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Bioshock Infinite (Spoiler free thread)

  • Mazy
  • August 12, 2010 at 7:03 PM
  • Bunglo
    • June 24, 2011 at 10:58 PM
    • #141

    Vigors are essentially the same thing as plasmids. Key differences are, you drink them instead of injecting them, you have a limited number of uses with them but can pick up charges (like ammo) unique to the given vigor for longer use.

    If I'm not mistaken, theres an interview out there with Levine going over how vigors were created in Columbia.

  • Sentura
    • June 25, 2011 at 1:05 AM
    • #142

    pretty terrible... at least from a story perspective. especially when they're drank and not injected, it means that they had better technology 20 years before bioshock but decided to go for needles anyway because...? it does create a large gap in what is/was one of the strongest elements in bioshock.

  • Jake Gilla
    • June 25, 2011 at 5:09 AM
    • #143

    Dont see how thats the case when you consider the fact that they're not plasmids, not based around Adam, and so far havenothing to do with genetic experimentation.

  • Sentura
    • June 25, 2011 at 3:58 PM
    • #144

    it removes the base for the creation of plasmids later. why would you want to inject someone with a needle and make them addicts as opposed to simply drink a mixture? it doesn't make sense.

  • deceiver
    • June 25, 2011 at 4:10 PM
    • #145

    Also, they haven't confirmed if the two universes co-exist with each other. I suspect each one is a contained one ala Final Fantasy with a brand new story and setting with each iteration.

  • Mazy
    • July 1, 2011 at 6:45 AM
    • #146

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    So heavily scripted, but still~~can't wait for the entire demo~

  • Rick_D
    • July 3, 2011 at 5:54 PM
    • #147

    i don't get why this got so much praise at e3?

    i wouldn't mind all these games that take away your control but at least do some interesting camera stuff instead of these horrible pans and tracks. reminds me of playstation 1 days.

  • Mazy
    • July 8, 2011 at 9:16 AM
    • #148

    http://www.gametrailers.com/gametrailer ... &ch=2&sd=1

    Pretty sweet demo, even if it is extremely scripted. You sure are able to take a lot of damage too

    Gonna be interesting to see how it turns out as an actual game.

  • Jetsetlemming
    • July 8, 2011 at 10:01 AM
    • #149
    Quote from Mazy

    http://www.gametrailers.com/gametrailerstv…ch=2&sd=1Pretty sweet demo, even if it is extremely scripted. You sure are able to take a lot of damage too

    Gonna be interesting to see how it turns out as an actual game.

    Ken Levine was on the latest Gamers With Jobs podcast, and it's not actually as scripted as it looks. The AI, including Elizabeth, have a bunch of scripted things they can do but how they trigger is dynamic. The game tries to spread them out through the level as you play so that you see the content but it doesn't get all bunched up, and nothing weird happens like Elizabeth trying to talk to you about some random detail in the middle of a firefight. Basically, yeah, there are scripted events, but only the how part, not the when part, so the player keeps his agency.

    Edit: Disappointed though to see they've gone with the stupid two weapon system, though. I want my guns to mean something, not be disposable things I drop whenever I need something for the current combat scenario.

  • deceiver
    • July 8, 2011 at 12:52 PM
    • #150
    Quote from Jetsetlemming

    Ken Levine was on the latest Gamers With Jobs podcast, and it's not actually as scripted as it looks. The AI, including Elizabeth, have a bunch of scripted things they can do but how they trigger is dynamic. The game tries to spread them out through the level as you play so that you see the content but it doesn't get all bunched up, and nothing weird happens like Elizabeth trying to talk to you about some random detail in the middle of a firefight. Basically, yeah, there are scripted events, but only the how part, not the when part, so the player keeps his agency.

    Edit: Disappointed though to see they've gone with the stupid two weapon system, though. I want my guns to mean something, not be disposable things I drop whenever I need something for the current combat scenario.

    So, just like how Alyx was scripted in Ep1 and Ep2, which is fine .

  • General Vivi
    • July 8, 2011 at 3:26 PM
    • #151

    Damn you guys keep posting shit before I get a chance lol.

  • Grinwhrl
    • July 8, 2011 at 3:52 PM
    • #152

    Well, definitely buying this game after watching that.

  • -HP-
    • July 12, 2011 at 2:14 PM
    • #153
    Quote from generalvivi

    Damn you guys keep posting shit before I get a chance lol.

    God damn that last e3 demo is just mind blowing good! You give my biggest ups to the team man!

    Looking forward to play this!

  • Puddy
    • July 12, 2011 at 3:11 PM
    • #154
    Quote from Dark

    Well, definitely buying this game after watching that.

    Pretty much this.

  • Jetsetlemming
    • July 12, 2011 at 5:44 PM
    • #155
    Quote

    ":18o8qvz1]

    You give my biggest ups to the team man!

    Also tell Ken to shave

  • Serenius
    • July 12, 2011 at 7:34 PM
    • #156

    Mind blowing is the perfect word for that demo. Tons of spectacle, great open arena design, and fantastic pacing.

    Not sure what was so scripted about it. The skyhook rails? It looked like you could jump off at any time.

  • Bunglo
    • July 12, 2011 at 10:10 PM
    • #157

    Ken said you can use the skylines when/how ever you want.

  • -HP-
    • July 15, 2011 at 11:03 AM
    • #158

    I'm very curious to see how they're going to make this semi-open environments tie with the obviously scripted dialog / event sections.

  • Mazy
    • March 1, 2012 at 3:10 PM
    • #159

    http://www.joystiq.com/2012/03/01/biosh ... ctober-16/

    Fuck yeah~~can't wait~

  • General Vivi
    • March 1, 2012 at 4:28 PM
    • #160

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