Irrational has made a direct decision to avoid any true tutorial in the game because, frankly, the team members think most tutorials are demeaning to gamers. This dynamic, reactive gameplay system carries over into the complexity of the game itself, in a structure that Irrational has termed an "adaptive difficulty" system. However, if you're low on ammo, the game will provide you with just enough to get by.if you're lucky. For example, if you're carrying a lot of ammo, it will be difficult to find more in the environment. To achieve this, Irrational has built in an active gameplay system which reacts to your present situation and will change accordingly. "We always want you to be two bullets away from a catastrophe," Joe told us. Of course, being trapped thousands of feet under the sea with an impending implosion of the entire underwater station doesn't help, either.Īdding to the tension of BioShock is the actual gameplay system itself, which is much more dynamic than we're used to seeing in most other games. It's this mix of color versus dark, neon versus shadow, sane versus insane, recognizable versus unrecognizable, and rational versus irrational (pun totally intended) that really brings out the full atmosphere and tension in the game. Set all of this against a '30s-era art deco background with hollow, disembodied music playing over the numerous loudspeakers and you have the makings of a game that's just dripping with ambience. As McDonough explained, "We watched a lot of The Shining and we learned that crazy people are freaking scary." Throw in a few mutant little girls, some tough guys in old-timey diver suits, and a few insane ceiling-crawling ladies and you have an experience that may truly make you poop your pants while playing. Set in a completely underwater world, BioShock's feeling of isolation is enough to conjure up a few panic attacks. "If we can get one person to play this game with the lights off so they can get into the atmosphere, we've succeeded at what we've been trying to do while developing BioShock." So what exactly is Irrational going for with BioShock? It's all about atmosphere, baby. "There are genuinely very few scary games," McDonough told us while opening the presentation.
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