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Author Topic: Bioshock: Infinite (aka Project Icarus)  (Read 22323 times)

Ioric Kittencuddler

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #75 on: September 23, 2010, 08:06:05 pm »

So I wonder why everyone is suicidal in this one.
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nenjin

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #76 on: July 08, 2011, 06:02:01 pm »

Quote
So I wonder why everyone is suicidal in this one.

It's a pre-requisite of Bioshock worlds that average people are batshit insane by the time you get there. In this case rather than it being a product of living in a sealed environment underwater....seems like it's a commentary on what unbridled "liberty" does to people.

Anyways, here's a 20 minute game play trailer they released.

http://www.gametrailers.com/episode/gametrailers-tv/124

First, I'm in awe, seriously in awe, of how much shit that game is dialing in on a technical level.

Secondly, it seems like they didn't shy away from what the setting implies. Not only is the rail riding free-form, but sequences and game play revolve around them. That stuff isn't scripted, it appears you can decide to hop off a rail at any point, even if it means plummeting to your death.

Thirdly, there WERE some scripted elements. Notice the guy's health? They dialed everything in that trailer up to an 11, to the point where my brain went "Bullshit." The guy couldn't die, so realistically, there's not going to be the hundreds of guys shooting at you from every single angle in the level, the way it was shown in the trailer. That just doesn't track unless BS:I involves some sort of cinematic "can't die unless we say so" mechanic. So while I'm fairly sure we were seeing actual game play there, they tinkered with it for dramatic effect. Or maybe they just set it to "Absurd" level difficulty and turned God Mode on.

All in all, I want. Maybe we're still seeing some fairly heavy scripting of story elements in the trailer, that won't be reflected in game, but it has a cinematic quality to it as you play and I'm sucker for that. This is a game I can see myself taking a long time to thoroughly explore just because of how much love went into the visuals, not to mention all the findables that made BS a lot of fun.
« Last Edit: July 08, 2011, 06:05:20 pm by nenjin »
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Sergius

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #77 on: July 09, 2011, 12:28:27 am »

Quote
So I wonder why everyone is suicidal in this one.

It's a pre-requisite of Bioshock worlds that average people are batshit insane by the time you get there. In this case rather than it being a product of living in a sealed environment underwater....seems like it's a commentary on what unbridled "liberty" does to people.

Not at all. If anything it's a commentary about the effect of extreme jingoism and worship of the American Eagle and white old people and powdered wigs and whatever.
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Acanthus117

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #78 on: July 09, 2011, 12:36:21 am »

I want this
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adwarf

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #79 on: July 09, 2011, 04:30:13 am »

I have played, and beaten the first Bioshokc, and almost beat the second one, and I have to say I cna't wait for this one to come out I hope they intergrate the sense of suspense, and slight horror they had in the first two into this since that is what really made the first two games so fun for me was the constant suspense like Is a group of splicers goint o pop out from that corner ?" or IS the Big Sister just going to pop out, and beat the crap out of me ?" (Although I was diappointed in what they did with the big sister as I thought it was going to be a single almost invincible being, but oh well what can you do ?)
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Enzo

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #80 on: July 10, 2011, 05:13:34 am »

Quote
So I wonder why everyone is suicidal in this one.

It's a pre-requisite of Bioshock worlds that average people are batshit insane by the time you get there. In this case rather than it being a product of living in a sealed environment underwater....seems like it's a commentary on what unbridled "liberty" does to people.

Not at all. If anything it's a commentary about the effect of extreme jingoism and worship of the American Eagle and white old people and powdered wigs and whatever.

Either way, I think we can agree that it's just not Bioshock without batshit insane locals.

Bioshock's probably my favourite new series of this generation. Absolutely adore both the first two games. Watching the gameplay footage now... In terms of combat, that trailer shows me exactly what I want to see. Technologically it looks superb. In terms of atmosphere, my favourite part of the first two games... I think I can approve of new setting, I think they could make it work, bright colours and YEAH AMURICAH theme and all. Elizabeth or whatever her name is looks overly cartoonish, though, her design sort of bugs me -- Omigosh did he just use a Plasmid Vigor to shoot crows at a dude?

Awesome.

Edit: At 18:20, Booker sounds exactly like Malcom Reynolds.
« Last Edit: July 10, 2011, 05:23:41 am by kinseti »
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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #81 on: July 10, 2011, 10:00:20 am »

Elizabeth or whatever her name is looks overly cartoonish, though, her design sort of bugs me
She reminds me of some of Pixar's work, notably The Corpse Bride and The Princess and the Frog (those were made by Pixar, right?). Maybe they hired some (ex-)Pixar animators?
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Sergius

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #82 on: July 10, 2011, 01:16:34 pm »

Either way, I think we can agree that it's just not Bioshock without batshit insane locals.

At least this time we get to see non batshit insane locals... admittedly, they're just there to get roughed up by the batshit insane locals.

They look more like more terrorists/rebel type guys than just insane junkies tho. They just happen to hate you for some reason.
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Acanthus117

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #83 on: July 11, 2011, 01:39:13 am »

They hate the player because he's not from the giant flying city.
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nenjin

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #84 on: July 11, 2011, 04:18:16 am »

Quote
She reminds me of some of Pixar's work, notably The Corpse Bride and The Princess and the Frog (those were made by Pixar, right?). Maybe they hired some (ex-)Pixar animators?

I think she was just their compromise on having a friendly face that doesn't make you want to blow chunks immediately. They seem totally opposed to anyone looking "normal", so she's the art style's compromise. Because every other character whose face you see looks like they ran head first into the ugly tree.

And yeah, it does kind of bug me a little that in BS worlds, there is literally no one left alive that isn't a zombie foot soldier for the big bad. I guess if we want neutral NPCs, we'll have to wait for Bioshock: The MMO.
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Enzo

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #85 on: July 11, 2011, 04:30:53 am »

I guess if we want neutral NPCs, we'll have to wait for Bioshock: The MMO.

That's horrible. Don't say horrible things. Is there any way to make that game that wouldn't be a horrible trainwreck? "I just need to farm a few more Big Daddies. Then I'll have enough drills to craft Incinerate II!"

Horrible.

Also, I think part of the charm, of the first setting at least, is the severe sense of isolation. The Diaries were an elegant solution, providing expository and flavour dialogue, all the while leaving you utterly alone in a sea of madness. That may have been why most players were so quick to trust LOLSPOILER in Bioshock 1, listening to a sane(-sounding) person was just...comforting.

Infinite probably won't be able to recreate any of that, but it doesn't appear to be trying to, and different can be good too.
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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #86 on: July 11, 2011, 04:45:07 am »

And yeah, it does kind of bug me a little that in BS worlds, there is literally no one left alive that isn't a zombie foot soldier for the big bad. I guess if we want neutral NPCs, we'll have to wait for Bioshock: The MMO.
It would be a poor big bad if he didn't kill/convert everyone but you (and your mentally instable girlfriend I guess)
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Acanthus117

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #87 on: July 11, 2011, 06:38:43 am »

Well, it's because to survive in Rapture immediately after the 1959 fiasco, you'd have to be very fucking lucky, or you splice up, and everyone knows that splicing up is a really slippery slope.

Fast forward 10 years, and it's pretty much impossible for any non-splicers to still be around. I mean, what with the Spiders and Big Sisters and whatnot.
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MetalSlimeHunt

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #88 on: July 15, 2011, 10:47:58 am »

I really like the setting they're taking here. It's got a real "Post-Civil War to Pre-Great War" feel to it, and that's a time period that almost never gets any sort of exploration in media. It's got the absurdly optimistic industrial expansion in the construction of a goddamned flying city to present at the World Fair, it's got jingoistic nationalistic nativistic lunatics for one enemy faction and what appears to be a combination of the Populist Movement and American Socialists for another. Columbia is a dystopia like Rapture was, but instead of a look at what a purely Objectivist society would be Columbia is a glimpse into what the USA could have been as a theocratic and autocratic state. In addition, we only see Rapture after the collapse is complete and the city is nearly destroyed, where as Columbia is in the middle of a brutal civil war between the Founders and Vox Populi, so the perspective is different.  The Songbird is refreshingly inhuman after having to deal with the Big Daddies for two games in a cold and boring underwater city. Don't get me wrong, Bioshock had its merits, but the second one just drained the life out of me. Not the place for that discussion, though.

Then there are the Tears. That's certainly something that just blows the story's possibilities wide open. I don't know how many of you saw it, but when she tries to revive the horse and breaks through to another time the theater is showing Revenge of the Jedi, which was the original name for Return of the Jedi's script. Seeing as they used the word Jedi I'm guessing that this is less copyright and more subtly changed timeline. I think the Tears might be a glimpse into timelines that could have been, and Rapture is probably in one of them as well. That's what Bioshock really is, an exploration of alternate timelines.

The Skylines really make the gameplay interesting, and so long as they're usually as open ended to use as they look in the game then they're a gigantic bonus to it in my mind.

Some of the scripting in these trailers and demos is a slight turn off, but the setting is just too damn rich. I just can't hate it.
« Last Edit: July 15, 2011, 09:39:11 pm by MetalSlimeHunt »
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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #89 on: July 27, 2011, 07:19:08 am »

Either way, I think we can agree that it's just not Bioshock without batshit insane locals.

At least this time we get to see non batshit insane locals... admittedly, they're just there to get roughed up by the batshit insane locals.

They look more like more terrorists/rebel type guys than just insane junkies tho. They just happen to hate you for some reason.

Well, In the trailer the main player stops a public execution of a postman. The rebels CLEARLY didn't like that.
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