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Thread: Previews: Bioshock

  1. #1
    Not RSS Bot -
    Now Dead Bot

    Registered: Aug 2006

    Previews: Bioshock

    A horror shooter that goes deeper and darker than anything before it - can Jamie Sefton take the pressure?.
    "There's nothing like an immolated monster flailing around, screaming and setting nearby objects on fire in panic." Ken Levine, creative director of Irrational Games, loves his job. In an industry that often seems packed with cynical, ageing individuals who have lost their gaming mojo, Levine is a refreshingly enthusiastic and passionate developer.



    Click here to read the full article

    via computerandvideogames.com

  2. #2
    "You're not going to be frustrated by tiny-levelitis in Bioshock," promises Levine. "We're playing with the numbers right now, and there's probably around 30 or 40 creatures per area, but it's quite unpredictable. Remember, the AI creatures aren't just sitting in closets waiting to be set into motion. "

    So how small is that? That might be bigger than SS2 I don't remember 40 enemies in those levels.....

    "Rapture's population also have so-called 'homes' or areas that they guard or scavenge for items."

    I wonder if I can make a home! =)
    At times I wish this game was even less about shooting.

  3. #3
    Member
    Registered: Jun 2001
    Location: The Doldrums

    This is the article that appeared in the February issue of PC Zone.

  4. #4
    It's interesting that Berserk Rage is a passive plasmid. Can any devs enlighten us on the power drain of passives? Are they a continuous draw, like in Deus Ex? Do some have no drain?

  5. #5
    Member
    Registered: Sep 2006
    Location: Novato, CA
    Rapture's population also have so-called 'homes' or areas that they guard or scavenge for items.
    This is the first I've heard since the original 2004 announcement that suggested an almost a-life type of cultural AI sim. The term "AI ecology" kept getting bandied about but it didn't mean anything to me. I'm interested to see where this goes.

  6. #6
    Member
    Registered: Aug 2006
    Location: Vienna, Austria
    The fourth passive power that you can use to enhance your character in the game-world is inspired by those circus freaks who can eat supermarket trolleys piece-by-piece. 'Iron Gut' power allows you to eat all sorts of rubbish lying around the world such as steel screws, rubber hoses, batteries, brass tubes and shell casings, to boost your health when more conventional sources are scarce.
    LOL, this is gonna be sick !!!!!!

  7. #7
    Member
    Registered: May 2005
    Location: Tejas
    This article is certainly interesting. And yes, the Iron Gut plasmid sounds really cool. Actually, all of them do. I love obtaining abilities that allow you to interact with the environment in various ways, or that allow you to make use of different items in the game.

    I wonder what type of limitations they'll put on plasmid usage: Would they do something like Deus Ex, giving you one for each body section? Or perhaps you have a certain number of "plasmid slots" available, with each one taking up different amounts.

  8. #8
    I hope once installed/injected, each plasmid effect will be permanent. This will encourage more playthrough's and seem more believable . . . . decisions, decisions . . . .

  9. #9
    Member
    Registered: Jun 2000
    Location: Finland, Earth
    Quote Originally Posted by Ken Levine in the interview excerpted in the preview
    "In Bioshock, our focus is on the customisation of the Plasmid powers you have available, with a very fluid system of upgrades. The player is generally free to reconfigure himself, and how you play the game is often determined by which ones you have active at any given time."

  10. #10
    Member
    Registered: Aug 2006
    Location: Vienna, Austria
    yeah, you can change your configuration @the plasmid stations.
    so you could stick to one set or change your preferences later.

    I think that is a good system. It does away with the old game-choices
    where you had to decide in the beginning if you wanna be a soldier,
    hacker, stealther or .... a penguin.

  11. #11
    Member
    Registered: Apr 2002
    Location: San Diego, CA
    Quote Originally Posted by GH Illustrations View Post
    I hope once installed/injected, each plasmid effect will be permanent. This will encourage more playthrough's and seem more believable . . . . decisions, decisions . . . .
    Biologically, any plasmid genetic info incorporated into the genome could be more or less permanent. I cant think of any biological reason why they would be short-lived unless the sequences were attached to the ends of our c'somes instead of the middle somewhere. Then normal endonuclease activity could theoretically degrade the super-ability sequences after a while. Though Im sure they considered gameplay over biology when developing the game.

  12. #12
    Member
    Registered: Aug 2006
    Location: Vienna, Austria
    gameplay > realism
    in my opinion

    but I still like to think that all of this could be actually possible !!!!

    me want eat screws and staplers !!!!!!

  13. #13
    Quote Originally Posted by charlestheoaf View Post
    I wonder what type of limitations they'll put on plasmid usage: Would they do something like Deus Ex, giving you one for each body section? Or perhaps you have a certain number of "plasmid slots" available, with each one taking up different amounts.
    From the e3 demo it looked like there were either 5 or 6 plasmid slots. How I understand it is you go to the Plasma quicks, load up your set, and then you're stuck with those until you find another station to redo it. However, if you come across a new plasmid out in the field, you can immediately hotswap it in if you choose. I think the plasma quick stations are (or were) one time use. There's probably enough of them around that you can experiment a lot, but you can't just to it indefinitely.

  14. #14
    Member
    Registered: May 2006
    Quote Originally Posted by charlestheoaf View Post
    I wonder what type of limitations they'll put on plasmid usage...
    the big answer on that is going to be cost. I mean... it's Ken here, system shock 2 was all about scavanging and feeling "I can spare 1 bullet... but not two bullets." (Really I think that's what got people 'into' the game as much as the atmosphere and logs and such.) This will also tie it in to the whole moral question of the Gatherers and their Protectors and such, "well there's no ammunition around... and you only have your wrench left.... buuuuuuuut~~ there IS a defensless Little Sister back there if you... you know... want to harvest something...

  15. #15
    Member
    Registered: Jun 2006
    Quote Originally Posted by Uponemandus View Post
    From the e3 demo it looked like there were either 5 or 6 plasmid slots. How I understand it is you go to the Plasma quicks, load up your set, and then you're stuck with those until you find another station to redo it. However, if you come across a new plasmid out in the field, you can immediately hotswap it in if you choose. I think the plasma quick stations are (or were) one time use. There's probably enough of them around that you can experiment a lot, but you can't just to it indefinitely.
    To me, it looked like you can use the plasmi-quiks as much as you want provided you have the plasmid available (ie: you picked up the bottle). Once you're out of bottles you're stuck with what you've got.

    I don't recall seeing any hotswappable plasmids.
    Quote Originally Posted by Shingro
    the big answer on that is going to be cost.
    Indeed, that's where eve comes in. It's like the psi hypos in SS2.

  16. #16
    Irrational Games
    Registered: Sep 1999
    Location: Boston, MA, USA
    Quote Originally Posted by Uponemandus View Post
    It's interesting that Berserk Rage is a passive plasmid. Can any devs enlighten us on the power drain of passives? Are they a continuous draw, like in Deus Ex? Do some have no drain?
    The article writer appears to have been a little confused about the Active/Passive distinction. Berserk Rage and Security Beacon (not necessarily their final names) are both Active.
    Alexx Kay
    Designer, Irrational Games

  17. #17
    Thanks for the clarification, that seemed a little to powerful

  18. #18
    Member
    Registered: Jan 2007
    Location: Behind you...
    I hope theres some kind of menu that tells you which plasmids are in your DNA strain.

    I was thinking a menu that shows what new mutations that are in your DNA.

    Chameleon blood, I think Chameleon skinsounds betteer

    Iron gut... Right-o. What about the poor guys teeth?
    I mean, if you had this plasmid wouldn't your teeth break.
    I guess your teeth become iron too

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