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The Shock That Almost Wasn't
Posted by
Zonk
on Monday August 13, @06:01PM
from the just-proves-the-dumbness dept.
from the just-proves-the-dumbness dept.
According to a senior designer on the 2K Boston (formerly Irrational) game Bioshock a number of publishers turned them down when the company brought the title to their doorstep. "Ken (Levine) spent years pitching the game to publishers but no one was interested, incredible as that seems now. I joined Irrational in December 2004 and my first job was to get a publishing deal for the game (I worked as the Business Development Director for the first six months). I remember pitching the game to one publisher who later told a friend of mine that it was 'just another f-ing PC FPS that's going to sell 250,000 units." Just in case you didn't catch it over the weekend, there's a demo for the game up on Xbox Live. PC owners hold tight: a PC demo is coming, and hopefully before the game launches on the 21st.
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Political Ideology in BioShock 62 comments
An anonymous reader writes "Julian Murdoch at the usually-excellent Gamers With Jobs has a preview of BioShock up today. Far from being a normal piece on the game's graphics and gameplay, it delves deep into designer Ken Levine's attempts to include some extremely complex and controversial political ideologies as the baseline for the title: 'The point of BioShock, the raison d'etre, is really the story, and the messages and intellectual content that Levine tries to deliver as a payload. "Look at Lord of the Rings," he challenges. "Why is Lord of the Rings more interesting than random RPG story number 507? They're exactly the same thing. They have orcs and goblins and demons and trolls. But Lord of the Rings is a meditation on power. And it's really interesting because of that. It's what gives it it's heart." And with undenied hubris, Levine's trying to do the same thing with BioShock.'"
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Bioshock Previews Abound 34 comments
The much-anticipated spiritual successor to System Shock 2, Irrational Games' Bioshock, is finally starting to emerge from the depths of secrecy. The 360/PC title is due on store shelves at the start of August, and a bunch of sites now have previews available for perusal. Eurogamer, CVG, IGN, Team Xbox, and Gamespot all had hands-on experience with the title recently and now can report back. From Gamespot's writeup: "As you investigate Rapture's sprawling, doomed infrastructure, its crumbling art deco facades, and leaky corridors, you'll uncover the secrets of what went wrong. Stepping out of the diving bell, you'll see signs of a struggle ... We'd barely set foot onto the first platform of the city proper before running into a splicer, which is one of BioShock's common enemies and one of Rapture's former residents. As Atlas will quickly fill you in, it seems that overuse of Adam turns the subject into a crazed monster that fiends for--what else--more Adam. Imagine a crazed junkie dying to get his hands on a fix; only this junkie can throw fireballs out of thin air and move large objects with his mind. And those are just the basic enemies." For a more visceral experience, 1up has a video preview of the game, which looks as creepy as it sounds.
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Ken Levine On The Background of Bioshock 23 comments
GameSpy has up an interview with Ken Levine of Irrational Games. While Levine has spoken previously about Bioshock's ideology, this piece discusses a number of the elements that went into creating the game. He touches again on objectivism, but expands on the title's connection to its spiritual predecessor System Shock 2 and the process of actual developing the game. "Sterling: Segueing away from storyline a little, what sorts of hardware limits did the team encounter from pre-production leading up to this point of near-completion? Ken Levine: As a credit to my programming team, honestly, I didn't hear much about them. There was some hesitation on the part of some of programming team in pushing a level of physical simulation in the world, in part because they knew how much work that was. To their credit, I'll say, not only did they do it, they knocked it out of the park, because I've never seen this level of simulation ever in a shooter."
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Vindicated already?
(Score:4, Insightful)(http://www.ceyah.org/~jandrese/ | Last Journal: Wednesday October 01, @02:47PM)
Re:Vindicated already?
(Score:4, Funny)Re:Vindicated already?
(Score:4, Interesting)(http://www.chriscanfield.net/)
Truly an experience.
Reminds me of another game..
(Score:5, Funny)(http://www.encyclope...i_herd_u_liek_mudkip)
I like it so far
(Score:4, Interesting)(http://www.sohomedic.com/)
Why am I supposed to care about this game again?
(Score:1)So please tell me, why does this game get so much attention?
Regarding the Xbox demo
(Score:1)Free 60-page BioShock art book just released
(Score:4, Informative)(http://edgeofvision.com/ | Last Journal: Wednesday June 20, @09:07PM)
http://www.2kgames.com/cultofrapture/artbook.html [2kgames.com]
But with a game as beautiful as BioShock, that just didn't sit right with me. Because everyone should be able to experience the beauty of BioShock, see the concept art and visualize the evolution of building such a revolutionary game.
So, with the help of the BioShock team and an amazing art designer, I put together a BioShock artbook for everyone to download. Here it is, in all its glory, in two PDF versions: a smaller, ebook download, and a more hi-resolution version that you can take to your local printshop and bind.
The one thing I'd recommend is skipping over Ken's foreword until after you've played the game, as it holds some spoilers you might want to keep secret your first playthrough is complete.
Other than that, and without further ado, I present to you BioShock: Breaking the Mold.
Re:it's just another f**king FPS
(Score:5, Funny)Re:2K Boston?
(Score:2, Insightful)Honestly, is it so fucking hard to type "irrational 2k boston" into Google?
Re:Too bad it's an FPS
(Score:5, Interesting)(Last Journal: Monday January 30, @05:35PM)
Another factor is the closeness of the camera to walls, floors, and ceilings. If you're moving along really close to the ground, for example, the optic flow (the apparent motion of objects or patterns in your field of view) is increased, and that can contribute to motion sickness if the effect is not what you're used to in real life.
Also, any sort of gratuitous bobbing motion is a great way to induce motion sickness. Descent was a chief perpetrator of this back in the day.
If you want a good example of all of this stuff combined, try EverQuest. Get a levitate for your gnome character (low to the ground, while levitate induces a bobbing motion), get your character drunk (induces a weaving motion when going forward and greatly increases your camera's view angle), and move forward while turning. About ten seconds of that is enough to send me to the couch for a long rest.
As for trying to reduce motion sickness, here are some suggestions: Play in a well-lit room, and don't sit right up at the screen. This provides a stationary background to match your stationary inner ear. Turn off any sort of camera bob options, if possible. Don't watch other people play - their unexpected motions can have a detrimental effect. And finally, you might have luck playing in shorter doses.
Personally, I've found that a really high frame rate makes my motion sickness worse, but that may be because I'm used to playing games with a slower frame rate (15-20 fps).
Re:Too bad it's an FPS
(Score:1)Re:Too bad it's an FPS
(Score:2)(http://insidewoodland.com/)
I got it, set it up, and hooked up my Xbox for Gears of War.
I got so sick I had to take the projector back. Now I play on a 32" tv from about 7 feet back, and anything larger than that makes me feel like crap.
It's 360 and PC exclusive.
(Score:2)(http://www.lkmc.ch/)
Last I heard, it was exclusive to 360 and PC. Which pisses me off, because I have a PS3 and no Windows PC.