Genre: 1st Person RPG/Adventure
Entwickler: Irrational Games
Publisher: 2k Games
Releasedatum: Q2-4 2007
- Core gameplay centered on player choice and customization
- Game takes place in the early 60s
- Dev's main goal is total immersion in the story
- you wake up in the ocean surrounded by debris and your first goal is survival
- something about creatures in the ocean discovered by scientists
- "We're creating a world for to be in. What you do is up to you, and you have to live with your choices."
- One of your skills is agility and it makes you run faster
- most upgrades will affect weapons
- you can create weapons and items
- you can hack stuff by being an engineer
- A walkthrough is useless - you take the game where you want it to go (Sounds really open ended)
- Developer bashes the opening of Halo, lmao what a nub
- bioShock holds many mysteries
- Xbox 360 and PC - O N L Y
IGNPC: Right after hearing about BioShock, some avid fans of Shock history started to worry that it may be the Invisible War to the System Shock series. Exactly how faithfully complex will BioShock be when compared to SS2? Will it be "mass market friendly" (that's a nice way of saying dumb and simple)?
Ken Levine: The primary reason we nurtured BioShock for so long prior to bringing it to the publishing community title was that so we could firmly establish the game's identity and design.
If we wanted to make a BioShock-lite, we could have done that; an action shooter set in the BioShock universe. I think we've all heard that tune before. And if the publisher is paying the bills from day one, and they have a substantial financial investment, it's only natural to assume they'd want to drive the product in a direction they view will be most profitable. And to make that determination, the marketing department generally becomes heavily involved early on in the design process. While that works great for an existing franchise, such as Tribes and SWAT (where Sierra brought tremendous knowledge of those brands to the table), the design goals of BioShock aren't necessarily something your average marketing person will jump at. Until Grand Theft Auto came along and proved such games could be financially successful, you couldn't even discuss terms like "emergence" and "open-ended." You had to sneak them in between making AVIs featuring hot chicks and bullet-time.
That's changing now. Gamers clearly get these design principles, and that's why the reaction to the announcement of BioShock was so broad. People want to play that type of game. They crave innovation. And that's what Irrational is committed to delivering.
Erste Infos zu Bioshock
09.02.06 - Hier sind erste Infos zu Bioshock, das bei Irrational Games entsteht. Das Actionspiel handelt in den 60er Jahren und die Entwickler wollen, dass sich der Spieler vollständig in die Handlung vertieft.
Entfernt geht es um seltsame Kreaturen, die Wissenschaftler im Meer entdeckt haben. Zu Beginn wacht man im Ozean auf und ist umgeben von Trümmerteilen. Das erste Ziel ist, zu überleben.
Die Spielewelt soll sehr offen sein. Hilfen, die den Lösungsweg beschreiben, sollen deshalb nutzlos sein: Man soll das Spiel in die Richtung bringen können, in die es gehen soll. Die Entwickler versprechen eine Welt, in der es beim Spieler liegt, was er machen will; mit seinen Entscheidungen muss er dann leben.
Die meisten Verbesserungen sind an den Waffen durchführbar. Außerdem kann man neue Gegenstände und Waffen herstellen. Eine Fähigkeit des Spielers ist Mobilität, durch die er schneller läuft. Als Mechaniker kann er Systeme hacken.
www.gamefront.de
*Under Construction*