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Published : June 05, 2007 |
Author : Chrissy Snow | |||||||||
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WonderdogSoftware.Com - The latest updated Video Game Walkthrough; Game Guide
BioShock Walkthrough Strategy Guide (Video Game Walkthrough PC)
Also On: 360 Release Date:08/21/2007 ESRB Rating: Rating Pending Genre: Shooter Publisher: 2K Games Developer: Irrational Games Back in April, we put out the call for your questions about BioShock to find out what you wanted to know about the upcoming shooter. Then on a recent trip to the developer's offices just outside Boston, we pulled out the list and presented it to Irrational president Ken Levine. Here are his answers: Spencer Gregory: Does the game have a thirdperson mode? If not, why not? Do you think it would be less immersive for the player? Ken Levine: Our feeling was, we never came up with a reason why there should be a thirdperson mode. The word mode in general always makes me nervous because movies don't have modes and books don't have modes, and we're one of the few storytelling mediums that has modes and I'm not really sure why... it should just be as organic as possible and this game just never had a reason to have it. Xavier Garcia: What was the most challenging part of the design process? What features were cut in the last minute to accommodate the schedule? KL: It was a weird combination of almost everything being challenging because we were doing so much stuff that people haven't done before. There's so much simulation Big Daddy and Little Sister, their relationship... if a Little Sister gets in trouble the Big Daddy picks her up and puts her behind him or actually throws her up on his shoulder. Can you imagine how much work that was? Oh my God it was so much work. The big thing we cut in the beginning was all this environmental stuff that we originally planned to do, but then we came back in a different way. We originally had all these other ways to do environmental stuff but we came back in I think a much more direct much better way later on, so that was the only thing. Philippe Buteau: Are you worried that BioShock is too complicated for your average FPS player? Or are you fine with only getting the attention, and in turn the dollars, of the HalfLife and System Shock fans? You know, my wife brought an old friend of hers who had never played a videogame before, since Pong, to [a recent press event] and he had never touched firstperson shooter or a 3D game before and we couldn't drag him off of it until 1:00 in the morning at the event, so I think we really knocked that one out of the park. Mike Thomsen: I'd like to know about how you approached putting together the soundtrack, both musically and the soundscape, given the openended nature of the gameplay. Is music used to cue certain enemies or important objects/areas, or is it all an organic loop? KL: It's a mix. We have certain music cues that are very specific when we want an emotional moment, usually when the player first sees something or first has an encounter of a certain kind. And there are some inengine scripted sequences that we support with music really well. There's also a huge amount of ambient stuff. We licensed a ton of period music, which if you saw the E3 demo you got a sense of some of that. That's just coming in now; we just finished our licensing pass. We also have just a huge amount of great sound and great sound effects like announcements to the world and audio advertisements from Rapture that you just hear around the world. So, the audio space is very full and for us the challenge is usually making sure it doesn't get overcrowded, not as compared to most games where it's just like occasionally you hear a cool sound. James H: The A.I. in BioShock seems very complex. What was the biggest hurdle in balancing the A.I.? But in terms of the A.I. itself, getting it all to work, we're still working on things and we just included a feature where if a melee guy comes up to you and you have a pistol or range weapon out, he'll attack you or he might even run off but if you've got a melee weapon out he'll come up to you and he'll even taunt you because he knows you can't hit him at range. So he's kind of aware of what weapon you have out. Then we have Big Daddy and Little Sister you've seen a lot about them and their relationship is very complicated to get right, but I think we're really there with them.
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