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Author Topic: Bioshock: Infinite (aka Project Icarus)  (Read 22336 times)

Sergius

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #90 on: July 27, 2011, 10:06:15 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.

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

They don't even react to your "stopping" the execution, one of them yells "It's DeWitt!" and they all go bananas and attack you. So clearly they're attacking you because you're DeWitt (for some reason), not because some postman...
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nenjin

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #91 on: January 28, 2013, 10:06:47 am »

http://pc.gamespy.com/pc/bioshock-3/1227264p1.html

Pretty cool trailer for BS:I. A take on the old Leonard Nemoy In Search Of tv show. Presents some of the alternate history of the universe, in which I guess Columbia goes up into the sky sometime around the Boxer Rebellion in China, and still exists as late as 1980.

herp derp link
« Last Edit: January 28, 2013, 10:22:45 am by nenjin »
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Sergius

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #92 on: January 28, 2013, 10:34:42 am »

Presents some of the alternate history of the universe, in which I guess Columbia goes up into the sky sometime around the Boxer Rebellion in China, and still exists as late as 1980.

You sure about that? I think Infinite is set in 1912. Or do you mean from all those "flash forwards" in time, are they set in the future in the Columbia?

EDIT: I mean, from the video and/or timeline, we don't actually know if the city still exists. The building could be lying there since '12, or it could have fallen thru a rift in time or something.

For all we know the game could end in the complete destruction of the city (pure speculation here).
« Last Edit: January 28, 2013, 10:42:46 am by Sergius »
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nenjin

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #93 on: January 28, 2013, 10:39:23 am »

Presents some of the alternate history of the universe, in which I guess Columbia goes up into the sky sometime around the Boxer Rebellion in China, and still exists as late as 1980.

You sure about that? I think Infinite is set in 1912. Or do you mean from all those "flash forwards" in time, are they set in the future in the Columbia?

With the "tears" I guess it's hard to say. The video shows artifacts from Columbia found in 1980, but no sign of Columbia in the skies. It could mean several things, all of which are plausible, like Columbia is still up there in 1980, or those artifacts fell through a tear and were deposited in 1980.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

MetalSlimeHunt

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #94 on: January 28, 2013, 11:38:17 am »

The founder of Columbia being part of the Comstock family, if not an alternate version of Anthony Comstock himself, is very appropriate.

Given Columbia's collapsing state even in 1912, I don't think it could have lasted all the way to 1980. The building they found probably got sucked into a tear. I wouldn't be surprised if you cause that yourself during the course of the game.
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Viken

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #95 on: January 29, 2013, 12:04:31 am »

If the building was found high in the alps, it could be that it fell away from the rest of the city any time between 1902 and 1980; but most likely during the period of massive fighting in 1912 (game time).  Given what I understand about the city of Columbia, each building has its own suspension system, and if it broke away it wouldn't have nessissarily had fallen straight down, but glided.  The cold up high in the Alps would have acted wonders in perserving the wreckage.  No rift needed. Lol.

But it looks like it'll be one of the things we figure out in the game.  8)
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Sergius

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #96 on: January 29, 2013, 10:11:40 am »

If the building was found high in the alps, it could be that it fell away from the rest of the city any time between 1902 and 1980; but most likely during the period of massive fighting in 1912 (game time).  Given what I understand about the city of Columbia, each building has its own suspension system, and if it broke away it wouldn't have nessissarily had fallen straight down, but glided.  The cold up high in the Alps would have acted wonders in perserving the wreckage.  No rift needed. Lol.

But it looks like it'll be one of the things we figure out in the game.  8)

I agree that the tear isn't needed, but tears are part of the game so it's still a big possibility.

Also for all we know the city was passing 10 meters above that mountain when that building fell.
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nenjin

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #97 on: March 25, 2013, 09:01:53 am »

So this releases about 11pm-ish tonight. I wished I'd known about the Green Man Gaming deal on BS:I before I bought it from Steam.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

nenjin

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #98 on: March 25, 2013, 10:13:10 am »

Reviews:

RPS - http://www.rockpapershotgun.com/2013/03/25/bioshock-infinite-pc-review/

PCGamer - http://www.pcgamer.com/review/bioshock-infinite-review/

In brief:

The good
-Amazing visuals, vistas and spectacles
-Open level design that rewards exploration
-Energetic, fun combat that takes place in large open areas, letting you choose how and where to fight
-An interesting theme that almost does it right. A goodly amount of flavor from environmental details, audio logs...the usual Bioshock treatment of their setting.

The Bad
-Plot usurps all the energy of the game, precious little is left for things like the citizens of Columbia. Amazing settings are often filled with same-faced people who vanish the instant combat starts.
-Plot logic is tortured and insensible, and the insistence of having an "epic" plot prevents the game from capitalizing on other parts that would have been just as cool

The "I don't know?"
-Less variety but more customizable than older Bioshock games. Only 8 plasmids and a handful of bog standard weapons, that are augmented by the equivalent of tonics. That said, the "Gear" does add some interesting, if silly, mechanics. Like a hat that electrocutes guys who hit you, or pants that make you shoot faster, all of which can be used to create your own little combos. (Something slightly more interesting than "Freeze --> Hit with a wrench.")
-Game would have benefited from a less overbearing plot and slavish obsession with the Mary Sue character. More energy invested in the setting and the other characters instead of this crazy "mystic sci-fi" plot.
« Last Edit: March 25, 2013, 10:52:34 am by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

PTTG??

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #99 on: March 25, 2013, 11:20:46 am »

I saw the ending.
Hoooooly crap.
Spoiler (click to show/hide)
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Neonivek

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #100 on: March 25, 2013, 11:25:49 am »

I am starting to think we were spared in the years where most games couldn't even have a story. Since games that have a TERRIBLE plot are almost par for the course.

Heck even games with a GOOD story (Heavy Rain for example) are often plagued with stupidity within them (DANG IT Heavy Rain!)
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nenjin

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #101 on: March 25, 2013, 11:37:12 am »

It seems like any major game has to shoot for that "epic" ending where time, space, logic, consistency....all become subservient to "the twist." I just finally finished the Witcher the other day, which had a fairly down to earth storyline for a fantasy game....and then right at the end it goes completely off into la-la land with a completely overblown finish. Makes you kind of pine for the days of simple bad guys, a simple premise and a simple, satisfying conclusion.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

GlyphGryph

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #102 on: March 25, 2013, 12:31:45 pm »

Err... I don't think those days have ever existed.
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nenjin

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #103 on: March 25, 2013, 01:07:47 pm »

By comparison to today, FF1 had a pretty simple story. And it even involved time traveling.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

GlyphGryph

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Re: Bioshock: Infinite (aka Project Icarus)
« Reply #104 on: March 25, 2013, 01:10:35 pm »

It was simple, and yet time, space, logic, and consistency STILL became subservient to the twist! :P
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