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Thread: Bioshock PC Blowout on Cult of Rapture

  1. #1
    Member
    Registered: Mar 2005
    Location: Ontario, Canada

    Bioshock PC Blowout on Cult of Rapture

    http://www.2kgames.com/cultofrapture/pcblowout.html

    About time we get some more details! Thank you 2KElizabeth! The article has a podcast, PC screenshots, and has a Q&A on the specs for the game.

    HURRAY! There's an option for loot glint! Fantastic news! Thank you so much, Irrational!

    And the Internet Activation is a one time thing, thank god.
    Last edited by redrain85; 17th Jul 2007 at 19:43.

  2. #2
    Member
    Registered: Jul 2004
    Location: Reykjavík, Iceland
    Finally!!
    I'll be digging through the PC info now.

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

    Ah cool, some interesting info there. Kudos to Elizabeth and the two guys for the interview. That interface does look quite different from the 360 version, while retaining the same style. It's great to see that we'll be getting a lot of options for the graphics and gameplay, I think that's what most of us were really wondering about.

  4. #4
    Member
    Registered: Jul 2004
    Location: Reykjavík, Iceland
    Being able to configure graphics in an advanced manner is a must for PC users since there are countless setups out there with their weak and strong points.

  5. #5
    Member
    Registered: Apr 2002
    Location: Las Vegas
    Wow, they put forth the effort to put in optional settings for most of the things people were concerned about, and even added an X-Box 360 controller setting.

    Irrational is the best ever.

  6. #6
    Member
    Registered: Mar 2005
    Location: Ontario, Canada
    After looking at the screenshots of the UI, reading the Q&A, and listening to the podcast I am very pleased with how the PC version is turning out. Irrational is taking care to make sure the interface works well, that the game will run well on as many hardware combinations as possible, that DX10 performance should be good, and they have listened to our suggestions.

    The game is filled with options you can turn on and off: including adaptive training, the quest arrow, item shimmer (aka loot glint), usable object highlighting, scores of graphic options, and you can even use the 360 controller with force feedback if you want to. I'm curious to know exactly what the "art subtitles" are for, though.

    The only things that bothered me a little in the screenshots, is the font used on the options (which I found a bit gharish), and the weapon selection screen seems a bit clunky. But other than that, I like the UI very much. The "brass" toggle switches are very cool. The fact that hacking is still based on the water pipe puzzle is a bit disappointing, though. (A preview article led us to believe the puzzle would be a completely different "wire panel" puzzle, but it's not. Sure there are wires in the background, but they have nothing to do with the actual hack.)

  7. #7
    Member
    Registered: Sep 2004
    Location: Maritime Provinces (Canada)
    This looks very encouraging. I'm still holding out until I get more info on the internet activation implementation, though.

  8. #8
    Member
    Registered: Dec 2006
    Location: Canada
    Quote Originally Posted by redrain85 View Post
    After looking at the screenshots of the UI, reading the Q&A, and listening to the podcast I am very pleased with how the PC version is turning out. Irrational is taking care to make sure the interface works well, that the game will run well on as many hardware combinations as possible, that DX10 performance should be good, and they have listened to our suggestions.

    The game is filled with options you can turn on and off: including adaptive training, the quest arrow, item shimmer (aka loot glint), usable object highlighting, scores of graphic options, and you can even use the 360 controller with force feedback if you want to. I'm curious to know exactly what the "art subtitles" are for, though.

    The only things that bothered me a little in the screenshots, is the font used on the options (which I found a bit gharish), and the weapon selection screen seems a bit clunky. But other than that, I like the UI very much. The "brass" toggle switches are very cool. The fact that hacking is still based on the water pipe puzzle is a bit disappointing, though. (A preview article led us to believe the puzzle would be a completely different "wire panel" puzzle, but it's not. Sure there are wires in the background, but they have nothing to do with the actual hack.)


    Red... you took the words right out of my mouth ! Great post ! I am sooooooooooo glad 'loot glint' can be turned off !! YAHOO !! Now I just hope the game ships with proper support for 1920x1200,the
    native res of my LCD

  9. #9
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    It shows that they had a dedicated PC interface team. While I understand that cross-platform games are here to stay, at least here they are making an effort to be just as sensitive to the PC platform and gamers in a way that Invisible War and Deadly Shadows weren't. I think it will make a noticeable difference for the better ...

    It's like they've come to understand that for multi-platforming, "accommodation" is a two-way street.
    Last edited by demagogue; 18th Jul 2007 at 03:37.

  10. #10
    Member
    Registered: Mar 2005
    Location: Ontario, Canada
    I just realized, none of the UI screenshots show a health bar option. Hopefully it's a plasmid, or a part of the difficulty setting.

    But Ken absolutely kept his word when he mentioned that the PC customization would be "awesome", at the end of the Gamespot E3 video.

  11. #11
    Member
    Registered: Jan 2000
    Location: sup
    OMG JAGGY TEXT NO SCALE AT ALL - PC GROUND UP MY ARSE
    WAAAAAAAAAH CONSOLITIS


    Er, not really, but this really does seem to be a spiritual successor to System Shock... in that the interface is pretty fugly. Heheh.

    My prediction is a lot of people will make a lot of noise about this but really, it's such a minimal component of the game that it'll either be forgotten about completely or quickly fan-modded into something more palatable; pack-ratting is only ever an OCD sidegame for RPG-shooter titles such as this.

    I should qualify that I think it looks fine, not exceptional, but fine. Any chance of seeing a genuine inventory screen?
    Last edited by Scots Taffer; 18th Jul 2007 at 02:26.

  12. #12
    Previously Important
    Registered: Nov 1999
    Location: Caer Weasel, Uelekevu
    I think this is all very cool. This is exciting.

  13. #13
    Member
    Registered: Feb 2002
    Location: Melbourne (Australia)
    The excitement is building...

    I was confident all along that Ken and the gang would supply a great result, no matter what all the earlier doom sayers were crying about.

    One thing that I never really liked in SS2 and the same is in BS is the fact that replicators all have a big "Hack" button. Imagine if coke machines had a hack button. I'd prefer a subtle panel off to the side or something but I guess some people would miss that.

    In any event, these pics look great and I can't wait until my pre-order arrives and my Rapture begins...

  14. #14
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Quote Originally Posted by Scots_Taffer View Post
    Any chance of seeing a genuine inventory screen?
    I'm thinking if they're not showing it here, of all places, then there's nothing, or not much more to see.

    On the brightish side, there seemed to be some similar functionality across some of those screens, for swapping plasmids and ammo (and weapon modifications?) around, maybe some other stuff. That is, it's not all just stacks and hotkeys. And we can still carry around about freaking everything in-game and actually realistically use it; much more interactivity, less packratting.

    I know that that, all added-up, does not an inventory screen make, but esp for an FPS-first approach game, it's about a fair trade IMO. I could imagine people are going to be so busy picking up so many things right at hand and using them in the world that the missing pack-ability won't really be that noticeable unless you're just being purist about it (not sure, though). But that was my impression from the recent videos. They want people to be dynamically using the world around them like real objects, and "iconifying" them undermines that. That's my theory, anyway.
    Last edited by demagogue; 18th Jul 2007 at 03:55. Reason: 2,700

  15. #15
    Member
    Registered: Jun 2003
    The single digit option for mouse sensitivity concerns me. I usually have problems finding an acceptable level of sensitivity every game where I have seen this. There is an inability to fine tune the sensitivity.

  16. #16
    Member
    Registered: Jul 2004
    Location: Manchester, UK
    I think Ken's already confirmed that there will be no "traditional" inventory screen.

    And tbh, it's not really needed (though it took me a while to come round to that way of thinking).

  17. #17
    Member
    Registered: Aug 2006
    Location: Vienna, Austria
    DID YOU SEE It ? - NO LOOT GLINT ! WOOHOO

  18. #18
    Member
    Registered: Sep 2006
    Optional Item Shimmering and Usable Item Highlighting.

    I have no more questions. Bring the game on!

  19. #19
    Member
    Registered: Apr 2001
    Location: Switzerland
    I'd also be curious about the "art subtitles". Also, this is a game where I'd very much be interested in a developers' commentary for a second or third playthrough - it's obvious that they've put a lot of thought into the world of Rapture, and I'd find it fascinating to find out more about their design decisions.

  20. #20
    Member
    Registered: Jun 2001
    Location: under God's grace
    Thanks IG for making the loot glint optional.

  21. #21
    Member
    Registered: Jun 2004
    Location: France
    About "art subtitles" : maybe a interesting way to translate advertisment posters for players running the game in foreign (not-english) language, without having to redraw each textures for each language.

    And... I was confident IG wasn't your average "consolitis-illed" game dev. Now let there be no more threads polluted with hasty bad judgement until BioShock comes out and we all can really judge the game by ourselves...

  22. #22
    Member
    Registered: Apr 2000
    Location: Saratoga, NY
    I love you, Irrational.

    <3

  23. #23
    Member
    Registered: Sep 2003
    I noticed it tells you how many Little Sisters are on each level.Why?

  24. #24
    New Member
    Registered: Jul 2007
    Quote Originally Posted by paloalto View Post
    I noticed it tells you how many Little Sisters are on each level.Why?
    Probably for some bonus stuff

  25. #25
    Member
    Registered: Aug 2006
    Location: Vienna, Austria
    well, just make the menues or more important the plasmid/hack/weapons screens scale better or have more highres, looks a little jagged right now.

    but 10 gaming awards for disable options for highlightning/glint

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