BioShock 2 Interviews and Early Looks
Parz writes with word that new information is emerging about the much-anticipated BioShock 2. Eurogamer has a detailed write-up about the game, saying that it raises curiosity and exhibits plot-depth in a manner similar to the first game. Gamespot has a video interview with some of the developers, in which they talk about some of the new environments and how they're able to do more with the story in a sequel by not having to explain the fundamental characteristics of the setting. In an interview with Gameplayer, Lead Level Architect Hogarth de la Plante said, "You'll see locations in BioShock 2 that are completely flooded interior structures that you can walk through out in the ocean." A gameplay trailer was recently released, and screenshots are available as well.
That is all.
So you walk around and can either save/kill+harvest the lil girls and there is someone talking to you over the radio, this time with a drill on your hand! This is a sequel? Sounds more like an expansion pack.
No sig for you!!
The original, but better story and gameplay. Just like a sequal should be.
Unlike some other titles... *cough*FEAR2*cough*
I played through Bioshock, it didn't impress me at all. I was surprised it even got good reviews. I'm a long time PC gamer though, all these multiplatform reviews seem to skew things a bit. Beyond nice looking water I can't really think of anything that made me interested in the game. Maybe it's the steampunk novelty that everyone digs.
I found the first Bioshock to be fantastic. Even if it is a rehashed storyline, It'll end up on my PC. The first was a refreshing change to the standard alien invasion FPS.
Just give me the ability to play as Mr Bubbles and I'll be happy.
This guy's the limit!
I have a sinking feeling this is the game that everyone will point to in the future to show what exactly is wrong with sequels. No matter how technically competent the game is, exploring the same environment, same philisophical questions, and (from what i've seen) fighting the same splicer enemies is not a sequel. It's an expansion pack. Ctrl-X "Big Daddy" Ctrl-V "Big Sister".
Personally, I would have loved to have seen a real prequel, where you see an Ayn Randian utopia slowly fall apart, where you help businessmen reach their highest potential, which eventually leads to the collapse of rapture. That's an interesting story to tell, and leads right into Bioshock. But no, the game will start with the first crazy splicer you have to kill, and it will be a splicer run and gun.
I hope I'm wrong about this, but from what i've seen, I doubt I am.
Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
Bioshock 2 is not going to be as good a sequel as System Shock 2 was to System Shock.
Virtually no RPG elements, and a tired re-tread of Bioshock with vaguely new elements (I.E. taking the one "protect the little sister" element from the first one and repeat it several times in this game). It's going to be, at most, a "meh" experience.
I'll help expand your anus with my boot heel. Does that count?
For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
>Mod me a troll
OK. Took care of that for you. Oh wait.....
Some mornings it's hardly worth chewing through the restraints to get out of bed.
Will this work with Vista 64? Bioshock is the only game I have that just plain fails on Vista64. I never got to finish it. I kinda want my money back. How could a game publisher overlook such a widely-deployed platform?
A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
So, if this is "staying true" to the plot-depth of Bioshock does that mean if you play 20 minutes of the game, you've basically seen/done just about everything the game has to offer? Oh but this time you get to escort one of those bloodthirsty little buggers around while they shout "tear him to little shreds!" at someone else this time.
Honestly, Bioshock had lots of promise but if you read about the development cycle you'll understand why it was so bland...they chucked the original idea and basically designed it by the reactions of a bunch of clueless playtesters they "harvested" off the streets. I mean honestly, did anyone find the stupid "Splicers" a convincing threat at all? Just a bunch of drug-addled idiots in masks. Even the spider splicers were crap...I was thinking to myself "Finally, some real mutants! It's called Bioshock for a reason right?" Instead we get more of the same...idiots in masks, somehow crawling across the ceilings with fish hooks. Am I afraid yet?
The Big Daddies in the original were just a tiring boss battle designed to drain you of your ammo (no they weren't hard to kill, it just took all your ammo to do it). Can't say playing one interests me in the slightest. Why am I picturing Lemmings underwater with an annoying little brat instead of a fraggle-looking creature?
And for all you System Shockers out there...just give it up. Stop comparing this game to SS because it will never, EVER come close. Stop whining about it because it's not going to change a thing. Just be glad that EA has buried the System Shock franchise and hasn't turned it into some godawful console mess.
This is probably a tired point, but I'd like to know what they are doing with DRM in BioShock. BioShock is the kind of game I'd love to play, but I am not buying an XBOX to play it, nor will I tolerate their DRM.
I know I'm in the .000001% minority, so I doubt I had any effect on their sales. But I'm still hopeful for a non-DRM (or less draconian) version.
Atmosphere, art direction, and writing were all spot on. But none of them made any sense in what amounted to a generic shooter.
As much as I like action games, I got very annoyed with how the gameplay got in the way of the overall experience. It should have been an adventure game or something else with a slower pace, not hyper action shooter part 50.
I'd like to say I played all the way through BioShock--oh wait, no I wouldn't. But I couldn't anyway due to the fact that the 360 version didn't allow control configuration. After a day of frustratingly shooting the floor and ceiling, it went up on craigslist. How hard is it to include an option to swap joysticks?
Also, I never quite figured out why there were a thousand clones of the same four zombies inhabiting an underwater city... "The environment was awesome." Yeah, which clearly left them zero time for character design and animation. You can only kill the exact same zombie so many times before it starts to get boring no matter how underwater you are.
Can't really see myself enjoying this one, even though I was pretty happy with Bioshock. Mostly I'm sure it will be a tedious chore of a multi-hour escort mission, one of the cardinal sins of game design. I absolutely hate the "Keep incompetent person X alive" section of most games. I can only imagine that most of the game will be like the stage in Bioshock where you have to keep the little sister safe so she can open the doors with the tiny holes in them.
It doesn't seem like the graphics engine was updated. The original bioshock engine was really cool and produced some good looking water effects and I kinda wanted the developers to push the envelop some more. Maybe this is a side effect of having to develop for the xbox as well, thereby holding the potential back?
is a less linear environment, and choices in play style. Some real choices would be nice... choices that effect the game as i play it rather than the cut scene at the end.
By play style i mean, i'd like to be able to choose several ways of getting through a problem. i like playing stealthy types, let me sneak past the splicers, or gank them or snipe them or find or access panel that goes around them. Some folks just wanna carry a giant gun and blast away.
Let me choose the order in which i clear out sections of the city. Aside from the last one or two which would have to be last. Make the bad guys scale with me.
Also - Real Time Difficulty Adjustment
Instead of selecting difficulty at the beginning, have the game watch your health, ammo, healing supplies and cash etc as you play. If you are taking too much damage, have the baddies do less damage for a while. If you're running out of ammo too fast, have the baddies drop more ammo, or make the baddies easier to hit.
Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
Keep score, and multiply the score by the difficulty. Should both enhance replay value and reduce frustration.