous art deco of the rest of the game? You expected a fishery to maintain this style? ... :

    http://image.com.com/gamespot/images..._screen002.jpg

    Quote Originally Posted by Scots_Taffer View Post
    Uh, ok. Thanks for sharing the video, David, however it's left me with decidedly less enthusiasm. I realise this is an early cut of the game etc etc, but what the hell is with all the over-the-top vibrant luminous colours on everything? Grenades and proximity bombs, Big Daddy's face-plate and Little Sister's eyes, ugh. Also, I still have serious reservations regarding the combat from what I've seen, looks far too easy to outmaneuvre most enemies and they can only succeed in a horde-like rush. The other stuff is all well and good but it looks like a bunch of highlighting pens exploded on the screen.
    I do agree about the colors around the proximity mines, but they're there for only you to see (so you don't accidentally step in one). But I assume you'd be able to turn that off...

    As for the rest of the color-use, the whole style of BioShock is the vibrant colors and camp pseudo-carnival atmosphere, it's looked this way since the beginning. It's certainly more refreshing than the mundane grey-brown-black-blue-silver-slate palette overused way too much, the variance in colors provides a more melodramatic theatrical experience (the masks people wear, clowns in vending machines, avant carnival tunes, etc.). The whole game has that quirky atmosphere which will probably end up giving it more of an edge in the frightening factor, considering how ironic it is for you in this situation.

    And I wouldn't judge the enemy AI just yet because as you've said, it's an early cut of the game (as well as an early level). Besides, we don't know what difficulty they're playing at. And in previews I've read, it doesn't sound like the AI's bad at all.

  19. #19
    New Member
    Registered: Jun 2007
    I love it how even the developers stumble into gameplay mechanics on accident. Overall, a very nice video. Also liked all the weapons it showed.

  20. #20
    Member
    Registered: Dec 2006
    Location: Canada
    Quote Originally Posted by poopypooperson View Post
    The mud-cluttered industrial fishing section is supposed to have the glamorous art deco of the rest of the game? You expected a fishery to maintain this style? ... :

    http://image.com.com/gamespot/images..._screen002.jpg

    I do agree about the colors around the proximity mines, but they're there for only you to see (so you don't accidentally step in one). But I assume you'd be able to turn that off...

    As for the rest of the color-use, the whole style of BioShock is the vibrant colors and camp pseudo-carnival atmosphere, it's looked this way since the beginning. It's certainly more refreshing than the mundane grey-brown-black-blue-silver-slate palette overused way too much, the variance in colors provides a more melodramatic theatrical experience (the masks people wear, clowns in vending machines, avant carnival tunes, etc.). The whole game has that quirky atmosphere which will probably end up giving it more of an edge in the frightening factor, considering how ironic it is for you in this situation.

    And I wouldn't judge the enemy AI just yet because as you've said, it's an early cut of the game (as well as an early level). Besides, we don't know what difficulty they're playing at. And in previews I've read, it doesn't sound like the AI's bad at all.

    Good post !

  21. #21
    New Member
    Registered: Sep 2006
    Did we ever see the healthbar of the enemies before? It's the first time I can recall seeing it. It'd be a nice feature to toggle off; I don't think I'd be a fan of it.

  22. #22
    Member
    Registered: Apr 2002
    Location: Las Vegas
    The health bar worked well for System Shock 2, so I think it'll be okay for BioShock. It is a bit on the large side though, I wouldn't mind being able to shrink it down.

  23. #23
    Member
    Registered: Jun 1999
    Location: Procrastination, Australia
    I'm hoping its actually an upgrade you can get (what are they called? Gene tonics? dunno)
    It would be cool if for a portion of the game you actually had no idea how much that Big Daddy you're fighting actually has left (after you've run out of ammo and he shows no real sign of slowing down)

  24. #24
    Member
    Registered: Jul 2004
    Location: Reykjavík, Iceland
    Quote Originally Posted by Rabbot View Post
    Did we ever see the healthbar of the enemies before? It's the first time I can recall seeing it. It'd be a nice feature to toggle off; I don't think I'd be a fan of it.
    For me, I'd either want a health bar to indicate health of enemies, or a clearly visible way of knowing I'm actually dealing damage.

  25. #25
    New Member
    Registered: Jun 2007
    Quote Originally Posted by Bjossi
    For me, I'd either want a health bar to indicate health of enemies, or a clearly visible way of knowing I'm actually dealing damage.
    I agree. The health bar's nicely done anyway, it's more pleasing and original than System Shock 2's. I mean, I really wanna know just HOW much damage is being dealt to a big Daddy, and see what's effective and what isn't. It's also at the very top of the screen, and doesn't get it the way.

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