TheChillyAcademic
Member
Shouldn't have gone with Revenge of the Jedi.
Team Fortress 2 took 9 years to come out and was originally had a realistic military take with RTS elements for commanders of the team.
Final Fantasy: The Crystal Bearers was much delayed and completely amazing when it came out.Have there ever been any overly ambitions/delayed games that ever turned out amazing?
I wonder what goes on behind closed doors at 2K. Nearly every one of their games takes 5+ years and hits a couple points when all we hear are gloom and doom rumors, yet somehow tons of them turn out great.
Turn out great? Since BioShock I'd put Borderlands as the only really good game they've published.I wonder what goes on behind closed doors at 2K. Nearly every one of their games takes 5+ years and hits a couple points when all we hear are gloom and doom rumors, yet somehow tons of them turn out great.
Turn out great? Since BioShock I'd put Borderlands as the only really good game they've published.
They keep going on like they're Rockstar and they'll be crippled sooner or later.
They are, as are 2K Games, who we're discussing no?Rockstar is a fully owned subsidiary of Take-Two.
They are, as are 2K Games, who we're discussing no?
Rockstar Games bought the LA Noire IP directly from SCE I believe. It was never a 2K game.They're the same company though. I mean, they even share resources across divisions like with Mafia and moving L.A. Noire from the 2K branding to the Rockstar branding.
Rockstar Games bought the LA Noire IP directly from SCE I believe. It was never a 2K game.
I'm sure there are some cross resources, but unlike Rockstar, 2K's protracted development doesn't have a history of significant returns, which was my point.
Multi-player in BioShock 2 is still alive for the most part (been playing it this week).Sounds like a lot of effort for multiplayer that'll be dead in a couple of weeks.
At this point I rather play a Bioshock 3 from 2K Marin. If Bioshock Infinite isn't what that demo show, I kinda don't want it. :\
IS anyone else getting a Halo 2 vibe from all this? Where irrational spends all there time on a demo without actually having the design or story down? And then spends the rest of development in development hell trying to piece together a game.
True but Valve is infinitely superior to any other dev that exists or has existed. It's the exception than validates the "rule".Team Fortress 2 took 9 years to come out and was originally had a realistic military take with RTS elements for commanders of the team.
Oh god damnit.
Coming in to this year, my most awaited games were this, Prey 2 and STALKER 2. Fuck this year.
Yeah. Same here. :|
What ever happened to Prey 2 anyways?
I don't see how a new producer is going to help this late in the development cycle.
As of right now all we know is that certain multiplayer modes have been cut, we're not sure if it's the whole multiplayer suite.So they spent time and money on a multiplayer component, only to cut it out later? That is exactly why all games do NOT need multiplayer modes. The original game didn't have multiplayer and I didn't miss such a thing either.
He got a promotion at Epic less than a year ago too. Seemed like he really enjoyed working there, so I don't know why he would want to join Irrational. Like you said, it seems like quite a risk to take.
Seems like they came up with an idea for a game in their heads, but didn't think through how to actually execute it.
That is sad to hear, but given how ambitious they were being, I don't find it terribly surprising. If greatness was easy to achieve, it wouldn't be great. At the very least, the boldness of their vision was impressive. I hope they can pull it together and produce the game they want to.
I knew that demo from E3 2011 was too good to be true. I'm sure the game will be good, but not the mindblowing experience that demo made it out to be.
I don't understand what was so ambitious about it. The concept of Columbia was very solid, everything was coming along nicely, Bioshock Infinite was a clear improvement over Bioshock 1 & 2. What is the problem?
One thing that surprised me in both of the longer demos they showed was just how open it was. It seemed like you could literally hop around the city with the rail system as you please. And not just to go into different "islands" with buildings and houses, but there was shit like the blimp flying around in the second demo that had a full environment inside that. It all looked like an open-world game basically.I don't understand what was so ambitious about it. The concept of Columbia was very solid, everything was coming along nicely, Bioshock Infinite was a clear improvement over Bioshock 1 & 2. What is the problem?
Even more so than BioShock, it seems to be taking several design elements from HL2. In-game 'cutscenes' which the first game didn't really do, plenty of non-hostile people in the environment, a female companion AI. Ultimately what went someway to define HL2 was the exceptional illusion of freedom that game offers. It's as tightly scripted as anything, but it gives you the impression you choose from a number of possible roots, where in reality, they know which direction you'll head, so they only have to build that one. It's done in a number ways, primarily lighting, but it's a very cool trick they pull.One thing that surprised me in both of the longer demos they showed was just how open it was. It seemed like you could literally hop around the city with the rail system as you please. And not just to go into different "islands" with buildings and houses, but there was shit like the blimp flying around in the second demo that had a full environment inside that. It all looked like an open-world game basically.
Though open-world games have been around for ages at this point so...I don't know. Just something about the demo felt off. Like what they were showing couldn't be translated into a sustainable 8-10 hour experience or however long they're planning.
The 2011 E3 demo, which wowed critics and gamers alike, was, apparently, far from indicative of the actual state of the game.
Yes. You articulated my thoughts much better than I could. It just seems like it'd be hard to work in all the scripted stuff between Booker and Elizabeth, or the stuff with Elizabeth's powers (the bit with the horse and Revenge of the Jedi), the Songbird encounters and other story bits like those in such a massive and seemingly wide open environment.Even more so than BioShock, it seems to be taking several design elements from HL2. In-game 'cutscenes' which the first game didn't really do, plenty of non-hostile people in the environment, a female companion AI. Ultimately what went someway to define HL2 was the exceptional illusion of freedom that game offers. It's as tightly scripted as anything, but it gives you the impression you choose from a number of possible roots, where in reality, they know which direction you'll head, so they only have to build that one. It's done in a number ways, primarily lighting, but it's a very cool trick they pull.
If BioShock is attempting something similar, for example if that second gameplay demo plays out in the only effective way it could, it could be virtually impossible to convince players to actually choose that specific root. It's so quick, and complex, and everything looks inviting unlike HL2's pervasive oppressive atmosphere. Watching that video, all I want to do is get off the rails and slowly explore the town.