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Forums - Gaming - Zero Punction on Bioshock

at nazna

Alot of games can be very easy, yet very enjoyable, they can be simple (halo) and be enjoyable so i dont know how bioshock is less then great with these things for they occur in alot of games

(Z TP is considered very easy by many, but still a great game)



                 With regard to Call of Duty 4 having an ultra short single player campaign, I guess it may well have been due to the size limitations of DVD on the XBox 360, one of various limitations multi-platform game designers will have to take into consideration-Mike B   

Proud supporter of all 3 console companys

Proud owner of 360wii and DS/psp              

Game trailers-Halo 3 only dissapointed the people who wanted to be dissapointed.

Bet with Harvey Birdman that Lost Odyssey will sell more then Blue dragon did.
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twesterm said:
PlagueOfLocust said:



Edit - In fact, that's garbage. The story was in no way told entirely through cutscenes. Most of the story is learned from the environment, many aspects of which are not explicitly delivered to the player in any other way. The audio tapes and the posters are a major part of this, but even that is not the only way it's delivered. The story is told in more diverse ways, in fact, and has more layers to it than most if not all games before it. (Before this, how many first person shooters delivered their story through more than direct narration or cutscenes? What are we complaining about?) And the "cutscenes" did not feel like mere cutscenes, so much so that I was confused at first when you suggested there even were any in the game. "Interactive cutscene" is a bit of an oxymoron, especially when it feels as smooth as it does here.

Edit - Sorry, not even sure how this got posted again. Meant only to edit.


I could have sworn I said the story is told through cut scenes and audio diaries. No matter what path you choose the audio diaries are still the same, the environment doesn't change, and the cut scenes stay the same. The only thing that changes is you get encouraging words from Tenenbaum, the little sisters aren't afriad of you in the orphanage, and you get a different ending.


You did say that the story is told through cutscenes and audio diaries. I could have sworn that, after noting that you said this, I explained that these were not the only methods used (radio, posters, general environmental clues including specific corpse/item placement, etc), that the cutscenes did not feel like cutscenes, and that there are only two other games in gaming history that even use audio recordings to deliver part of the story and wondered why we're complaining that they somehow make the game's story limited. You also said that the cutscenes were lame (I simply disagree, and can't see how you came across that opinion), for whatever reason, which begs me to ask how you would have managed to convey a story without them. The designer has to give you a plot development without letting you get in the way of it, and it was all done convincingly unless you just generally aren't happy with anything in life. You'd rather find EVERYTHING out second-hand? The mixture of seeing things happening, hearing about things happening, hearing about things that have happened, seeing the suggestion that things have happened/are happening and getting clues about what could happen is more than you'll get anywhere else. Criticising Bioshock's story is a fool's errand. It's not even like it's done with mediocrity; the work put into it is staggering, and definitely above-average.

So "the only *thing* that changes is" ...more than one thing? ...You can't simply list the ways, and then pretend that the very fact that your list is finite has proven your point. The overall EFFECT that the items in your list delivers is what's important, and here it was immense. Each instance built on the last, was more moving as you went along. The Little Sisters became dear to me gradually throughout the game, and the ending sealed the deal. The whole, in this case, was far greater than the sum of its parts, and the developer clearly did something right to make it happen.

("I could have sworn"... no need to talk down to me. I haven't given you a legitimate reason to do so.)



"Whenever you find a man who says he doesn't believe in a real Right and Wrong, you will find the same man going back on this a moment later."   -C.S. Lewis

"We all make choices... but in the end, our choices... make us."   -Andrew Ryan, Bioshock

Prediction: Wii passes 360 in US between July - September 2008. (Wii supply will be the issue to watch, and barring any freak incidents between now and then as well.) - 6/5/08; Wow, came true even earlier. Wii is a monster.

Haha yeah, we do seem to cross opinions quite a lot. I respect you as an intelligent poster and I respect your opinions as well (no matter how much they differ from my own).

To avoid getting frozen and wrench bashed, I will explain why Bioshock is a great game, regardless of it's faults:

Atmosphere: Graphics may not matter in general, but this game is just beautifully put together. The sound, the water effects, the lighting, and the art style mesh to create an amazingly unique take on steampunk. The game feels amazing to play, and entering a new room can make you almost giddy with anticipation of what you may find.

Gameplay: Although the plasmid abilities themselves weren't particularly unique, and they weren't really necessary to win the game most of the time, there were some really creative uses. For example: using Incinerate on an enemy, forcing them to run to water, then using Electrobolt on the water to fry them.

So far I would rate the game at about a 9.0. It's not original, but it's very good. I wish they had made it a bit deeper and a bit less easy, but overall it's a very solid shooter, with an amazing and creative style and gorgeous artwork and graphics.

Edit: I understand that easy games can be great, but games like Metroid Prime 3 and Twilight Princess are more about the puzzles than the difficulty of the combat.  Bioshock, because of the style it's in, really shouldn't be that easy. 



twesterm said:
PlagueOfLocust said:

 


"Need" and "want", "could use" or "would really like" are two distinct things. You could make it through the game with no Adam if you're willing... this undermines the concept for you? The CHOICE to do such a thing highlights the fact that it is, indeed, a choice that affects the game. You sure as hell won't get the same experience with no Adam as someone who has it does.

And the word "gimmick" is just a way of adding negative connotation to what you could just as easily refer to an interesting and unique element of the game. It's not a gimmick when it's the core concept of the design.


 First off, gimmicks are often the cornerstone of design.  I really don't know why you think it's negative or why you would think it doesn't have anything to do with design.  The fact that we're having this conversation means they did a great job of disguising the "choice" of this game.  Like I said, smoke and mirrors.

As for the need or want of Adam, that's like playing FFXII and just doing licenses differently to play characters differently.  Yes, it affects things slightly, but it does nothing to change the game.   I could go through the game getting only bare essential licenses or I could get everything but it does nothing to affect the flow, base gameplay, or story of the game.  The same goes with the adam for the most part.  I can harvest every little sister or just rescue one and leave the rest alone and the only thing that will really change is the ending cut scene.  I may feel like that choice affected everything in the game, but it doesn't and that's the genius behind this game.


Not having any, or having significantly less Adam, affects the combat far more than you're giving it (it doesn't effect the base gameplay? I sure hope not, or else we're talking about playing an entirely different game). And the combat IS the gameplay... everything else contributes to it as far as gameplay goes. They could have been braver and given you even less Adam for rescuing the girls, but apparently even that wouldn't do it for you considering you're put-off by the fact that you can simply choose to leave all the girls alone... and stunt the potential of the combat.

But the problem here is that you seem to think the choice NEEDS to affect every aspect of the game to be in some way ligitimate. It doesn't. Is there room for improvement in the artistic medium of gaming even after Bioshock? That would be true no matter how the game had turned out. The point I'm arguing from is that you can nit-pick the game's issues until you turn blue, but it's a damn shame when its clear that the team behind this game bled right into the code to work hard and make good design choices and this is all we can afford them. A "eh... good... but if I made it I would have done blah blah..." Then make that game, I say.

And the word gimmick clearly has negative connotations. I don't feel like I need to back that statement up any further. And again, using the word "disguising" suggests that what they did was somehow a lesser thing. They were not aiming to revolutionize the gameplay concept of "choices". They sought to deliver a game that combined a lot of different, great design ideas into one game, blending them together well enough that the game did not feel like it was pushing any one "gimmick" but rather carefully balancing many things at once in a way that feels natural. Again, the experience trumps the parts that make it up here.



"Whenever you find a man who says he doesn't believe in a real Right and Wrong, you will find the same man going back on this a moment later."   -C.S. Lewis

"We all make choices... but in the end, our choices... make us."   -Andrew Ryan, Bioshock

Prediction: Wii passes 360 in US between July - September 2008. (Wii supply will be the issue to watch, and barring any freak incidents between now and then as well.) - 6/5/08; Wow, came true even earlier. Wii is a monster.

naznatips said:

Haha yeah, we do seem to cross opinions quite a lot. I respect you as an intelligent poster and I respect your opinions as well (no matter how much they differ from my own).

To avoid getting frozen and wrench bashed, I will explain why Bioshock is a great game, regardless of it's faults:

Atmosphere: Graphics may not matter in general, but this game is just beautifully put together. The sound, the water effects, the lighting, and the art style mesh to create an amazingly unique take on steampunk. The game feels amazing to play, and entering a new room can make you almost giddy with anticipation of what you may find.

Gameplay: Although the plasmid abilities themselves weren't particularly unique, and they weren't really necessary to win the game most of the time, there were some really creative uses. For example: using Incinerate on an enemy, forcing them to run to water, then using Electrobolt on the water to fry them.

So far I would rate the game at about a 9.0. It's not original, but it's very good. I wish they had made it a bit deeper and a bit less easy, but overall it's a very solid shooter, with an amazing and creative style and gorgeous artwork and graphics.

Edit: I understand that easy games can be great, but games like Metroid Prime 3 and Twilight Princess are more about the puzzles than the difficulty of the combat.  Bioshock, because of the style it's in, really shouldn't be that easy. 


true, it wasnt as easy as i thought it was some points (god i hate to turn around and i accidently angered a big daddy.)

Have you tried it on hard? i have yet to complete normal (on last lvl) im curious if its that much harder, and like plague stated, you dont have to use the chambers so that could raise the difficulty



                 With regard to Call of Duty 4 having an ultra short single player campaign, I guess it may well have been due to the size limitations of DVD on the XBox 360, one of various limitations multi-platform game designers will have to take into consideration-Mike B   

Proud supporter of all 3 console companys

Proud owner of 360wii and DS/psp              

Game trailers-Halo 3 only dissapointed the people who wanted to be dissapointed.

Bet with Harvey Birdman that Lost Odyssey will sell more then Blue dragon did.
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Lost tears of Kain said:
naznatips said:

Haha yeah, we do seem to cross opinions quite a lot. I respect you as an intelligent poster and I respect your opinions as well (no matter how much they differ from my own).

To avoid getting frozen and wrench bashed, I will explain why Bioshock is a great game, regardless of it's faults:

Atmosphere: Graphics may not matter in general, but this game is just beautifully put together. The sound, the water effects, the lighting, and the art style mesh to create an amazingly unique take on steampunk. The game feels amazing to play, and entering a new room can make you almost giddy with anticipation of what you may find.

Gameplay: Although the plasmid abilities themselves weren't particularly unique, and they weren't really necessary to win the game most of the time, there were some really creative uses. For example: using Incinerate on an enemy, forcing them to run to water, then using Electrobolt on the water to fry them.

So far I would rate the game at about a 9.0. It's not original, but it's very good. I wish they had made it a bit deeper and a bit less easy, but overall it's a very solid shooter, with an amazing and creative style and gorgeous artwork and graphics.

Edit: I understand that easy games can be great, but games like Metroid Prime 3 and Twilight Princess are more about the puzzles than the difficulty of the combat. Bioshock, because of the style it's in, really shouldn't be that easy.


true, it wasnt as easy as i thought it was some points (god i hate to turn around and i accidently angered a big daddy.)

Have you tried it on hard? i have yet to complete normal (on last lvl) im curious if its that much harder, and like plague stated, you dont have to use the chambers so that could raise the difficulty


No I haven't tried it on hard yet.  I'm still playing it on normal.  I'm sure hard will up the difficulty some.  Just like Metroid Prime 3 even on Veteran isn't much of a challenge, but the Hyper Mode difficulty unlocked after beating it should present more of a challenge.  Speaking of which, I just go to the final boss, and I have collected all items (which means I get the best ending!) so I'm going to go away for a bit while I finish this game haha.  



naznatips said:

No no no, you don't understand PoL. Morality shouldn't be some cut and dry "Oooh I can kill a little girl and become stronger or not" situation. I want to see a game with complex morals. Where what's good or bad may not be so clear after all. Until near the release of the game, I thought Bioshock was offering this. Then they said that it's not their fault that they are f'd up in the head. I don't want games that end in black or white. That's not life. There isn't just good or bad.

Every action should have good and bad effects. Bioshock offers nothing new in the morality department. A solid 5 or 6 games before it had similar choices. In KOTOR for example you could sell a woman to slavery or pay off her debt. However, in KOTOR there was at least some degree of middle ground as you could ignore their plight entirely and go on with your lives. KOTOR still had the 2 ending option: all sunshine and daisies or all evil and murderous. However, at least it was doing something new.

A game being brought to the attention of the mainstream is not innovation. I can't believe you even suggested it is...

Now, on to your arguments specifically, which I didn't answer last time because they were pretty ridiculous.

They don't feel the same at all; I played both and I wasn't thinking of SS2 at all as I was playing. The world was so convincingly unique, and the combat so much sharper than SS2, and the RPG elements so much more secondary than in SS2...

I already said the setting was different. Your right, there were less RPG elements. This made it a much more shallow game than System Shock 2, making it a shooter with hardly any RPG elements at all. I thought this was a step down, not something to brag about.

Many of the design principles weren't even the same between both games. What similarities were there? Let's list them: 1. "Shock" in the title. Wow. 2. Story made deeper via audio logs and posters. Uh oh, that's been done twice before in the history of games... that's definitely a stale convention.

That's been done a lot actually. See: Metroid series, KOTOR, System Shock, etc. There is nothing unqiue about it. It's not even that it's necessarily stale, but it has been handled better in other games as well.

3. Er... they're both shooters with RPG elements? Yeah, but said combat/RPG systems are completely unique and don't feel the same at all, so even that point is moot. 4. Both games contain vending machines and other stations... to support the RPG elements. Can anyone see a way around that one? 5. Sorry, I ran out. 6. Seriously... All out.

Yeah, let's just skip over all these facts: They both use an almost identical ability system. PSI powers = Plasmids. Hell, half of them even overlapped! Projected Pyrokenesis = Incinerate.

The enemies are practically identical. Thug Splicers = Hybrids. Ledhead Splicers = Hybrids with guns. Spider Splicers = Arachnids. Houdini Splicers = Monkeys. Sadly, System Shock 2 actually has more enemy variety than it's modern day clone. As it also has Cyborg Midwives, Worms, Swarms, Cyborg Assassins, and Rumblers. The only Bioshock enemy that isn't a direct clone of a System Shock enemy is the Nitro Splicers, who are boring as fuck anyway.

What else? Oh yeah, the wrench as a primary weapon, hacking, plot delivery, adventure style. By that I mean it moves on a room by room basis, with a lot of linearity and side tracking. Hell, the only actual difference between Bioshock and System Shock 2 is that Bioshock dumbed down the System Shock 2 formula by removing a lot of the RPG elements and making the game pathetically easy. Even without Vita Chambers it doesn't present much of a challenge.

ADAM is identical to Cyber, and both fuel their respective identical super powers. The way you acquire them is different... OMG I found a difference!!! What do I win?

As you yourself said both contain vending machines and a nearly identical style of save stations. Again though Bioshock dumbs it down. The save stations are now free, they are much more comon, and when you revive your enemies retain the damage they took in your first failed attempt.

If you couldn't find the overwhelming overlaps between these games then you have not played System Shock 2, or maybe it's just been so long that you don't remember it. I don't know, but there is very little original about Bioshock. What I don't understand is how this game is a 10 by any scale. Sure, it's very fun, and it's a great game, but it's filled with bugs, it's almost an exact replica of an 8 year old title, and it's so easy a toddler could beat it. Even without the vita chambers it's way on the easy side. With the vita chambers it's challenge consists of "look at me shoot stuff," which basically defeats the whole purpose of making this a deep shooter, and brings it down to the level of simplistic games like Halo.


Whew, got into a war here... but don't worry. I didn't let ya sneak by me naz!! Heheh.

You can ignore the Little Sisters plights here as well, to address the comparison to KoTOR.

What I said about the game being brought into mainstream-light was not that it's innovative in the sense of the game design itself, of course. I meant that being able to bring a game with such a high-minded approach (particularly to story telling and quality of polish not just graphically but in every aspect) to an audience that really needs to get some culture in them is a groundbreaking achievement in itself. I never would have expected the sequel to SS2 to make it this big, and I'm hopeful that it will set new standards in the industry.

Okay and... hey... rediculous? 'Preciate it. I know you said the setting was different. What I said was that the world was convincingly unique, meaning not just different but believable and complete and self-contained. They did not take SS2 and tie an anchor to it. I'm inclined to agree about it being a step down (softening RPG elements) only in the sense that I enjoyed the depth of the RPG aspect of SS2. But there's the problem; the only way you can say it's a step down is by comparing it solely to its spiritual predecessor, and you shouldn't because they're different - that being the theme of my argument. Bioshock tries to be a good shooter first and an RPG only so much as it benefits the combat. The only way you could say it's a step down is if you assume it tried to do the same thing SS2 did, and it didn't. The design decision was deliberate. And is a shooter a lesser thing than an RPG? Matter of opinion. Can't say the RPG element was at all absent, though, and compared to other (even mainstream) shooters, the game is a God-send.

Metroid uses posters and audio logs? I missed 'em all. I haven't played KOTOR, but then you list System Shock? Yeah, that's the prequel. I know it's been done before, but again, what twice? And I don't see in what sense it was done better elsewhere.

PSI Powers = Plasmids = Magic = many other things. As the BareNakedLadies have pointed out: "It's all been done." What do you expect? At least the plasmids were explained much deeper and were an important part of the story/setting. And the water pools and oil slicks and flammable objects and the way enemies reacted to hazards... this is all new.

Splicers with revolvers = shotgun wielding hybrids? Different weapon, different enemy behavior, different everything significant. Spiders = spider splicers? In name only, c'mon. And did monkeys teleport? Your parallels are poor at best. The advances in AI alone overshadows your entire point here. Yes there were fewer enemy types and few non-human or non-machine enemies, but there was no place for them based on the setting and the feel the game was trying to achieve. Isn't that just another difference between the games?

Yup, hacking was in both games, though you couldnt get cameras on your side with it, or security bots for that matter. And it was a different minigame altogether. The wrench as a primary weapon just clinches it for you huh? You're talking about cosmetic similarity here. It doesn't lend to your argument but cosmetically. Neither game was purely linear, not within a level at least though perhaps between them. Plot delivery and adventure style are the same between both games, attributed to the fact that they are, yanno, spiritual sequels and must retain those very, very general aspects. No point earned.

The combat was plenty challenging enough, and I played on normal and relish a challenge. Haven't heard many complaints in this department elsewhere. Again, vita chamber contributing to difficulty is a moot point. You don't have to use them.

Adam is similar to Cyber the skill? Or cybernetic modules? I'd say the latter, though it had an element of the former as well... so really not the same after all. Either way, the fact that you could spend points on skills is the most general similarity you could possibly give. Within that similarity, everything is different, including how the points are earned (way to trivialize this perfectly legitimate point) and on what types of things they are spent, the way they are equiped, etc. The fact is simply that the upgrade system of each game does not significantly remind you of the other as you play.

I would have liked for things like hacking to cost money like they did in SS2, but I guess I have the capability to appreciate the positive aspects of a game over the handful of issues I might have with it. Don't assume that I wasn't disappointed with some aspects of the game, but ONLY comparing it to SS2. Compare the game to Halo, (as you did, albeit in an outrageous way) or any other shooter, and it's miles ahead while STILL keeping with the best of them in terms of combat.

I didn't find any bugs myself... can't go with you on that point.

Bottom line: the games just didn't FEEL the same, not enough to call one a rip-off. On paper they had similarities, but no more than one should expect from a sequel. And pointing out only where the two games share things in common is not the only way of determining if they're similar. Bioshock alters and ADDS a lot, which you're overlooking entirely.



"Whenever you find a man who says he doesn't believe in a real Right and Wrong, you will find the same man going back on this a moment later."   -C.S. Lewis

"We all make choices... but in the end, our choices... make us."   -Andrew Ryan, Bioshock

Prediction: Wii passes 360 in US between July - September 2008. (Wii supply will be the issue to watch, and barring any freak incidents between now and then as well.) - 6/5/08; Wow, came true even earlier. Wii is a monster.

I was refering to Cybernetic Modules. Sorry I was typing fast. I don't think better enemy AI counts as innovation...

Anyway, as I said, it's a good game, but it's really nothing particularly original. Even you are just citing improvements on the already established System Shock formula. I'd say we are to the point of agreeing to disagree PoL. We don't disagree that it's a good game... so let's leave it at that.



I agree with every single issue that the guy brought up in the review. Sure, while I was playing the game I was pretty much blinded by all the hype and the fun I was having at the time, but after beating the game twice and not having played it for about 2 weeks I can finally look back and recognize all the things I was willing to overlook a the time. On a side note, this is precisely the reason why I don't like user reviews when people admittedly played the game for like 1 hour and are posting some knee-jerk reaction to the game.

One of the things that made me laugh out loud in the review was his comment about being able to jump in the air and hack a camera and the ability to hack a machine while splicers stand by and wait for you to finish up. I personally did that jumping hack several times on cameras and I was like "why can I do this?" but at the same time my playing style was to set up traps and let the splicers die on their own or swoop in at the last minute to finish them off so jump-hacking cameras was a must.

I never played SS2 so I can't comment on that, but I agree that any RPG element to the game is so watered down that I consider Bioshock to be a FPS and nothing more. A lot of FPS games have powerups, and while you may have to choose which 6 to use for each track the gene banks appeared so frequently that it didn't matter. And the whole "you have to make a moral decision and it has consequences" was way overstated in the months leading up to the game. Like the review said, there are only 2 outcomes and they are so far on opposite sides of the spectrum that it feels cheaply implemented.

The game is still one of the best this year and I think a serious contender for either GoTY or at least GoTY for the 360, but people have been overlooking the obvious flaws in writing reviews or playing the game for the first hour and then getting on the internet to talk about how it is a perfect 10/10 (which no game really is) and it isn't justified. 



 

 

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thetonestarr said:
Bioshock was supposed to be a completely new game. Forgive me if I'm wrong (I haven't kept up with it at all), but I don't think Irrational Games actually specifically MEANT for it to be a "sequel" or "spiritual successor" at all (at least, not originally. If they ever DID say anything about that, I'm willing to bet it was AFTER the similarities started getting noticed by outsiders).

 Just to support what PlagueOfLocust said, it actually was Irrational Games that said Bioshock was a spiritual successor to System Shock 2.



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