agree, play Bioshock 1 first at least. Amazing game.Play the original first. Dont worry about 2.
agree, play Bioshock 1 first at least. Amazing game.Play the original first. Dont worry about 2.
I can't believe I missed 11 Voxophones. Shit. I felt like I combed every inch of the game. Gonna have to find the ones I missed on YouTube or something.
Damn, that is close. I missed like 10 of each.At the end I missed 3 voxophones and 1 telescope or kinetoscope on my first playthrough. I was so close lol.
Agreed.agree, play Bioshock 1 first at least. Amazing game.
Except there's no game play reward for avoiding the fight. The conceit is the opposition is on the alert at all times here, since the powers that be know of your presence and control troops. You seem to want a carbon copy of what came before, regardless of scenario change. Just because Bioshock is in the name, doesn't mean it needs the same setup, resulting in similar combat scenarios. And when you start firing guns, why wouldn't you assume all enemies would be converging on you?you dont have to kill everything in bioshock. you definitely dont have to in system shock 2.
sure the AI had patrol paths in those games but they would break out of them to investigate a noise and you could even hide while they looked. infinite doesnt have this at all. if you make a noise like breaking a window or possessing a vending machine it's always guaranteed combat even if the nearest enemy is hundreds of feet away. in the older shock games you could take out a stray enemy without alerting the rest. not possible in this one. this time its a few enemies standing there waiting for you to hit the trigger point which allows the rest to spawn in and everyone attacks. they all know exactly where you are as soon as the game switches into a fight too. people say it's very different because it is.
Crap. I believe I stumbled across a short but huge spoiler earlier. It just said."...or didn't exist at all"
Did I just ruin my BI experience by reading that?
Crap. I believe I stumbled across a short but huge spoiler earlier. It just said."...or didn't exist at all"
Did I just ruin my BI experience by reading that?
You're totally fine. Honestly, not even sure what that spoiler means.Crap. I believe I stumbled across a short but huge spoiler earlier. It just said."...or didn't exist at all"
Did I just ruin my BI experience by reading that?
Crap. I believe I stumbled across a short but huge spoiler earlier. It just said."...or didn't exist at all"
Did I just ruin my BI experience by reading that?
I did the Shawn combo on 1999. Fight lasted 10 seconds. I feel like I'm cheating.
Yo, monetize those technical triage skills. I mean, if you're not already an engine coder, and I highly doubt that you aren't already.Looking at the tech involved with the game, there was really nothing here that could not have been done with the first Bioshock game, and therefore necessitated such a long development cycle.
.
Yo, monetize those technical triage skills. I mean, if you're not already an engine coder, and I highly doubt that you aren't already.
I started a (second? third? don't remember) Bioshock 1 playthrough yesterday after finishing Infinite and god is the hacking tedious in that game. I don't suppose someone has modded the first game adding Bioshock 2's hacking right? That would be glorious.agree, play Bioshock 1 first at least. Amazing game.
Oh, so that was the Shawn combo people mentioned. Can you reiterate what he said?
I read this list with a huge grin on my face. It is intuitively devastating, hope I get vampire's embrace when I continue my 1999 run this weekend.Charge + Charge Aid + explosive upgrade
Electric Punch
Last Man Standing
Blood to Salt
Vampires Embrace
The fight is over super quick
Charge + Charge Aid + explosive upgrade
Electric Punch
Last Man Standing
Blood to Salt
Vampires Embrace
The fight is over super quick
Yo, monetize those technical triage skills. I mean, if you're not already an engine coder, and I highly doubt that you aren't already.
I read this list with a huge grin on my face. It is intuitively devastating, hope I get vampire's embrace when I continue my 1999 run this weekend.
Thanks!
All the enemies essentially move the same. The presentation is essentially the same. The graphics are essentially the same. The only major additions I see are skyhooking and this AI following you. I hated the skyhooking, I dreaded it every time I saw it. I thought at the very least with tears that you could look in them and panorama view inside them to get a glimpse at another world, but they are all essentially empty filters. That would have had at the very least taken some dev time to implement. The gameplay tears are also something new, but aren't difficult to implement.
From a technical perspective it seems all the dev time went into the story, which seems like a hell of a waste. Since, I have seen much shorter dev times for games with better stories.
All the enemies essentially move the same. The presentation is essentially the same. The graphics are essentially the same. The only major additions I see are skyhooking and this AI following you. I hated the skyhooking, I dreaded it every time I saw it. I thought at the very least with tears that you could look in them and panorama view inside them to get a glimpse at another world, but they are all essentially empty filters. That would have had at the very least taken some dev time to implement. The gameplay tears are also something new, but aren't difficult to implement.
From a technical perspective it seems all the dev time went into the story, which seems like a hell of a waste. Since, I have seen much shorter dev times for games with better stories.
All the enemies essentially move the same. The presentation is essentially the same. The graphics are essentially the same. The only major additions I see are skyhooking and this AI following you. I hated the skyhooking, I dreaded it every time I saw it. I thought at the very least with tears that you could look in them and panorama view inside them to get a glimpse at another world, but they are all essentially empty filters. That would have had at the very least taken some dev time to implement. The gameplay tears are also something new, but aren't difficult to implement.
From a technical perspective it seems all the dev time went into the story, which seems like a hell of a waste. Since, I have seen much shorter dev times for games with better stories.
In this alternate reality, the Sega Saturn was a success.All the enemies essentially move the same. The presentation is essentially the same. The graphics are essentially the same. The only major additions I see are skyhooking and this AI following you. I hated the skyhooking, I dreaded it every time I saw it. I thought at the very least with tears that you could look in them and panorama view inside them to get a glimpse at another world, but they are all essentially empty filters. That would have had at the very least taken some dev time to implement. The gameplay tears are also something new, but aren't difficult to implement.
From a technical perspective it seems all the dev time went into the story, which seems like a hell of a waste. Since, I have seen much shorter dev times for games with better stories.
In this alternate reality, the Sega Saturn was a success.
All the enemies essentially move the same. The presentation is essentially the same. The graphics are essentially the same. The only major additions I see are skyhooking and this AI following you. I hated the skyhooking, I dreaded it every time I saw it. I thought at the very least with tears that you could look in them and panorama view inside them to get a glimpse at another world, but they are all essentially empty filters. That would have had at the very least taken some dev time to implement. The gameplay tears are also something new, but aren't difficult to implement.
From a technical perspective it seems all the dev time went into the story, which seems like a hell of a waste. Since, I have seen much shorter dev times for games with better stories.
Don't discourage him, dude! Getting too many laughs here over him.
If you're to be taken halfway seriously, I guess I'd ask how the art direction didn't floor you. But I'm guessing you have a "been there, done that" answer for that one as well.I don't understand what is so funny. At least with some games with long dev times when I played the game I was wowed by something I had never seen before. I remember playing Prey for the first time and being really impressed with it. That was some really difficult tech that I am sure they spent a lot of time on implementing. That was actually a fun and interesting shooter. Portal of course was an evolution of that, but after seeing Prey, the awe was lessened.
With Bioshock Infinite, I cannot think of anything I was particular impressed with. Nothing stood out to me as, "Wow this is awesome and unique, and I have never experienced this from another game before." Most of what I am seeing is just hype.
I remember playing Prey for the first time and being really impressed with it.
Tomb Raider does not have better exploring, and it's kind of an insult comparing them. Bioshock Infinite's exploration relies on interesting voxophones, cleverly placed upgrades and details in the world. Tomb Raider's exploration revolves around shiny little objects that contribute nothing to the story.I actually thought Tomb Raider had a better combat. Better exploring. And a better unfolding of the overall narrative and story. It was more emotionally involving. At least with Tomb Raider everything in the engine felt and looked brand new and had to be built from scratch. Most of Infinite looks borrowed from Bioshock 1 in terms of engine.
I just realized why I feel Bioshock Infinite appears so OLD to me. Where are the physics? There are no physics in this game. Everything in the environment is static and unchangeable.
Tomb Raider does not have better exploring, and it's kind of an insult comparing them. Bioshock Infinite's exploration relies on interesting voxophones, cleverly placed upgrades and details in the world. Tomb Raider's exploration revolves around shiny little objects that contribute nothing to the story.
Please, don't compare that insult of an adventure game to this.
If you're to be taken halfway seriously, I guess I'd ask how the art direction didn't floor you. But I'm guessing you have a "been there, done that" answer for that one as well.
So you wanted the magic "show me everything in the area" button. Apparently sequels can't be built on the same engine as well. Also art direction not only means nothing, but in your eyes doesn't take a lot of time to establish. You sir, are to be taken seriously at all times.I actually thought Tomb Raider had a better combat. Better exploring. And a better unfolding of the overall narrative and story. It was more emotionally involving. At least with Tomb Raider everything in the engine felt and looked brand new and had to be built from scratch. Most of Infinite looks borrowed from Bioshock 1 in terms of engine.
I just realized why I feel Bioshock Infinite appears so OLD to me. Where are the physics? There are no physics in this game. Everything in the environment is static and unchangeable.
Wait, you're saying everything in Infinite looks like the first Bioshock? I don't get it. They look totally different..
I recall a lot of shiny little objects in BioShock Infinite that didn't "contribute to the story"... which I picked up by the hundreds.
EDIT: From what I played, I recall "voxophones" in Tomb Raider in the form of narrated journal entries.
randomengine
Junior Derrick
So you wanted the magic "show me everything in the area" button. Apparently sequels can't be built on the same engine as well. Also art direction not only means nothing, but in your eyes doesn't take a lot of time to establish. You sir, are to be taken seriously at all times.