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Bioshock Infinite - the $200 million 6 hour literally on rails interactive movie with guns thread

Joined
Nov 7, 2006
Messages
1,246
MetalCraze said:
In trailers they always show you the best things in games. So the best thing about Bioshock 3 is that it isn't even a game but a rollercoaster through outdated visuals?
As I said, I don't think they have much of the game ready yet so they try to hype you with what they think is a cool ride through a fantastic environment. Now, this is the Codex and we don't fall for this -- not even I do, though I'll likely buy the game in the end -- but as a marketing strategy to hype the masses I believe it works.

I don't understand retarded comments about how it looks like an impressive game (a few here and 100% of them at GT) - you don't even play it, you just look at it while it plays itself?
Again, I doubt any of this will be in the actual game, my best bet is that it will play identical to Bioshock: same size for the levels, same dumbed down guns & sorcery gameplay.
 

MetalCraze

Arcane
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Urkanistan
It's possible of course.
Except people were talking about the "gameplay" they saw in this very trailer and how impressive it is even though there wasn't one. Morons today just want a badly animated low-poly movie instead of a game.
 

Achilles

Arcane
Joined
Sep 5, 2009
Messages
3,425
commie said:
Alexandros said:
Meh, maybe on a Steam sale for 5$.

Why reward them with money at all? Some design decisions should NEVER be rewarded.

Hmm, that's a good point. I was massively disappointed with Bioshock and I filed any Bioshock sequel to the 5$ category, mainly because of the art style. If it turns out to be crap however, it might be better to not bother at all.
 

Malachi

Liturgist
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Apr 14, 2009
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US
I liked the story in the original Bioshock, though the game play was terrible. The one aspect I liked was the combination of genetic superpowers, weapons, and weapon customization, though again the execution was sub par and did not make up for other design decisions. Vitachambers were so idiotic that a patch gave you the option to disable them, if I remember correctly.

If the final game is anything like the video (big fucking "if", I know), then having lots of enemies swarming you in a more open (not corridor after corridor) environment would be an improvement over the first game, at least.

The setting looks interesting, and the story might be decent, but I'll wait to see what the verdict is on game play before making a decision to purchase.
 

I.C. Wiener

Educated
Joined
Jan 16, 2010
Messages
353
Leave it to bioshock to make something as beautiful as bolt action seem gay. Is all that hand movement really necessary?

Anyway, setting looks nice, game looks boring. More of the same.
 
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3,059
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Divinity: Original Sin
Luzur said:
also, console controls in the trailer..

Yes. I noticed the camera moves as if controlled by analogic stick. Movements are too straight.

And too much scripted events. If you look closely, the player only controls the character in very little situations, and things happen only if the player trigger some situations.

Lot's of enemies on-screen? Well, it's supposed to overwhelm you so you'll be saved in the last minute.

The visuals are nice though, and I like the idea of making a diferent game using a similar theme, with similar gameplay, powers, enemies, but the theme being different. A pity this is being done in a franchise that was not so good at all.

I also have a feeling that although you have lots of opitions in poweres, you stick to the wrench/electrify combo through the whole game.
 

Multi-headed Cow

Guest
http://www.giantbomb.com/we-talk-to-ken ... e/17-3261/

Good interview. Sounds like it's not the same universe, it's just being called Bioshock due to similar gameplay. Sorta like calling Bioshock Bioshock to recall memories of System Shock.

Edit: Hurf. Just got to the part where he kinda slammed Elemental for being crappy to the players even though the developers swear up and down it's BEST GAME EVER.

Edit 2: Increasing the number of weapons in the game compared to Bioshock. So much for Gearbox's WE CAN ONLY HAVE TWO GUNS ON YOU AT ONCE BECAUSE CONSOLE LOL
 

HanoverF

Arcane
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Messages
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MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2
I'm hoping the sky line element delivers. It would be a nice change from popamole
 

Wirdschowerdn

Ph.D. in World Saving
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http://www.eurogamer.net/articles/2012-01-19-fan-feedback-prompts-bioshock-infinite-1999-mode


"With every choice you make, there are irreversible implications, and if your choices guide you down a path not suited to your play style, you will suffer for it."

Resource planning and the need to specialise your combat will also be vital.

"There are game saves, and you're gonna f***ing need them," Irrational head Ken Levine stated.

"We want to give our oldest and most committed fans an option to go back to our roots," Levine continued. "In 1999 Mode, gamers face more of the permanent consequences of their gameplay decisions.

"I'm an old school gamer. We wanted to make sure we were taking into account the play styles of gamers like me. So we went straight to the horse's mouth by asking them, on our website, a series of questions about how they play our games. 94.6 percent of respondents indicated that upgrade choices enhanced their BioShock gameplay experience; however, 56.8 percent indicated that being required to make permanent decisions about their character would have made the game even better.

"In BioShock Infinite, gamers will have to sweat out the results of their actions. In addition, 1999 Mode will demand that players pick specialisations, and focus on them."

Okay. Like this is going to make the game anyhow better. But I'm pretty sure some people who are anal about these things will consider this good news.
 

Wyrmlord

Arcane
Joined
Feb 3, 2008
Messages
28,886
There are game saves, and you're gonna f***ing need them

I'm an old school gamer

All the buzzwords have been used. FUCKING. OLD SCHOOL. YEAH!
 

Menckenstein

Lunacy of Caen: Todd Reaver
Joined
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Messages
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Remulak
Specializations? Permanent consequences?

So what you're either passive & supportive boyfriend of Snow Whitermelonchest or assertive & empowering boyfriend?

"I can't do it... O_O"
RIGHT TRIGGER CLICK - "It's ok, you should rest!" - unlocks gun that shoots bees
LEFT TRIGGER CLICK - "Yes you can, believe in yourself!" - unlocks gun that shoots snakes
 

Infinitron

I post news
Staff Member
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Messages
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
We can perhaps thank Dark Souls for making hard games cool again - otherwise, we may not have gotten this mode.
 

Gragt

Arcane
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Serpent in the Staglands Divinity: Original Sin
With probably one path that is noticeably better than the other. More than likely being good offers better rewards than being evil.
 

Infinitron

I post news
Staff Member
Joined
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Messages
97,495
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Couple of herpaderps in that comment section btw.

I read the article, but I'm still not sure what he means. If it's consequences tied to the story, or the roleplay of your character, oh yes please! But then they hardly had branching storylines and player agency back in 1999. If it's 'oh no I used all my health packs and saved while I'm almost dead, now I'm screwed and have to try this sequence 300 times over', as did frequently happen in 1999, then please by all means get it the hell out of here.

WAAAH

I'm all for irreversible decisions when it comes to story, but not so much when it comes to gameplay.

WAAAAAAAAH

In my case it was "I'm lost and not sure where to do. As I wander around aimlessly for the next 30 mins the respawning monsters will whittle away my ammo and money"

WAAAAAAAAAAAAAAAAAAAH
 

Deakul

Augur
Joined
Feb 21, 2011
Messages
417
Location
Taxachusetts
Artificial difficulties, oh joy.

The game is still going to be an ultra linear on-rails cutscene driven shallow shooter.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
What he means is that you can't respec your character which is hardcore.
And... there are game saves? F***ing HARDCORE, Ken
 

Cowboy Moment

Arcane
Joined
Feb 8, 2011
Messages
4,407
Didn't he say that shit about having to conserve resources about Bioshock too? Funny how that worked out.

In any case, he's totally missing the point. Being able to switch enhancements around is fine. The problem with Bioshock wasn't that nothing was permanent, but that you could kill anything and everything comfortably with a wrench. If enemies/areas punished you heavily for not using a specific set of enhancements, and forced you to figure out what you really needed, then the game would be fine. Maybe that would actually force people to utilize all the environmental effects and weapon/plasmid interactions instead of blowing everything up with a randomly chosen weapon.

But then, that would actually force them do design a proper system for these interactions, instead of putting in a bunch of gimmicks.
 

Menckenstein

Lunacy of Caen: Todd Reaver
Joined
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Messages
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Remulak
Didn't he say that shit about having to conserve resources about Bioshock too? Funny how that worked out.

In any case, he's totally missing the point. Being able to switch enhancements around is fine. The problem with Bioshock wasn't that nothing was permanent, but that you could kill anything and everything comfortably with a wrench. If enemies/areas punished you heavily for not using a specific set of enhancements, and forced you to figure out what you really needed, then the game would be fine. Maybe that would actually force people to utilize all the environmental effects and weapon/plasmid interactions instead of blowing everything up with a randomly chosen weapon.

But then, that would actually force them do design a proper system for these interactions, instead of putting in a bunch of gimmicks.
Gamebreaking electric wires didn't help much in terms of strategy.
 

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