Aja on 13/8/2010 at 05:35
and we all know the thing about Ken Levine is, promises tend to overshadow actual performance
Aja on 13/8/2010 at 05:37
and I think focus testing is the culprit
henke on 13/8/2010 at 05:39
Quote Posted by ZylonBane
To be fair, we don't know what the buildings are made of. Fictional super-strong, super-light materials are plausible enough.
You mean Rearden Metal?
you guys
did read Atlas Shrugged, right?
Fafhrd on 13/8/2010 at 06:10
Quote Posted by Jason Moyer
Well, besides the Big Daddies and Little Sisters which are non-aggressive, there were a few who didn't try to kill you even if you attacked them.
That's not really what monster closet AI is though. NPC's in 99.9% of all games try to kill you when they see you, including the game Bioshock was spiritual successor to.
I'm still bearing a grudge that BS1 went from 'complex ecosystem' to 'kill on sight' AI (and lamenting that when games like the Stalker series and, to a much lesser degree, Far Cry 2 have been pretty successful with a more complex AI system that nobody is even really attempting to bring that into their games. Here's hoping DX3 and Thief 4 do it right and prove popular enough to really get peoples' attention). Kill on Sight was acceptable for SS2 because the ships were overrun with barely sentient zombie mutant things and robots that were being controlled by an out of control AI. The splicers, on the other hand, were human, and in a handful of non-interactive sequences spoke and behaved in a somewhat human manner, and then during actual gameplay were all 'AAARGLBLARRGL TIME TO DIE!' as soon as they saw you.
Koki on 13/8/2010 at 06:39
You all are forgetting the most important thing.
It's not System Shock 3.
Inline Image:
http://www.moonbattery.com/ObamaSmug.jpgAnd with that I will take my leave, everything that I could say about it was already said(surprisingly for TTLG).
Sulphur on 13/8/2010 at 06:40
Quote Posted by ZylonBane
Right, so that excuses
everything.
Of course not. But the physics are already sufficiently ridiculous and impossible given the time period.
Quote:
Provided enough buoyancy, a floating city is entirely possible, if not at all practical. But lifting an object with a high center of gravity entirely
from the base is just stupendously idiotic. One strong gust of wind and... oops, lost another one!
Yeah, if the city's primary building material was balloons. Given the vast impracticality of having such a thing, looking at whether it's practical to lift a building from its base when suspended in the atmosphere is a lost cause. Sense and practicality were already out the window and plummeting to earth when they started modelling the city.
Scots Taffer on 13/8/2010 at 06:48
Guys, the balloons are filled with the hot whispered promises of Ken Levine and the Irrational Marketing department. That gas will lift anything.
Aja on 13/8/2010 at 07:22
not everything, sadly :(
Matthew on 13/8/2010 at 09:17
Quote Posted by henke
you guys
did read Atlas Shrugged, right?
Hell no, why would I need to after playing Bioshock?
I dunno, I'm sure the game will be competent enough (though I've a sneaky suspicion that the digs at US imperialism will either be giggle-worthy or facepalm-inducing for all of us non-Yankees) and I'm sure I'll end up buying it but it just leaves me a little deflated that all that hype was essentially for Bioshock 3. I suppose the similarity of the teaser to 'Who is Atlas?' should have forwarned me though.
EvaUnit02 on 13/8/2010 at 09:38
@Fafrd
This quote (
http://www.joystiq.com/2010/08/12/video-interview-ken-levine-on-bioshock-infinite/) from Levine maybe of interest:-
Quote:
Q:The city of Columbia seems a lot less devolved than Rapture was. Is this still a city full of crazies? Full of hopped-up Splicers? The people seemed a little more ... natural.
A: I think that's one of the things we're trying to do. One of the cheats we've given ourselves over the history of the company is sort of being in this world that's almost dead. It's completely destroyed in many ways. And you just have the sort of crazies wandering around who you can't really interact with in any meaningful way.
I think, and I could be wrong, I think I invented the "see the guy on the other side of the glass window and interact with him" thing. And that's a dubious distinction, as an invention. And that's one of the things that we said we're not going to allow ourselves to have a game that's entirely run by that. Where you see a guy and he immediately attacks you.
You saw a sequence in the bar, where you come in and people don't immediately attack you. And that's actually meaningful to what we're trying to do with this game. I'm not going to go into a huge amount of detail here but this is not a city that's as devolved as Rapture and I think that presents real challenges for us on the development side and it also presents real new opportunities for the gamer and a very different experience than BioShock.