Vivian on 13/8/2009 at 08:39
Yup, and thats why. Jealous lovers and all that.
Tenkahubu on 13/8/2009 at 08:58
Few people seem to analyse the situation, and opt for simply 'Levine and co are evil'
What motive would cause him to lie on this forum?
For a few hundred extra sales?
If Irrational had never intended to make BS any more like SS2 than it is then it would seem more likely that Ken would have kept quiet or given short vague answers.
The real situation is probably that the game was originally closer to SS2, and Irrational had every intention of making a spiritual sequel, but somewhere along the line they got a bit lost.
So perhaps it might have been nice if, just before release, somebody had taken the time to post saying 'sorry but we had to cut x, y and z, but please try the game anyway'.
Most of us probably would have, and been happier for the revised expectations.
But when you have worked on any kind of creative project for a long time it inevitable that you lose perspective on it, I expect that it would have been very hard for them to judge where the game did and did not fail to be like SS2, especially as the very concept of 'spiritual successor' is nebulous.
DaBeast on 13/8/2009 at 09:53
Aside from the inventory, what did SS2 have that Bioshock doesn't?
Edit: and leaning, that actually annoyed me a bit.
Pidesco on 13/8/2009 at 12:22
Quote Posted by DaBeast
Aside from the inventory, what did SS2 have that Bioshock doesn't?
Edit: and leaning, that actually annoyed me a bit.
A challenge, better sound design, it was scary, more audio logs (and IMO, much better), a larger number of different enemy types.
DaBeast on 13/8/2009 at 12:43
Quote Posted by Pidesco
A challenge, better sound design, it was scary, more audio logs (and IMO, much better), a larger number of different enemy types.
SS2 was challenging in what sense? The only challenging thing in it were the enemies. The gopher missions were not quite tedious, but they just gave you something to do, like a cleverly disguised "find the coloured key" from Doom.
I thought the audio in BS was great, some of the finest voice work I've heard in fact. The BGM did its job just fine. More logs would have been nice I suppose and less duplicates, but thats not really a serious issue.
Whether a person finds a game scary or not is up to the individual. Some people don't think Dead Space is scary at all (and I think they're insane).
EvaUnit02 on 13/8/2009 at 13:08
Quote Posted by Pidesco
better sound design
My God, the complete lack of occulsion in BS1 was really immersion breaking at times. Fucking Doom 1 has better sound propagation that BS1.
DaBeast on 13/8/2009 at 13:40
Quote Posted by EvaUnit02
My God, the complete lack of occulsion in BS1 was really immersion breaking at times. Fucking Doom 1 has better sound propagation that BS1.
EAX problem?
Muzman on 13/8/2009 at 13:46
If so it was just about universal.
Also; SS2 was challenging in the sense that it was difficult. It was actually hard to survive in the game. In the early stages in particular you feel every victory and later, when you're often a lot tougher, you still can't forget that vulnerability.
The voice acting in Bioshock is better, but the breadth of the characters and general scale of the place is better in SS2 (sad because it's only a ship instead of a city)
EvaUnit02 on 13/8/2009 at 14:00
Quote Posted by DaBeast
EAX problem?
No. The Xbox version was like that too, Aja made a thread dedicated to the issue back in the day.
Pidesco on 13/8/2009 at 14:03
Quote Posted by DaBeast
SS2 was challenging in what sense? The only challenging thing in it were the enemies. The gopher missions were not quite tedious, but they just gave you something to do, like a cleverly disguised "find the coloured key" from Doom.
I thought the audio in BS was great, some of the finest voice work I've heard in fact. The BGM did its job just fine. More logs would have been nice I suppose and less duplicates, but thats not really a serious issue.
Whether a person finds a game scary or not is up to the individual. Some people don't think Dead Space is scary at all (and I think they're insane).
Dead Space isn't scary. It has a lot of gore and freaky shit in it (tentacle zombie babies FTW), but it isn't scary. A game needs some sort of challenge to be scary.
As for the audio, I'm talking about sound design, not whether the voice work or the music were good. Positional sound, occlusion, that sort of thing.
Yes, when saying challenging, I meant the enemies and general resource management. I never needed to count ammo or money in Bioshock.