Kibbles said:Hmm, looks like they took down the trailer
Kibbles said:Hmm, looks like they took down the trailer
Ah, so we aren't missing anything, good. Not sure why they took it down though...Strike said:Screenshots are new but the trailer is the footage that debuted on GTTV last week.
Not true, unless you don't mean the preview video they have in their preview... Because that's full of new stuff. Atleast, the first 5 seconds. I'm scared to watch furtherStrike said:Screenshots are new but the trailer is the footage that debuted on GTTV last week.
butsomuch said:pics
q4 2009 = 360/ps3MNC said:Not true, unless you don't mean the preview video they have in their preview... Because that's full of new stuff. Atleast, the first 5 seconds. I'm scared to watch further
Edit: THEY DIDN'T MENTION PC IN THE END!?
No doubt it's coming for PC... But why not mention it?
I don't think that's the case. I think he was emphasizing that they are giving the PS3 version the same amount of attention and care the 360 version is getting.S1kkZ said:q4 2009 = 360/ps3
i think pc will come early 2010.
after watching the video, i am hyped.
Playstation Official Magazine - UK (June '09 issue):
(cover has same image as the GI issue)
- The first Big Daddy - an experiment to engineer the perfect protector, obedient and powerful. An experiment that failed. Not for lack of power, you're as tough as the other Big Daddies, not as slow and able to use plasmids that they cannot. But something went wrong. After you, "they decided to simplify", as Jordan puts it. The Big Daddies that came after are like the ones previously encountered. Unlike them, and unlike Jack, you have free will. You're not a slave to any psychological conditioning
- Being a Big Daddy means having power. You're no longer hefting a wrench. Instead you have a choice between the drill fist or the rivet gun. You can also perform a characteristic Big Daddy charge, which is forceful enough to burst through wooden doors
- Marin didnt say whether you can use the weapons dropped by splicers, saying "a lot of the player weapons are made for the Big Daddy". These weapons, and the others currently unknown about, are all heavily upgradable. "A fully upgraded rivet gun is pretty ridiculous.. And you can have it pretty early in the game". The drill fist can be extended to drill deeper, or lubricated to bore into your enemies for longer without overheating
- Combining plasmids such as Cyclone Trap, once laid any 'elemental' plasmid can be used to charge the trap "including the element of bees". That means traps can freeze, burn or electrocute enemies, and even make them fight each other or activate the security system thanks to Enrage and Security Bullseye
- Plasmid upgrades evolve as you go along. Cyclone Trap charging cant be done until level 2. Incinerate becomes a different weapon at each stage, with level 3 becoming a stream of flames like a flamethrower. The team wants you to try everything, so the level 1 versions of most plasmids are free to aquire. Once you've settled on the ones you want, they want to make sure that specialisation doesnt just mean repetition with better stats - hence the change of control method as Incinerate levels up
- When you're carrying a Little Sister, any corpses with ADAM you come across will be highlighted. Wherever and whenever you like, you can set her down and tell her to start 'gathering'
- The team tease that if you can resist harvesting her to get all of the ADAM that she has collected and take her to a vent, that there are ultimately different non-ADAM rewards for that
- The Big Sister wanted to go home to Rapture (the girl in the teaser trailer looking back to Rapture) having never broken free of her programming
- As a Big Daddy, you see the Little Sisters differently than in the original. They share a special bond in which they trust you completely in being their protector against splicers attacking them for the ADAM they harvest. They therefore have a new appearance in which they look somewhat 'nicer' through the eyes of a Big Daddy
--
Games (doesnt have a month on it)
Cover - http://www.gamestm.co.uk/flashindex.html (click on 'latest issue' to see the cover):
- Thomas says "Rapture is a compelling place.. There are alot of untold stories and unexplored locations"
- With the Big Sister, the directive was "unstable grace". The idea of a character who's supremely capable, but who doesnt know her own strength
- She has pink bows and childish patterns scrawled over her. Like all residents of Rapture, the Big Sister also has humanity. The ribbons and doodles are the work of the Little Sisters and symbolise a bond of trust at the centre of Bioshock 2
- "The city has reached a state of equilibrium. The first game felt like the end of the end, but now its ten years later and the remaining people have managed to find some level of ecological stability. The city itself is going to have aged. The walls will have panels ripped off and water coursing through. There'll be alot more flooding" - De La Plante
- "We need to trust the player with harder choices, and greater moral agency, allowing you to shape your own role within the narrative in a way we didnt touch in the first game. We think we've done that" - Thomas
- More effort has been made to differentiate the splicers from one another, though Marin is keeping the details secret
- "You begin as a sentient Big Daddy, and the question is how you came to be like that"
- As the only Big Daddy in Rapture with the power to act autonomously, you have greater freedom than any other resident. You can navigate the city's snaking tunnels and grand plazas, and are also free to explore the ocean floor. Airlocks are located in a variety of different places around Rapture. Theoretically the feature could be used to short cut the city, Thomas however says that its principal function is to offer access to areas that are completely submerged, and to offer something that the original was lacking: the space to listen to the audio logs and digest the unravelling mystery. It acts as a downtime for the narrative
- Players will now be able to explore the ocean floor where they can harvest live ADAM slugs
- "The intent for gameplay, rather ironically, is that you get to breathe. You can harvest live ADAM slugs, listen to pieces of the story and indulge that voyeur muscle we all have and look back in on Rapture"
- Splicers will now bear the scars of their genetic abuse more obviously "They're basically junkies and we want them to look that way". They have also evolved themselves more and are formidable opponents
- "We cant go into too much detail, but there absoloutely are new kinds of splicers, and alot of them are a significant threat to a Big Daddy"
- There will be gameplay benefits of adopting the Little Sisters and you'll also be confronted by the emotional reality. "We're turning the precise threshold where its interesting and heart-warming rather than annoying but the Little Sisters allow you to access content you wouldnt otherwise, and they'll even comment on the choices you make"
- The Big Sister has a secret understanding of the damage you're causing to the Little Sisters "After taking a certain number of Little Sisters away from their Big Daddy, the Big Sister comes and finds you wherever you are"
There were a few questions to Jordan at the end of the article:
GTM: Will any characters from the original Bioshock appear in the new story?
JT: Some of those characters are so critical to the setting that not bringing them back would be a crime, but thats all I can say right now.
GTM: Were you tempted to use Rapture in its prime as the setting and make a prequel instead?
JT: If Bioshock 2 had been a pure prequel or a pure sequel we wouldnt be surprising you, but thats all I can say
GTM: Will your actions affect the conclusion of the story, as they did in the original?
De La Plante: Yes, there are multiple endings. Thats about all I can tell you
GTM: Will there be multiplayer options in Bioshock 2?
Miller: Yes, we will have multiplayer for Bioshock 2. I cant tell you anymore than that, but we will have it
It's really good.blindrocket said:I need to buy the Bioshock PS3 DLC before this comes out.
stuburns said:It's really good.
Not at all, it's not really very BioShocky. It's more like Portal mixed with an old point & click game in Rapture.the_prime_mover said:Wrong thread, yes, but . . . really? I am just finishing up my platinum and liked the atmosphere and story (ish). But my first playthrough was on survivor with Vita-chambers off and I was still able to get by primarily with my wrench and no real issues at any point. Gameplay was pretty relaxed and weak. Does the DLC change this?
First of all, awesome avatar!i_am_not_jon_ames said:I don't know how many of you watched the Gamespot video, but a very nice surprise to see was (weapon spoilers)
the drill really cutting into and bloodying up a splicer, it's not gonna totally be Halo energy sword-ish
Why, thank you!Neiteio said:First of all, awesome avatar!
Second of all, link me to this video!
i_am_not_jon_ames said:Why, thank you!
http://www.gamespot.com/xbox360/action/bioshock2/news.html?sid=6208179&mode=news
There ya go. There are Bioshock 2 sorta story spoilers in there, so view at your own risk! It's an 11 minute video with new bits spliced in throughout (including the bit I referred to).
That's just a placeholder. You're not, nor will you look like aNeiteio said:I'm three minutes in and I finally know what the player looks like. It appears you play as a Rosie, with the square-ish head and single porthole. It's rather clever how you discover that, actually, but I won't say anymore.
That's more like it!ALaz502 said:Hmm...
Playable flashbacks to "before destruction of Rapture" will be happening. I can feel it.
This WILL be a prequel/sequel. I'm extra super, mega hyped for this one now.
Where did you read this? I know you're the original Big Daddy, the prototype, but that doesn't mean the prototype wouldn't resemble aDax01 said:That's just a placeholder. You're not, nor will you look like ain the final game.Rosie
Neiteio said:Where did you read this? I know you're the original Big Daddy, the prototype, but that doesn't mean the prototype wouldn't resemble a.Rosie
Yes, this needs to be done.Also, somebody needs to make a GIF of around 8:10 when he drills one splicer and smacks another. The drill looks so fucking awesome.
If you read it somewhere reliable, that's cool. Otherwise, it's totally feasible. It'd be a case where the mass-produced versions derive their appearance from the prototype. In that case the prototype would obviously look somewhat different, but with some shared elements.Dax01 said:I read it somewhere; it's true. Besides, it wouldn't make any sense to make the first Big Daddy look like aRosie.
He. Doesn't. Look. Like. A.Neiteio said:If you read it somewhere reliable, that's cool. Otherwise, it's totally feasible. It'd be a case where the mass-produced versions derive their appearance from the prototype. In that case the prototype would obviously look somewhat different, but with some shared elements.
The Big Daddy may be a kickass monster, but he's also BioShock's supreme embodiment of what writer Ken Levine - speaking through Ryan - was attacking: he is conditioned to do one thing, and knows no better.
If 2K Marin, led by creative director Jordan Thomas (Fort Frolic, The Cradle), is committed to overcoming that paradox, BioShock 2 might actually be the more ambitious of the two games after all.
"What Jordan wanted was unstable grace, which are two very distinct visual qualities," says Jeff Weir, who supervises the animation. We see this in action during an attack on the player, where she scores a crescent gash across a broad glass wall, releasing thousands of tons of water into your path. She leaps and scrambles across the transparent surface with balletic composure before dropping into an arthritic landing.
Splicer combat is described as "popcorn between meals".
Thomas is adamant that BioShock 2 must reinforce the original's objectivist foundations - and Andrew Ryan himself. "How can I possibly return you to Rapture without having Ryan be a presence?" he asks. "Without objectivism, without the influences both literary and philosophical that gave birth to Rapture, it wouldn't be BioShock. Taking you back to Rapture and showing you how Rapture changes has to begin with the ideas that setting was built out of.
"From there, however, to add a new mystery to Rapture, there has to be a contrast. One of my buzz-phrases for this brand is 'an indictment of extremism', that the interesting thing about BioShock 1 was whether you agree with Ayn Rand or burn her books regularly, you can see it exaggerated massively in the form of Andrew Ryan in the form of Rapture, and you watch how the attempt to bend reality to a fairly rigid set of abstract principles fails and succumbs to this yowl of entropy."
With Thomas's background in horror - designing The Cradle in Thief 3, and Fort Frolic in the first BioShock - that side of the game is also amplified. "Because you play this sort of armoured prototype who's pretty much designed to survive, I kind of have to strike the player obliquely on the fear front," he says. "I have to wage psychological warfare against the player."
"I hope there will be a horror of emotional context as well, that I can cause you to experience massive cognitive dissonance from time to time and keep you guessing. That's at the very least my goal. I think fear is very important to BioShock, as is tragedy, and it's toeing the line between those two that is both what makes the challenge compelling and BioShock unique."
"The kind of levels that we want to put you in are more about the old Warren Spector/Looking Glass dichotomy of problems rather than puzzles," says lead level designer JP LeBreton. "Puzzles have an explicit hard-wired number of designer-intended solutions, and for the most part we want to put a lot of different tools in the environment and the player's hands."
I am striving, shall we say [he grins], to generate a similar resonance from the sort of the high themes all the way down to the base mechanics.
"I can't really say how, because it would be a giant ass spoiler, but it is important to me that BioShock 2 is worthy of the name - not just as narrative, and not just as a kind of series of meaningful player decisions, but also particularly as a videogame that asks interesting questions, and from which players can derive meaningful statements.
In the video feature he did. None of us have seen the final version yet.Dax01 said:He. Doesn't. Look. Like. A..Rosie
It's a placeholder. He won't look like that in the final game.Neiteio said:In the video feature he did. None of us have seen the final version yet.
I wouldn't be surprised. I just wish you remembered what article said it.Dax01 said:It's a placeholder. He won't look like that in the final game.
Game Informer.Neiteio said:I wouldn't be surprised. I just wish you remembered what article said it.
Shake Appeal said:I still haven't seen a second of footage for this. I am going to return to Rapture with fresh eyes. Oh yes.
RPS interview said:Water has always been a symbol of consciousness in literature, and subtitle of the game is Sea of Dreams. We think it works on a very moody, metaphorical level.
Yeah, its Game Informer...I read the same thing a while back. What you see in the video is a placeholder. They had the exact sameNeiteio said:I wouldn't be surprised. I just wish you remembered what article said it.
AgentOtaku said:Thanks for the info!
Playing through PS3 Bioshock 1.10 right now (sans blur filter) on Survivor difficulty ....it's fantastic!
I've been tempted to pick up the PS3 version just so I can play that DLC. I hate that. And I bought Tomb Raider Underworld but on the PS3 so I can't download the 360-exclusive DLC for that game. Grrr.blindrocket said:I need to buy the Bioshock PS3 DLC before this comes out.