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Thread: BioShock: Infinite - [Playstation®Move]

  1. #21
    PS4forums Addict isildur83's Avatar
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    2 images









    Κρινοντας απο αυτες τις εικονες τα γραφικα δειχνουν αρκετα βελτιωμενα!!!
    Last edited by isildur83; 18-08-2010 at 16:46.

  2. #22
    Stealth Moderator Valkyre's Avatar
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    ^^ Οντως δειχνουν πολυ βελτιωμενα αν και σιγουρα προκειται για επεξεργασμενες φωτο ή ισως απο εκδοση PC.

    Φαινεται ομως μεγαλη βελτιωση και στα μοντελα και στα textures οποτε μενει να δουμε περισσοτερα...πανικος απο παιχνιδια παλι! Ο_Ο

  3. #23
    Επίτιμο Μέλος Forum GOD WolfRathmA's Avatar
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    ^^ Καλα, μεχρι το 2012 εχουμε ακομα!
    LG OLED 65C3 | Marantz SR5015 | Klipsch R-620F , R-51M , R-34C - SVS SB1000Pro - Elipson IC6 [5.1.2] Dolby Atmos | PS5 |

    Follow me!



  4. #24
    PS3forums Fanatic desperate_gamer's Avatar
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    Quote Originally Posted by isildur83 View Post
    2 images


    That's creepy! And I'm not even sure it's legal!

  5. #25
    PS4forums Addict isildur83's Avatar
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    Interview – Irrational GamesΆ Ken Levine



    Shown to press in New York last week, BioShock Infinite is a first-person shooter set in 1912 from Irrational Games and Ken Levine – one of the masterminds behind our first venture into Rapture with BioShock 1.

    Ken Levine is on-hand at gamescom this week, chatting to the press about Infinite, and Keza MacDonald was given the opportunity to speak with him on our behalf.

    This time, Levine and company are taking us to skies, in a game Keza describes as “breathtaking, vertiginous and invigoratingly surprising”.

    Below the page fold is the interview in itΆs entirety, where Levine tells us how Irrational doesnΆt think of “Infinite as Bioshock 3”, yet itΆs still “totally a Bioshock game”.


    VG247: YouΆve been working in secret now for two and a half years – how difficult was it to keep the secret?

    Ken Levine: WeΆre an organisation that makes games, not one designed to keep top secret secrets, and so we constantly had to be checking ourselves. Even at the recent event in New York, we had these gift bags to give out with various items from the game, and we thought alright, weΆll just leave them under the seats – and then we couldnΆt because someone might have seen them before the event. We always had to think about security procedures; we had a codename for the game in case emails got leaked. It was complicated because thatΆs not what we do – weΆre not the CIA. But we managed to do it – weΆre really happy that as many people as we could saw that trailer without knowing what they were seeing.


    VG247: Bioshock the first was very much a new way of telling a story through the FPS. What has FPS storytelling got left to explore?

    Ken Levine: ItΆs hard for me to speak as the industry, but for us at Irrational, you canΆt just to the thing you did a few years ago and expect it to have the same impact. ItΆs so easy to think of sequels as “HereΆs five new monsters, hereΆs five new levels”, and thatΆs absolutely not how we wanted our studio to approach a new Bioshock game. We thought, what are all the things we are excited about in first person shooters, and what are the things that we think are getting long in the tooth, that the genre is relying upon? For us it was, “Hey, thereΆs a dude on the other side of a glass window who gives you your mission”, or “ThereΆs a guy in my ear telling me my missions by radio”.
    ThatΆs where Elizabeth came from. We thought, weΆre going to have a character who you care about, right there. People have done that before, but the challenge with doing it in a Bioshock game was, firstly, how are her powers going to fit with yours – because we never want her powers to be in charge of the action, the player has to be in power, but we wanted her to have an impactful presence in the game. And secondly, because Bioshock games tend to feel more grounded in humanity, you feel that there are people living in this place who are affected by what happens here, but you are also being thrown into an environment thatΆs specifically designed for shooting people, so making her believable and making the player connect with her is really important to us. SheΆs a big part of the storytelling.
    The fact that youΆre a character this time is also a big part of the storytelling – it doesnΆt sound like a big thing, but in Bioshock the fact that you were a cipher was critical to the story, whereas here the fact that you are Booker DeWitt is critical to the story. ThatΆs been a challenge for us.


    YouΆve said before that IrrationalΆs new project was a new IP – why use the Bioshock title?

    Levine: We never thought of it as Bioshock 3, as a follow-on to Bioshock 2, but at the same time it is totally a Bioshock game. We look at Bioshock games differently, as the guys who created it. HereΆs why we believe this is a Bioshock game: itΆs set in a world thatΆs ridiculous and fantastical and over the top, but still connected to the human experience very much. It feels like it could be a real place. The second thing is that you have this suite of powers so that you drive how you play the game, as much as you can. And you can really see that in the demo – youΆve got the weapon in one hand and the powers in the other hand, and you really decide how you fight the battles. And also the world of Columbia, that feels connected – thereΆs a real human endeavour going on there.
    For us, that is a Bioshock game. Everything else – the location, Big Daddies, Little Sisters, all those things that seem so iconic – that is underneath what I mentioned in the hierarchy, in terms of whatΆs important to make Bioshock game. I think it was never just about Rapture. ItΆs about a certain dynamic that we wanted to continue to explore. And if we had made something that had those components and wasnΆt a Bioshock game, I think people would be asking us, well, why isnΆt this called Bioshock? It feels so similar. And thatΆs our mission – to make something that feels familiar but which is different at the same time.


    It would appear from the demo that thereΆs more emphasis on powers and less on bullets this time around. Would that be fair to say?

    The demo is designed specifically to show what is different about this game compared to the previous games. ItΆs a very specific experience, you know – ten minutes – to get all those ideas across. I mean, youΆre on the skylines, youΆre dealing with crowds of fifteen people, youΆre shooting guys from half a mile away – you donΆt see a lot of traditional Bioshock spaces, but thatΆs not say there wonΆt be any. There will be. YouΆll have these tense moments, those quiet spaces, but thereΆs a tonne of action in the demo. ItΆs not a sample just thrown out of the game, itΆs there to illustrate the differences.


    It seemed that Bioshock communicated on different levels in its marketing, which focussed on wasting dudes with awesome powers, and then when you were actually playing the game, which was considerably more intelligent. Will this be the same for Infinite, and did you find that frustrating?

    ThereΆs two audiences out there that youΆre trying to reach when you make a game like Bioshock. One is game critics, hardcore gamers, who you can speak to in a way thatΆs more sophisticated than how you can speak to a rawer audience. There are people who are enthusiasts – me, you, the gamers – and you can use the shorthand with them. You can talk about hybrids – you can say, yeah, itΆs got RPG elements, itΆs an RGP-FPS, and this is an adventure game element, and they understand. You say that to most people and theyΆre like, whuuut? What are you talking about dude?
    The example I always use is Oreo cookies – people love those, and in America every season they have a different variety. IΆll go into the store and see the Halloween cookie and go, oh cool, itΆs orange, but I donΆt go on blogs and read about the cookies ahead of time, I just see it in the store and buy it. IΆm sure there are people who think about cookies in advance, too. But you have to address both those audiences.
    Sometimes you try to describe it in a language thatΆs acceptable to that larger audience, so that they understand what theyΆre getting. We had this experience with System Shock 2 where we only spoke to the hardcore audience in terms of how we positioned the game and how we marketed it. I think that this time, when we talk to the press we can talk about it in a much deeper and more sophisticated way, but in terms of the ads for the game and stuff like that, itΆll be much more focussed on the action, to reach a broader audience. But we definitely understand that there is a huge and important audience that you can speak to in great detail about the game.


    The gameΆs propaganda and proto-fascistic art is striking – where did that idea come from?

    ItΆs a great way to communicate ideas visually. Characters talking about ideas is one thing, but communicating those ideas through a visual medium is another thing. This period is the golden age of illustration, where illustration really came into its own. The notions of this propaganda… it was such a formative time for illustration that the methods donΆt seem so subtle any more, but back at the time, that was really subtle. IΆve always enjoyed looking at propaganda posters and constructivist paintings, the way they get their ideas across. ItΆs like when you look at a Korean ad nowadays – because theyΆre such a hermit society, they didnΆt have all the media exposure that we did, so you look at their propaganda now and itΆs crude and obvious to us. But to them itΆs incredibly effective. ItΆs like this poster behind me, here (he points at a Columbian reworking of the iconic “Daddy, what did you do in the Great War?” – itΆs really effective, youΆve got the kid asking her dad what he did in the war and the shame on his face, his shame at not having taken part, it still kinda works to that effect. IΆve known this poster since I was a kid and itΆs just a striking image, and thereΆs so much great illustration from that time.


    How does the variety of the locations – outside, skylines, broad open spaces – change the design of the game?

    I think that our goal here was to have a broader range of spaces. In the first Bioshock you had a lot of tight quarters, a lot of coming around a corner to fight one or two guys in a tight space. And the problem with that is that youΆre always asking for the same thing from the player – you know the expression, when all you have is a hammer, everything looks like a nail? The electro bolt and the shotgun was the most effective combination because itΆs one or two guys, right in front of you.
    But if you try to use the shotgun out there [in Columbia], itΆs not going to do you much good. If you try to use a sniper rifle on someone doing 80 miles per hour on a skyline, thatΆs not going to do you much good. So we want to demand more of the playerΆs tool set. In BioShock 1, nobody would have cared about a crown control weapon – itΆs not that useful because you never encountered crowds. Here youΆre facing 15 people at once. So the environment is both a way for us to be visually striking and a way to ask different things of the player.
    What youΆll see is interesting pacing – youΆll be flying along on a skyline and jump off and suddenly youΆll go inside and itΆs quiet, itΆs dark and itΆs intimate, and youΆre sneaking around, weΆre visually telling the story and youΆre learning about whatΆs going on in the world, and then you get into combat in a dark room with one guy, and then youΆll run outside and thereΆs ten guys coming at you from the skylines, and then youΆre on the skylines, like a roller coaster on top of a roller coaster on top of a roller coaster, jumping between all these different levels, and youΆre shooting at guys and theyΆre shooting at you, and then youΆre back indoors, and itΆs quiet again – thatΆs about pacing. ItΆs critically important. And these new environments just expand our power. WeΆre not replacing what we did before – weΆre expanding.

    BioShock Infnite is slated for PC, PS3, and Xbox 360 in 2012.

  6. #26
    Stealth Moderator Valkyre's Avatar
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    Βρηκα ποιον μου θυμιζει ο Kevin Levine!!! Τον πρωταγωνιστη του Heavy Rain! Ολοιδιος ειναι!!

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    PS4forums Addict isildur83's Avatar
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    Hands on - Bioshock: Infinite


    Αδιαμφισβήτητα, μία από τις εκπλήξεις της έκθεσης gamescom είναι ο νέος τίτλος της Irrational Games, της ομάδας που κρύβεται πίσω από το αρχικό BioShock, αφού μέχρι και το ξεκίνημα της παρουσίασης του, πολλοί το γνωρίζαμε ως απλά το νέο, μη ανακοινωμένο τίτλο της 2K Games. Η φημολογία σχετικά με το τι θα δούμε στη παρουσίαση που ήμασταν καλεσμένοι υπήρχε διάχυτη στον αέρα, τουλάχιστον μέχρι και τη στιγμή που πλησιάσαμε τον ειδικά διαμορφωμένο χώρο στο booth της 2K, πάντα στη Business περιοχή της Gamescom. Τα χαρακτηριστικά posters έξω από τη μαγική πόρτα, "φώναζαν" πως είχαν σχεδιαστεί από τον ιδιαίτερα ταλαντούχο Lead Artist της Irrational, αυξάνοντας την αναμονή μας ακόμα περισσότερο.



    Κάπου εδώ να αναφέρουμε πως τελικά οι πόρτες άνοιξαν, και οι κάμερες απενεργοποιήθηκαν, αφού η φωτογράφιση και η μαγνητοσκόπηση υπέπεφταν στη κατηγορία των απαγορευτικών κινήσεων. Ένα πρόλογος από τον ίδιο τον Lead Artist προηγήθηκε, τα φώτα έσβησαν, και το live gameplay demo ξεκίνησε, τρέχοντας όχι σε PlayStation 3, ούτε Xbox 360, αλλά PC.

    Αυτό που αμέσως γίνεται ξεκάθαρο στο θεατή, είναι ότι η Irrational αξιοποίησε τον χρόνο που είχε στα χέρια της για να δημιουργήσει κάτι το εντελώς διαφορετικό, μα συνάμα σε ορισμένα πλαίσια γνώριμο. Τόπος διεξαγωγής των γεγονότων η Columbia, και χρόνος διεξαγωγής οι αρχές του 1900. Σε αντίθεση με τη Rapture, η Columbia δεν γεννήθηκε κάτω από μυστικισμό και δεν είχε ως στόχο να απομονώσει τους κατοίκους από τον “βλαβερό” έξω κόσμο. Τα μεγαλύτερα μυαλά των Ηνωμένων Πολιτειών εργάστηκαν πάνω σε αυτό το τεχνολογικό θαύμα, με έναν κοινό σκοπό: Τη δημιουργία ενός χώρου, ο οποίος θα ήταν σε θέση να προβάλει όλες τις αρετές της μετά τον Εμφύλιο της Αμερικής. Ένα ιπτάμενο, από όλες τις πλευρές μηχανικό επίτευγμα, ικανό να ταξιδεύει σε οποιοδήποτε μέρος της υφηλίου, σκίζοντας τους αιθέρες.




    Μία πόλη που δεν τη βαστούν ρίζες, θεμέλια αν θέλετε, όμως, κρύβει τους δικούς της κινδύνους. Ο λόγος είναι ότι το γεγονός πως για κάποιους η Columbia αποτελούσε την απόλυτη πολεμική μηχανή, ικανή να ταξιδέψει ανά πάσα στιγμή παντού, δίχως νόμους και επιπτώσεις να επιβαρύνουν τη συνείδηση τους. Μόλις λίγα χρόνια αργότερα, το 1912, η Columbia εξαφανίστηκε από το...χάρτη, με την κατάσταση των κατοίκων της να παραμένει άγνωστη.

    Τι ρόλο παίζουμε όμως εμείς, ως παίκτες, και πως συνδεόμαστε με τη Columbia; Ο Bucker Dewit θα μπορούσε να χαρακτηριστεί ως ο άνθρωπος για όλες τις δουλειές. Για τις βρώμικες δουλειές. Σε αυτόν το τομέα “εργασίας”, οι απαιτήσεις του εργοδότη και η δεκτικότητα μας σε αυτές μεταλλάσσονται ανάλογα με την ποσότητα των χρημάτων που είναι σε θέση να διαθέσει. Ο Bucker θα προσεγγισθεί από έναν άντρα, πατέρα, ο οποίος αναζητά την κόρη του. Το αντικείμενο αναζήτησης μας είναι η Elizabeth και στόχος μας να την εντοπίσουμε. Φυσικά, τα πράγματα δεν θα μπορούσαν να είναι τόσο απλά, αφού η Elizabeth βρίσκεται για τα τελευταία 15 έτη φυλακισμένη στη Columbia, και μιας η τελευταία γνωστή τοποθεσία της μας είναι άγνωστη, είναι στο χέρι του πατέρα της, ο οποίος γνωρίζει ακριβώς που εντοπίζεται το ιπτάμενο θαύμα, να μας βάλει μέσα.




    Ένα εισαγωγικό CGI trailer φρόντισε να μας κατατοπίσει όσο και να μας μπερδέψει, κεντρίζοντας το ενδιαφέρον μας και δρώντας ως ο απόλυτος πρόλογος πριν την προβολή του live gameplay demo. Το τμήμα του BioShock: Infinite που ένα από τα στελέχη της Irrational έπαιξε, εντοπίζεται περίπου στο 1/3 της συνολικής προόδου, αποφεύγοντας έτσι κάποιο είδος tutorial, και εισάγοντας μας απευθείας στην καρδιά, στον πυρήνα του gameplay και της δομής του.

    Για ένα παιχνίδι που μέχρι πριν λίγες δεν υπήρχε καν επίσημα, το Infinite οφείλουμε να ομολογήσουμε πως έδειχνε το λιγότερο εκπληκτικό. Το φως του ήλιου είναι το στοιχείο που κυριαρχεί, με τις τεχνικές φωτισμού να μας αφήνουν σε σημεία με το στόμα ανοιχτό. Το ίδιο ισχύει και για τη διαθέσιμη τεχνολογία, μιας και η Irrational φαίνεται πως έκανε ό,τι περνούσε από το χέρι της για να βελτιώσει κατά ολόκληρες σκάλες τον οπτικοακουστικό τομέα. Art direction που δεν μοιάζει με τίποτα που έχουμε ξαναδεί και χαράζεται ακαριαία στη συρταριέρα του μυαλού, κάτω από το γράμμα "Ε", ως εκπληκτικό. Ή, επικό.


    Η σιγή στα πρώτα λεπτά του demo σπάει από την παράνοια και την καταστροφή, σήματα κατατεθέντα της, προφανώς, ξεπεσμένης -κάποτε- πόλης θαύμα. Το τι συντέλεσε στη δημιουργία χάους και οδήγησε την Columbia σε αυτή την κατάσταση δεν εξηγείται, αν και μπορούμε να φανταστούμε δεκάδες πιθανά σενάρια, πολλά από τα οποία περιέχουν κάποια “πρωτόγονη” μορφή του Eve. Λεπτά αργότερα, οι υποθέσεις μας επιβεβαιώνονται, όταν επιχειρούμε να δολοφονήσουμε το δήμαρχο, και ερχόμαστε σε επαφή με τον προσωπικό του “bodyguard”, ένα διεφθαρμένο από την ουσία κάτοικο, που μέσω τηλεπάθειας έχει την ικανότητα να ελέγχει ένα σμήνος κοράκων.


    Περιττό να αναφέρουμε πως το θάνατό του επακολουθεί ο “δανεισμός” της ικανότητας αυτής, πάντα μέσω της θαλασσί ουσίας, για την οποία -πληροφοριακά- σε κανένα σημείο της παρουσίασης δεν έγινε λόγος. Ο δήμαρχος έπειτα προσπαθεί να διαφύγει, χρησιμοποιώντας το ιδιαίτερο σύστημα ραγών της πόλης, μέσω ενός κατάλληλου για τη δουλειά γάντζου. Οι ομοιότητες εδώ με το Metroid Prime 3: Corruption είναι κάτι περισσότερο από εμφανείς, χωρίς αυτό να είναι κάτι το απαραίτητα κακό.




    Οι ρυθμοί δεν αργούν να γίνουν καταιγιστικοί, όταν τα βομβαρδιστικά κανόνια ανοίγουν πυρ εναντίον μας, αναγκάζοντάς μας να αναζητήσουμε καταφύγιο σε ένα bar. Bar το οποίο είναι γεμάτο από θαμώνες που δεν έχουν την καλύτερη των απόψεων για εμάς. Ξάφνου, ερχόμαστε αντιμέτωποι με διψήφιους αριθμούς εχθρών, που όλο και αυξάνονται, με το παιχνίδι να απαιτεί από εμάς την αξιοποίηση των τηλεπαθητικών ικανοτήτων μας, αν κι εφόσον επιθυμούμε να επιζήσουμε. Την πάντα αποτελεσματική δίκανη καραμπίνα μας συνοδεύουν ικανότητες όπως ο παραδοσιακός πλέον ηλεκτρισμός, ή, στην περίπτωση του Infinite, ο συνδυασμός του με ένα μείγμα μαύρων σύννεφων, που όμως δεν ήρθε από εμάς.


    Η μυστηριώδης και οπτικά άκρως ενδιαφέρουσα Elizabeth καταφθάνει για τη διάσωσή μας με τις εκπληκτικές δυνάμεις της, με εμάς να προσθέτουμε την απαραίτητη...σπίθα, που θα παγιδεύσει τους διώκτες μας σε μία ηλεκτρική, μίνι καταιγίδα. Η συνεργασία με την Elizabeth -η οποία, ούτε λίγο ούτε πολύ, καταδιώκεται από το σύνολο του πληθυσμού- απ' ότι φαίνεται θα είναι κάτι σύνηθες στο παιχνίδι, αφού δευτερόλεπτα αργότερα συνδυάζουμε ξανά τις δυνάμεις μας, αυτή τη φορά στην προσπάθειά μας να αποτελειώσουμε μία επιβλητική παραλλαγή του Big Daddy, που δρα ως κάποιο είδος αστυνόμευσης -ας μην ξεχνάμε πως όσοι δεν επιθυμούν την Elizabeth νεκρή, την προτιμούν φυλακισμένη.


    Το demo και η παρουσίαση κλείνει με τη δράση να βρίσκεται στο απόγειό της, αφού η εξουδετέρωση του αντιπάλου μας, που στο μυαλό του Bucker αποτελεί τον προσωπικό διώκτη της Elizabeth, ακολουθείται από τον ερχομό του “the real deal”, ενός...πλάσματος, που θα έκανε τον Big Daddy και την κάθε Big Sister να τρέξουν για τη ζωή τους, προς ποικίλες κατευθύνσεις.


    Κάπως έτσι, λοιπόν, ολοκληρώθηκε η παρουσίαση αυτής της, όπως όλα δείχνουν, επικής προσθήκης στο σύμπαν του BioShock, για την οποία με ασφάλεια μπορούμε να πούμε πως από τώρα έχει κερδίσει επάξια μία θέση στην καρδιά μας, και φυσικά στη λίστα αγορών μας. Η Irrational τόλμησε για το διαφορετικό και χτύπησε φλέβα χρυσού, με ένα project που αποδεικνύει πως η παρουσία αγνού ταλέντου, δημιουργικότητας και θέλησης για επαναπροσδιορισμό των ικανοτήτων και των ορίων κάποιου, μπορεί να αποδώσει καρπούς. “Nothing ventured, nothing gained” ακούστηκε από το στόμα του ήρωά μας σε ένα σημείο της παρουσίασης, και ειλικρινά, δεν μπορούμε να σκεφτούμε ένα καταλληλότερο σύνολο λέξεων για την ολοκλήρωση αυτού του κειμένου.





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    Υ.Γ - Αργει πολυυυυυυ ακομα το 2012 και με αυτα που διαβασα ποιος περιμενει μεχρι τοτε...
    Last edited by isildur83; 20-08-2010 at 16:34.

  8. #28
    PS4forums Addict isildur83's Avatar
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    Levine: “We have not made any determinations about multiplayer” in BioShock Infinite


    Ken Levine has said Irrational is experimenting with different things at the moment with BioShock Infnite, but thereΆ no guarantee it will contain multiplayer.

    Speaking with
    Kotaku at gamescom, Levine said the team is not interested in multiplayer unless it brings something new to the table; otherwise, players will just go back to playing Halo or CoD.

    “HereΆs what I have to say about multiplayer – itΆs what we said about BioShock 1: ΅We have not made any determinations about multiplayerΆ,” said Levine.

    “I will say that we experiment with things, but for us we are never interested in making a multiplayer mode you could just play in some other game. Because, A) thatΆs not creatively interesting and B), financially, youΆre wasting your time. TheyΆre going to go play Halo. TheyΆre going to go play Call of Duty.

    “If we do something new — if we do something like Left 4 Dead that has something new to say — people will come to your game. If you donΆt, donΆt waste your time.”

    “YouΆre not much of a game designer if you canΆt draw lessons out of A) good games and bad games and B) games that are not really applicable to what you are doing. You need to look past the surface.”

  9. #29
    PS3forums Fanatic desperate_gamer's Avatar
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    Ouch! Το Bioshock 2 δεν πρέπει να τους άρεσε καθόλου! χαχαχα!

  10. #30
    PS4forums Addict isildur83's Avatar
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    Levine on BioShock Rapture return: “Never say never”



    Columbia is high in the sky. Rapture is at the bottom of the sea. Ken Levine might be in the clouds with Infinite, but is a return to Rapture on the cards? As the man says, “Never say never”.

    The Irrational boss told
    CVG in Cologne last week that although he had told the story of Rapture as far as he was concerned, he wouldnΆt rule out a return.

    “Leaving Rapture was very, very personally difficult for me,” said Levine.

    “It was very difficult. It was my whole life. I donΆt have kids; itΆs like my child. I feel that connection to Andrew Ryan, Sander Cohen – a sick group of people to feel a connection to, but I do.

    “I just felt that we had said all we needed to say about it… at the time. I mean, never say never. But right now thatΆs how we feel about it.”

    So, we may have a Levine-made Rapture sequel. Cool. Just one condition.

    “Yeah. I mean, lifeΆs a long time. But IΆd have to have an idea that drove that. IΆd have to spring from the idea,” he said when asked if he could foresee himself telling another Rapture story.

    No one said it was going to be that simple.
    BioShock: Infinite Big Daddy replacement named “Handyman”



    Irrational has given a name to the giant enemy seen in the recent BioShock: Infinite reveal: heΆs called Handyman.

    “Obsession” with “large hands” led to the creation of BioShockΆs latest icon, IrrationalΆs confirmed in its latest podcast.

    The Big Daddy-alike – seen both fighting a human at the start of the gameΆs reveal trailer and grabbing the gameΆs female lead, Elizabeth, at the end – has porcelain, mechanical hands that very nearly werenΆt.

    “I think with the original Handyman, there were claws,” said concept artist Rob Waters.

    “But in the end, Crabman didnΆt end up working out because he couldnΆt grab a guy and shove him in a fish tank very gracefully, and he ended up looking a little goofy in-game.”

    Before the final Handyman design, the enemy had “giant mechanical crab claws,” according to the artist.

    “How would he take a leak?”


    Explaining the reason for working the monsterΆs hands into something more human, lead artist Shawn Robertson said the claws were simply implausible.

    “How could this guy exist in any world? Fundamentally, how would he take a leak? How would he eat something?” he said.

    Gameplay, as ever, had the final say.

    “LevineΆs problem was a gameplay thing,” said art director Nate Wells. “HereΆs a classic case of a trailer causing one choice to be made which then has repercussions in the game. It actually turns out to be a really good thing.

    “The functionality problem was that claws are for grabbing, and not for pushing or punching. This guyΆs actual functionality was to punch.

    “And that sort of evolved between the time Rob did his first sketch and the designers based funactionality on that sketch, and by the time weΆd done a prototype is was like, ΅Well, this guy should grab, not punch.Ά You punch with fists. So he evolves again and he actually gets hands.”

    “Fundamentally scary”


    In addition, the team said hands are more “fundamentally scary” than claws, and that using the porcelain hands you saw in the trailer adds a “humanity” to the character.

    In the gameΆs first play demo, Handyman is seen in action as a boss, right at the end. This early play-test has thus far been shown in New York and Cologne.

    Studio boss Ken Levine actually confirmed the character is called Handyman in Cologne last week, speaking to French site GameKult.

  11. #31
    Stealth Moderator Valkyre's Avatar
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    Μια αρκετα ενδιαφερουσα νεα συνεντευξη απο βασικο συντελεστη του Bioshock Infinite. Αποκαλυπτει αρκετα πραγματα λολ

    With our heads still spinning from the astounding (if heavily scripted) demo of Bioshock Infinite at GamesCom last week, we sat down with Irrational's Director of Product Development Timothy Gerritsen to see if we could squeeze any information out of him. What we got was a tantalising glimpse into the twisted world of Columbia.

    GamingUnion.net: How much can you reveal about the story, as it stands?

    Timothy Gerritsen: At this point we're not talking in terrible detail. I can discuss essentially the setting and the characters. Columbia is the setting, in 1912. It is a city that was designed as an airbourne World's Fair, intended to show off the American ideals of the time.

    However, in reality it actually became a floating battleship that was exporting American idealism whether you wanted it or not. A Death Star, if you like. But then it disappeared completely...

    The main character is Booker DeWhitt. He's not a cipher this time, he's an actual character. He's an ex Pinkerton agent. Pinkerton's were a combination of hired muscle and secret agents in the late nineteenth century. However, even by their standards DeWhitt was too much for them, so they kicked him out and now he's an itinerant muscle-for-hire, fixer-for-hire who does dirty jobs that others aren't willing to do.

    You get hired to rescue a girl named Elizabeth who happens to be held against her will in Columbia. The man who hires you knows how to get you to Columbia, despite its mysterious disappearance.

    Elizabeth herself is more than meets the eye. Actually, there's a reason that they have kept her captive on Columbia. When you arrive there you realise that she is at the centre of the war that is ripping Columbia apart.

    GamingUnion.net: You alluded to one of the themes there, the sense that Bioshock 2 explores aggressive patriotic nationalism. It's something that arguably resonates in current affairs. Could you elaborate on what it means to the game itself?

    Timothy Gerritsen: As with any Bioshock game one of the things that we like to explore is extremism. So what happens when you have an ideal and you are unfettered and you take that ideal to its extreme.

    So in Columbia you have this group that have done just that and it's reflected in what's going on around you as you play the game. One of the reasons that we chose this period is that we are interested in the dark side of it.

    So there were to themes to that period; the dark side and the light side. There was this optimism of this time, so it was pre-World War 1, there was this belief that machinery was going to save the world, that technology and science were ultimately harbingers of good. That they could do no wrong and that science would solve all societal ills.

    But they didn't realise that machinery can also destroy and that World War 1 was just around the corner. We're exploring that side.

    So one of the themes of that period was eugenics. In many countries eugenics was practiced, a scientific approach to racism. It was the belief that if you measured people - their cranium, their ear length, their nose width, their nose height, measuring these kind of things - just like you could breed a dog, you could breed a person. And you could weed out undesirable traits. They believed that through eugenics they could save the world by creating perfect people.

    GamingUnion.net: A master race...

    Timothy Gerritsen: Exactly, a master race. This theory was prevalent at the time. It's the dark underbelly to the notion that science was the saviour of the world. They took scientific approaches to popularise racism.

    GamingUnion.net: It strikes me that Bioshock Infinite is one of the few shooters out there that could be read as left-leaning and liberal. I've just seen Spec Ops: The Line, for example, which could be considered one of a great many militaristic shooters that almost celebrate the aggressive destruction over other territories and races, or the fear associated with invasion from them. But Bioshock is different, why is that?

    Timothy Gerritsen: Well, I wouldn't say we're necessarily left-leaning, because if you look at... [stops himself] you haven't seen all of the game yet. And for every extent on one side, there's an extent on the other. Y'know we're not talking about that yet.

    Even in Bioshock 1, we didn't really pick sides. At the end of the day, was Andrew Ryan a villain? Maybe he was, maybe he wasn't. We never picked sides. Instead we created a game where you could explore the extents of those extremes. You got to see both sides, and you were caught in the middle.

    Likewise, in this game you'll find that we're not necessarily picking sides. You're caught in the middle between factions.

    GamingUnion.net: So thematically Bioshock Infinite relates to the previous games, but what about the narrative. Does it tie-in at all? Is it the same universe?

    Timothy Gerritsen: That's something that we're not really talking about at this stage. Obviously, it's a Bioshock game, we always intended it to be a Bioshock game. We don't necessarily believe that Bioshock was tied to any one particular location. There are ideas in Bioshock that are universal. And those were the themes we wanted to explore.

    When we finished with Bioshock 1, we were done with Rapture. We told the story that, we felt, needed to be told. It was a completely contained story, there was nothing else to say there. But we thought that the themes we've already discussed, along with exploring the different ways you can combine powers and the combat with exploration that we did in the first game - we weren't down with that, just yet. But we were done with Rapture.

    So really we said, 'we're gonna throw out all the rules.' There's not gonna be sacred cows. We're gonna boil down Bioshock to its basic tenets and move forward. We're not going to just bring things over just because they were in the previous game.

    Is there a tie-in? It's something we'll explore as we move forward.

    GamingUnion.net: It has already been revealed that meaning of the title 'Infinite' is revealed towards the end of the game...

    Timothy Gerritsen: Yes, it is.

    GamingUnion.net: ...and that it is then that the links to Bioshock will be more fully revealed...

    Timothy Gerritsen: There's a specific reason we called it Bioshock Infinite. We didn't just pick that name out of the air because it sounded good. There is a reason for it and that's something we really want players to discover for themselves. If we told you now it would ruin the exploration itself.

    GamingUnion.net: Ok, so while there are many recurrent themes from the original, in many ways it is also the complete opposite. So the setting is very public not hidden, it's in the air as opposed to beneath the sea, it's open as opposed to closed and claustrophobic...

    Timothy Gerritsen: Yeah, Rapture was very much about that claustrophobic feeling, the weight of the ocean literally crushing down on you. That was a very interesting thing for us to explore with Bioshock 1. With Bioshock Infinite it kinda is the reverse. It wasn't necessarily intentional, it was just what happened.

    But this really is the reverse. So instead of being oppressed by this ocean that is bearing down on you, now you are above everything and there is limitless possibilities. You feel like you're above the world, but at the same time, there's this sense of vertigo. You can fall to your death at any time.

    So it's a different set of tensions than we had underwater. And that's one of the challenges we have with the game. It's a much brighter, much more daylit experience - obviously there will be different types of day and night, we explore storms in the demo and how that affects lighting - so there will be gloom in this game, but for the most part it is a day time, above the world setting.

    So we're exploring how you make that creepy, how do you make that sense of impending doom and you can see hints of that in the demo. Those are the challenges we face.

    GamingUnion.net: Speaking of the demo, there are a few moments where objects shimmered. It wasn't clear weather that was the result of the powers that the characters have, or there was some questioning of the reality of the environment...

    Timothy Gerritsen: I think once we release that footage, you can kind of go back and do it frame by frame and it will be a little clearer. So you'll have to wait for that. It's not the only place where that happens.

    GamingUnion.net: Yeah, I saw it in the painting too.

    Timothy Gerritsen: Sure, and there's even more too. We're hoping that people will obsess over that and try to glean something from it. Because there are also things in there that... I'm sorry, I would love to tell you all, we are really excited because what we're showing here is just the tip of the iceberg of what this game is all about. There's so much more.

    GamingUnion.net: During the demo I asked about how scripted it was, they said they had to squash it down a little.

    It was difficult for us because we only have 10 minutes to show you all of the things we want to show you. There is so much other stuff we don't even get to in the GamesCom demo. We had to work out how to show it in a compact such a compact time frame. Some really exciting things just had to be left out.

    GamingUnion.net: So the game was announced very early, two years from release. Why was that?

    Timothy Gerritsen: A couple of reasons. One is that we've kept it secret so long and that was difficult enough, we knew it was going to leak. We really wanted to get out in front of it and reveal it in the way that we felt would have the most impact and in a way that we could get our story across.

    If it just leaked people would have gone, 'Oh, they're working on Bioshock 3.' It would have leaked in a way that it wouldn't have had the same impact we wanted it to have.

    Also, because it is so new and so different, we also wanted to get it out early, so we could make people away that it is not just the next chapter of Rapture, this is an entirely different Bioshock game. There's so many new themes, there's an entirely new nature to the game.

    You're playing a character this time around - we wanted people to be aware of that and comfortable with that. And then finally, like I said there is so much more to this game that we wanted to have a staged release so we could say, "Here's what it's all about, here's what we're doing" and then at different stages along the way we could get into different aspects.

    Because the scope of this game is massive. It's terrifying for us because we're building it and it's so massive that we didn't want to compress all of that into a six month time frame.

    GamingUnion.net: And you've already been developing the game for 3 years? It's a five year cycle, right? That seems odd at this stage of this generation of platforms.

    Timothy Gerritsen: We really started working late 2008. That was when we really actually began production of the game. The themes were explored before that. After Bioshock 1 we sat down and the company said, "What do you want to do?" There was no, 'You have to make the next Bioshock.' And once we decided that was what we wanted to do, there was no, 'Right, we've got to make the next Rapture.'

    We decided that we loved Bioshock so much and there was so much we wanted to do with some of the ideas in that game, that if we have the time, the budget and the inclination, how do we do it? Bioshock Infinite is the result of that.

  12. #32
    Moderator enstikto's Avatar
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    ^^ Καλή η συνέντευξη. Εγώ μένω στην αναφορά του ονόματος και στο ότι η λέξη "Infinite" παίζει ρόλο και θα τον καταλάβουμε προς το τέλος.
    Φοβάμαι όμως ότι μέσα στα επόμενα 2 χρόνια όλο και κάποιος θα μαντέψει τι μπορεί να σημένει και να spoilerιαστούμε. Μα και αυτοί 2 χρόνια πριν το ανακοινώσαν;
    Ποιός περιμένει;
    Αν και καταλαβαίνω τους λόγους που το κάναν δεν παύει να είναι πολύ μακρυά η κυκλοφορία του. Δεν ξέρω αν θα κρατήσει το hype τόσο πολύ...
    Και επιτέλους ρε άνθρωποι λυπηθέιτε μας ρε γμτ. Ανακοινώνουμε το παιχνίδι 10 χρόνια πριν βγεί και περιμέτε μαλ...ες (Ναι εσένα κοιτάω Diablo III και GT5).

  13. #33
    Επίτιμο Μέλος Forum GOD WolfRathmA's Avatar
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    ^^ Εμενα δε με πειραζει καθολου που θα αργήσει να κυκλοφορησει. Ο χρονος αυτος που ερχεται ειναι φουλ απο games και ηδη η τσεπη δεν αντεχει αλλο!
    LG OLED 65C3 | Marantz SR5015 | Klipsch R-620F , R-51M , R-34C - SVS SB1000Pro - Elipson IC6 [5.1.2] Dolby Atmos | PS5 |

    Follow me!



  14. #34
    Forum GOD Dragonpaul's Avatar
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    Quote Originally Posted by WolfRathmA View Post
    ^^ Εμενα δε με πειραζει καθολου που θα αργήσει να κυκλοφορησει. Ο χρονος αυτος που ερχεται ειναι φουλ απο games και ηδη η τσεπη δεν αντεχει αλλο!
    Βρε απατεωνα, ολο ετσι λες και ολο τα καλυτερα gadgetακια αγοραζεις.

  15. #35
    Advanced Member Sergio's Avatar
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    Καλα εκανα κ αλλαξαν το σκηνικο,απ το βυθο στον ουρανο.Ηδη εχουν βγαλει 2 παιχνιδια που διαδραματιζονται στο βυθο,τι νοημα θα ειχε να εβγαζαν κ ενα 3ο...?Ασε που σαν ονομα το Bioshock μετραει πολυ,εχουν κανει τρελλες πωλησεις κ τα 2 προηγουμενα,οποτε γιατι να μην συνεχισουν τη σειρα...?

  16. #36
    PS4forums Addict isildur83's Avatar
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    BioShock Infinite gets special Game Informer cover treatment

    Game InformerΆs blown its top on all things BioShock Infinite, putting the Irrational reboot on its cover for its next issue.

    The magazine has three new pieces of concept art of the game for the covers, first shown at a PAX panel with the studio yesterday alongside a gameplay demo, and even redoing its logo to the style of the 1912 setting above.

    The mag also promises to be “packed with new info about Columbia, protagonist Booker DeWitt, his companion Elizabeth, and the monstrous titan that rules the sky above the city.”





  17. #37
    PS3forums Fanatic desperate_gamer's Avatar
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    Υπέροχα εξώφυλλα! Μπορεί το Bioshock να το σκυλοβαριέμαι σαν παιχνίδι γενικά, αλλά το concept art του είναι για βραβεία!

  18. #38
    Stealth Moderator Valkyre's Avatar
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    new screens απο το gameinformer







    λιγο λολ το μηχανικο ... "πραγμα" αλλα κατα τα αλλα μια χαρα...

  19. #39
    PS4forums Addict isildur83's Avatar
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    First BioShock: Infinite gameplay video for September 21 release

    Irrational GamesΆ Chris Remo, has said weΆll be seeing some BioShock: Infinite gameplay very soon.

    The gameΆs first play video will be released on September 21. ItΆs to first appear on Xbox Live and Xbox.com, with a more general release the following day.

  20. #40
    PS4forums Addict isildur83's Avatar
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    BioShock Infinite propaganda posters















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