Bioshock: Infinite
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Frant
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PostPosted: Mon, 13th Sep 2010 02:15    Post subject:
Ten things you should know about Bioshock: Infinite, Day 1 and 2

Quote:
Ten Things You Should Know About BioShock Infinite: Day 1

Did you know that not everyone in BioShock Infinite attacks you on sight? There’s a scene in the upcoming gameplay demonstration where you go into a bar, and at first nobody shoots you. They just talk about you–but not in a very nice way.

The original BioShock depicted a city in its death throes, with Rapture’s dream crumbled and its social structure collapsed. BioShock Infinite’s Columbia has its turmoil and mysteries as well, but the city is still vibrant. Her citizens have more unpredictable motives, and their enmity–or their loyalty–can’t be taken for granted.

Quote:
Ten Things You Should Know About BioShock Infinite: Day 2

In BioShock Infinite, you are Booker DeWitt, Pinkerton agent turned private investigator, sent to the floating city Columbia to track down a woman named Elizabeth. Unlike in the original BioShock, your character has an identity, a known past–and, most noticeably, a voice, opening up whole new storytelling possibilities.

DeWitt was ejected from the notorious Pinkerton National Detective Agency for his extreme methods–methods that may serve him well in the unpredictable city of Columbia. And while DeWitt’s basic background is known from the start, there’s more to his story. Uncovering the secrets of his past is just one of the player’s goals.


http://ve3d.ign.com/articles/news/57064/Things-We-Should-Apparently-Know-About-BioShock-Infinite


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dingo_d
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PostPosted: Mon, 13th Sep 2010 09:26    Post subject:
I'm looking forward to it ^^


"Quantum mechanics is actually, contrary to it's reputation, unbeliveably simple, once you take the physics out."
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thats true you know. newton didnt discover gravity. the apple told him about it, and then he killed it. the core was never found.

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sabin1981
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PostPosted: Mon, 13th Sep 2010 12:13    Post subject:
dingo_d wrote:
I'm looking forward to it ^^


Likewise. I think it's sounding pretty damned amazing so far.
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snoop1050
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PostPosted: Mon, 13th Sep 2010 13:02    Post subject:
Quote:
In BioShock Infinite, you are Booker DeWitt, Pinkerton agent turned private investigator, sent to the floating city Columbia to track down a woman named Elizabeth.
hopefully we can choose to kill the bitch for beeing such a derp derp when we find her...

its obviously a homage to that dumb bitch who works for 2k games
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ixigia
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PostPosted: Mon, 13th Sep 2010 14:32    Post subject:
If there will be an interesting story and some improvements gameplay wise I'll surely enjoy Smile
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consolitis
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PostPosted: Mon, 13th Sep 2010 14:43    Post subject:
snoop1050 wrote:
its obviously a homage to that dumb bitch who works for 2k games


It's not her fault. She works in the industry, but she's not a gamer. And there's nothing wrong with this (as long as she's not a dev!) it just feels WRONG they placed her as community manager. She seriously hurts the company's image even when she tries to be nice.

Sure she's dumb and absolutely clueless, but even more dumb are those that put her on the job.
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Mister_s




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PostPosted: Mon, 13th Sep 2010 14:49    Post subject:
That Elizabeth girl is just a PR employee with minimal knowledge. Giving someone the duty "Community Manager" and not supplying her with any info is just wrong. 2K is retarded, not the employee. The employee is just being used as a shit attractor, so the attention will be subverted from 2K.

As for Bioshock 3, the decision to go for a living city on its own, will make it better than the previous games.
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snoop1050
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PostPosted: Mon, 13th Sep 2010 15:09    Post subject:
its not like shes even good looking though i dont understand if she isnt a gamer why she has that job?

that duke nuken live thing omfg it was horrible and she kept telling the camera man what to fiilm all the time :S
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Horrordee
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PostPosted: Mon, 13th Sep 2010 15:29    Post subject:
I am sure this will be immense. What the ETA on it though? 2011 or 12?


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sabin1981
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PostPosted: Mon, 13th Sep 2010 15:34    Post subject:
2012 according to the latest GamesTM and X360 mags.
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Frant
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PostPosted: Mon, 13th Sep 2010 16:15    Post subject:
IGN AU interviews Ken Levine:

Quote:
IGN AU: BioShock: Infinite has a turn-of-the-century, 'American aristocracy' feel to it. I think that's interesting because America doesn't really have a mythology of its own. Do you think steampunk setting is about as close as it comes to America having its own fantasy history?

Ken Levine: A lot of people connected the original Bioshock with steampunk as well, and we don't think of it that way; probably because the fantasy doesn't draw from fiction as much as it does real history and real architecture and things like that. That's where we start. We look at the actual source material. I think what made Rapture and what makes Columbia so realistic is that it draws from a real source; a primary source – real photographs from the period.

It may be a street suspended in the sky, but it looks and it feels like a real street from 1910 or 1912 – not from a persons' vision of that. Now, that said, the original idea came from a lot of the science fiction of the time. I mean, a lot of people imagined cities in the skies.

If you look at 1880 – which is maybe 20 or 30 years before the period in the game – people are living with horse-and-buggy technology, cattle and wheat. And 20 years later, people have electricity and radios and movies and indoor plumbing. And imagine that in 20 years, right? If you had said to somebody, "oh, do you think we might be living in the sky in five years?" they might have said maybe! Seriously. So much could change that we can't even imagine it. We haven't had any innovation like that. The only innovation recently has been the Internet; it's been the only major change. They had eight, ten, maybe fifteen of those – cars and aeroplanes, you know?

So I think there was a notion at the time of optimism—'what is the future? It's going to be insanely great, and technology is going to solve all of our problems.' And at the same time, there was this notion of American Exceptionalism; that Europe has spent the last thousand years beating the crap out of each other. We're a new country, we don't need any of that stuff - we can do something completely different and we can show the world the right way to live.

IGN AU: It's an interesting set-up for a game. Someone once said, 'If sufficiently advanced technology comes along, it appears as indistinguishable from magic.'

Ken Levine: And that's what it must have seemed like to these people. And the leap of that technology – the city in the sky to certain people at the time would've been quite believable.

IGN AU: And of course, it makes for a great gameplay environment too, these skyways and multi-tiered regions. So are you going to be playing around a lot more with scale and distance this time? How about platforming and movement?

Ken Levine: Yep. Obviously in the demo we tried to show what was different from previous games. There will be a mix of environments from the very traditional Bioshock-style 'crawling around inside buildings' and intimate things. But you saw in the demo the kinds of things we can do with our new engine—the distances, the speed, the vertigo, the skylines.

We're going to have another demo in the future of the skylines. In the city, it was the freight transport system; like in any situation– if you think of the blitz in London, they have to adapt the subways for other purposes. People use the skyways now to get around.

Then there's the combat. There's going to be combat on the skylines. Think of a rollercoaster stacked on top of another rollercoaster, stacked on top of another rollercoaster—with guns!



IGN AU: So the combat's going to have a certain flow to it at times. And obviously, this being just a rolling demo, it's more indicative of the tone and concept, is that right?

Ken Levine: Yes – we wanted to show people that they exist – and there's a timing element to it too, but there's going to be overlapping lines and you're jumping from one to the next.

IGN AU: It seems like BioShock: Infinite is very scripted or directed, even—more so than the previous BioShock titles. It's beautifully cinematic, and it means you get to ensure the player experiences exactly what you want them to feel. Will that affect the player's freedom, though?

Ken Levine: I think it'll be as directed as the previous BioShock. You know, this is a demo – it's designed very specifically to show people a very similar experience each time. We are basically trying to distil the nature of the what the game is. There's so much to get across; I think it's the densest demo we've ever done – and we're releasing the demo for it soon. Even when people start looking at the video, I think they're going to see layers within layers of stuff that they won't notice until the second, third or fourth time.

I think we tend to make these denser products in terms of the content, but we had to make the demo fairly directed so we could point people in the right direction. But it'll be very similar to previous BioShocks. Even with the skylines again – the transport system. That's not a one-way transport system – its an actual transport system within the game; you can go back and forth from rail to rail. And during combat, you're going back and forth and this way and that way—guys are shooting at you – and that's going to be the subject of a future demo.

IGN AU: A lot of your titles feature undercurrents, political ideologies and messages at their hearts. They're dense with commentary – and it seems like BioShock: Infinite is about the dangers of nationalism. This seems to actually parallel current global events and the US' place in the wider political sphere. Was this intentional?

Ken Levine: You know, there was a head of a major American film studio back in the 1940s who said – in response to a screenwriter writing a movie full of political subtext – 'Kid, if you wanna send a message, use Western Union!'. And I sort of feel the same way. We're not trying to teach people a lesson or provide a point of view. In fact, one of my favourite things about BioShock was, some people thought I was a Communist –and some people thought I was a brutal capitalist! [laughs]

I like that. I like that people can't really pin us down. In this ten minute demo, there are a lot of political opinions in the city of Columbia and a lot of different perspectives. I think what's interesting to me is that it's less about 'this is right' or 'this is wrong'.

You can have two people look at the writings of the same people – say, Thomas Jefferson, John Jay, Ben Franklin (who, for our European and foreign readers, are the founding fathers of The United States), they put together the Declaration of Independence ...two people could look at those documents and come away with entirely opposite viewpoints on what they mean. That's what was interesting to us here; how two people could view the same material. In Europe, think of The Bible and the Catholic and the Protestant church, and boom! you have these people going at each other. And in The States I think you have the same thing, which are these incredible men, writing these incredible documents, coming out of The Enlightenment and people are still arguing over what they mean.



IGN AU: Let's talk about the engine – because I know you're not recycling any assets from the previous games. This must be a massive tax on your resources internally. So how far back did production begin on this engine and what's it like actually using a colour palate?

Ken Levine: [laughs] Well, to answer the engine question, at the end of BioShock, we had the luxury of figuring out what was next for us. We decided relatively early on that working on BioShock 2 wasn't the right thing for us, looking at the time scale and knowing that 2K wanted to return to Rapture. Plus, as a studio we'd said what we wanted to say about Rapture at the time.

So we thought about it for a while, prototyped a couple of different things and we ended up deciding to do this project. After talking to our tech guys, we knew that the engine we had just wasn't going to work. Starting on Unreal Engine 3.0, we had to throw away basically every single line of code we'd ever written for the engine and throw away every asset we'd ever made for the previous game. When people think of a sequel, they think 'five new monsters; five new weapons'. We had nothing. Nothing from our previous game. We had to start over.

One of the reasons we had to do that we the scale of the game. All the buildings are actually floating in the world and they can actually fall out of the sky with people on it! And you're fighting fifteen enemies at once.

In traditional BioShock experiences, you turn a corner and there are two guys. You Electrobolt or shotgun them. We really wanted to tax the players' toolset by presenting all these different situations. If you have a shotgun and the enemy is half a mile away, it doesn't do you much good. If you have a sniper rifle and the guy's going 80 miles per hour, it's not going to do you much good. So we're really pushing on the players' toolset – that was really important to us. And that's all part and parcel of making a new engine. We want you to experience zipping around at 80 miles per hour, and gun combat and shooting at people – and that required a new engine.

In terms of the colour palate though, we worked in kind of the same way as the first BioShock for a while there, until we cottoned on to this idea of American Exceptionalism. But we came up with this idea of the city in the sky first. And then, around eight months ago, I'd been doing all this research on the period – and Ted Roosevelt and America sort of finding its place in the world again.

And then we thought, 'what do Americans think of when they think about July 4th in Main Street, USA? What do they have in their heads? Whether it is real or not is a secondary question – but what do they have in their heads? And I came and I said, 'this is what it looks like: July 4th, 1900, Main Street USA.'

Boom. All the bunting and the banners and the flags—and the sun coming down! Fortunately for us, it's so different from what people think of when they think of a BioShock game – and the challenge for us to create horror in that situation is a whole new challenge for us.



IGN AU: Well, that brings us to another important point: this is essentially new IP – and yet you're sticking with the BioShock brand. Is that simply for the sake of market familiarity and brand recognition, or is there more to it? Why not 'AeroShock'?

Ken Levine: It'll become very clear over time. I mean, from a gameplay perspective and a 'vibe' perspective, obviously it feels like a BioShock game. I think people will understand over time. It was never a question not to make it a BioShock game. I think everybody knows what BioShock is; everybody understands it. I think one of the great things when the game came out was the 'WTF'-factor. "What is this? What am I seeing?" And it was really important to us that we got back to that place.

IGN AU: The first BioShock had water simulation and the era as its defining elements in the mainstream eye. What do you expect will be BioShock: Infinite's defining feature?

Ken Levine: You know, I'm never really interested in saying 'well, we had lemons in this one—we need to have limes in that one.' That's more of, as you say, a marketing exercise. I think that people will decide what that defining element is once they see the game. Whether it's the colour palate or the skylines or the distances or the feeling of floating or vertigo—I'll let people decide what that defining element is. There are some things we're just barely hinting at—you saw at the end of the demo. That's a major character. And I think Elizabeth is something that people may think of as a defining element. But yeah, I'd rather have the audience decide.

IGN AU: Cool – and so they shall. And we want to see some more!

Ken Levine: And I want to show you more!

IGN AU: Thanks for the chat.



Source: http://pc.ign.com/articles/111/1118675p1.html

I can't wait for this game. And a rolling demo is coming soon if I understand what's been said.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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Frant
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PostPosted: Mon, 13th Sep 2010 16:19    Post subject:
Quote:
Release Date:
US: TBA 2012


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"The sky was the color of a TV tuned to a dead station" - Neuromancer
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dingo_d
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PostPosted: Mon, 13th Sep 2010 17:24    Post subject:
2012?! But isn't the end of the world scheduled for that time? :\


 Spoiler:
 


"Quantum mechanics is actually, contrary to it's reputation, unbeliveably simple, once you take the physics out."
Scott Aaronson
chiv wrote:
thats true you know. newton didnt discover gravity. the apple told him about it, and then he killed it. the core was never found.

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LeoNatan
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PostPosted: Mon, 13th Sep 2010 17:29    Post subject:
dingo_d wrote:
2012?! But isn't the end of the world scheduled for that time? :\


 Spoiler:
 

That will happen only in December 2012. Laughing
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sabin1981
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PostPosted: Mon, 13th Sep 2010 17:39    Post subject:
iNatan wrote:
dingo_d wrote:
2012?! But isn't the end of the world scheduled for that time? :\


 Spoiler:
 

That will happen only in December 2012. Laughing


So hopefully we'll have some time with which to play this and Diablo 3 before it all goes to hell Laughing
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MirkoOdora




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PostPosted: Mon, 13th Sep 2010 18:54    Post subject:
Bah, the fact that this is coming in two years makes any discussion about it pointless and they're hyping it like it's coming out in two weeks.


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sabin1981
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PostPosted: Mon, 13th Sep 2010 18:58    Post subject:
MirkoOdora wrote:
Bah, the fact that this is coming in two years makes any discussion about it pointless and they're hyping it like it's coming out in two weeks.


Welcome to my #1 pet peeve about the state of gaming these days. Nothing but hype, hype, hype ... YEARS before the game is even RUMOURED to be released, let alone confirmed.

inb4 the usual flaming...
 Spoiler:
 
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ixigia
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PostPosted: Mon, 13th Sep 2010 21:37    Post subject:
Don't worry my excitement will be unleashed only when a proper release is out Razz
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Frant
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PostPosted: Wed, 15th Sep 2010 07:10    Post subject:
Quote:
Ten things you should know about Bioshock: Infinite, Day 3

In BioShock Infinite, you aren’t exploring Columbia alone. You’ve been sent to recover the powerful but vulnerable woman Elizabeth, who accompanies and aids you throughout your journey.

Elizabeth is a crucial element of Columbia’s story and mystery, but she can also have a dramatic effect on gameplay–if you want her to. With her wide range of abilities, she can aid you in combat, setting up opportunities to combine your powers in even more effective ways. Of course, if you choose to take on your enemies all on your own, you can; she won’t interfere. And while that’s happening, Elizabeth can take care of herself, with no need for escorting.

This is the third in a series of short posts about BioShock Infinite being released one a day until the unveiling of its first gameplay demonstration video, which will go live September 21 on Xbox LIVE and Xbox.com, and September 22 elsewhere.


Quote:
Ten things you should know about Bioshock: Infinite, Day 4

The world of BioShock Infinite is situated in a crucial era of American history, when a young and troubled nation was fast becoming a major player on the world stage.

In the latter parts of the 19th century, the United States was still reeling from tragedies like the Civil War and President Lincoln’s assassination. But as the turn of the century approached, the agrarian society transformed. Immigration and industrial production skyrocketed, and victory in the Spanish-American War catalyzed an international influence that continues to this day. Told in 1898 that they could soon be living above the clouds, many Americans would not have blinked.

It is that society’s optimism, drive, and ingenuity–not to mention its fears and prejudices–that underpin BioShock Infinite’s airborne city of Columbia and all the secrets it contains.

This is the fourth in a series of short posts about BioShock Infinite being released one a day until the unveiling of its first gameplay demonstration video, which will go live September 21 on Xbox LIVE and Xbox.com, and September 22 elsewhere.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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xDBS




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PostPosted: Wed, 15th Sep 2010 08:00    Post subject:
games probably almost done, gotta wait for the PS3 port to be converted over I bet, early 2012 release.

edit:

And while they are doing that, they will also work on day 1 DLC release for 9.99 a piece.
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consolitis
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PostPosted: Thu, 16th Sep 2010 19:11    Post subject:
Propaganda art created for the game: http://gameinformer.com/b/news/archive/2010/09/15/smear-campaign-the-propaganda-of-bioshock-infinite.aspx?PostPageIndex=1

Awesome!! Very Happy


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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Frant
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PostPosted: Thu, 16th Sep 2010 22:25    Post subject:
Quote:
Ten Things You Should Know About BioShock Infinite: Day 5

BioShock Infinite’s Columbia is made up of floating city block islands connected by an intricate web of “Sky-Lines,” former freight transit networks that the player can use for movement and to facilitate combat–often both at the same time.

Using your wrist-mounted Sky-Hook, you can jump on and off Sky-Lines at your will, rapidly transferring between routes that criss-cross vertically and horizontally. While traveling on Sky-Lines, you pick off foes far beneath you, engage enemies directly at close range, or make a quick escape from an overwhelming encounter.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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Breezer_




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PostPosted: Sat, 18th Sep 2010 16:02    Post subject:
http://www.gametrailers.com/episode/gametrailers-tv/104?ep=104 Here is some gameplay in newest episode of Gametrailers TV.
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Frant
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PostPosted: Sat, 18th Sep 2010 20:43    Post subject:
Quote:
Ten Things You Should Know About BioShock Infinite: Day 6

In BioShock Infinite, you may find yourself in combat encounters involving well over a dozen enemies coming at you from all angles.

The original BioShock’s Rapture was a dark, claustrophobic place full of corridors and rooms that accommodated only small-scale battles. BioShock Infinite’s Columbia, with its massive floating city blocks, allows for a much wider range of tactics and behaviors. Enemies can be engaged both in close combat and with long-range weapons across huge expanses–and everywhere in between. But they will also take advantage of the same opportunities you have, as they work together and zip around on Sky-Lines to outflank and outwit you.

This is the sixth in a series of short posts about BioShock Infinite being released one a day until the unveiling of its first gameplay demonstration video, which will go live September 21 on Xbox LIVE and Xbox.com, and September 22 elsewhere.


Quote:
Ten Things You Should Know About BioShock Infinite: Day 7

BioShock Infinite is built on a whole new engine–none of the Irrational-generated code or assets from the first two BioShock games remain.

The original BioShock and its sequel were based on a heavily-modified version of Unreal Engine 2, with elements of Unreal Engine 3 ported in. That was capable of handling Rapture’s narrow corridors and enclosed spaces, but it wasn’t enough for BioShock Infinite’s city in the clouds. The team is building the game purely on Unreal Engine 3 this time around, alongside a whole new slew of necessary additions. Those enhancements support Infinite’s large airborne exterior environments, new lighting models, more complex AI interactions with NPCs and companion character Elizabeth, and much more.

This is the seventh in a series of short posts about BioShock Infinite being released one a day until the unveiling of its first gameplay demonstration video, which will go live September 21 on Xbox LIVE and Xbox.com, and September 22 elsewhere.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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consolitis
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PostPosted: Tue, 21st Sep 2010 17:53    Post subject:
10 minutes gameplay: http://www.gameblog.fr/news_18158_bioshock-infinite-10-minutes-de-gameplay-en-video-hd


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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maul_inc




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PostPosted: Tue, 21st Sep 2010 18:11    Post subject:
consolitis wrote:
10 minutes gameplay: http://www.gameblog.fr/news_18158_bioshock-infinite-10-minutes-de-gameplay-en-video-hd


Holy shit! That was a different kind of Big Daddy Very Happy
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consolitis
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PostPosted: Tue, 21st Sep 2010 18:20    Post subject:
It's impressive, but very heavily scripted. It's not true gameplay.


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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ixigia
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Location: Italy
PostPosted: Tue, 21st Sep 2010 18:20    Post subject:
Wow, that was amazing, great find consolitis Wink

Though I've noticed the presence of regenerating health as well as a huge amount of scripted events. Let's hope that it's just because it's the first level...

The atmosphere and the visual style are both excellent though.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Tue, 21st Sep 2010 18:28    Post subject:
Inb4 all the "derp!!!" comments; I really like what I'm seeing. Scripted sequences or not, that looks absolutely incredible! Gorgeous design and a nice open world to explore and enjoy. Definitely looking forward to this, it's just a shame it's not due out for xx number of years Crying or Very sad
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xardas96




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PostPosted: Tue, 21st Sep 2010 18:34    Post subject:
And the Big-Daddy-ish-bird-like creature? Love it!
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