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BioShock demo up on XBL!

  • KungFuSquirrel
  • August 13, 2007 at 3:50 AM
  • st0lve
    • August 25, 2007 at 2:18 AM
    • #141

    None of them really have my interest.

    Console ports doesn't always suck, it's just the ones I've played have had some major issues when it comes to controls, hud and such. It just doesn't feel like a PC game. And they are also often "ignored" by the developers (or so it seems), while the console versions get tons of extra addons, the PC version remains vanilla.

  • KungFuSquirrel
    • August 25, 2007 at 2:24 AM
    • #142

    Psst, Reno, World in Conflict is coming to the 360 :X

  • ReNo
    • August 25, 2007 at 8:54 AM
    • #143

    Ooooh I didn't know that! It seems very very wrong, but I'm now even leaning towards the 360 version of an RTS

    I'm sorry PC, I'll always love you, it's just that lately we've been drifting apart. It's not you. It's me...

  • Buddy
    • August 25, 2007 at 10:46 AM
    • #144

    I heard demo map was done especially for .. the demo (propably few original sections of the game), so few things like this needle thing might be done differently in full game.

  • Taylor
    • August 25, 2007 at 1:20 PM
    • #145

    Nah, I was playing the full version of the game. The demo was just the first section with more monsters and guns around.

    Quote from Wikipedia, the souce of all knowledge that never lies

    Larry Hryb (also known as Major Nelson) chatted with Ken Levine on his podcast about the BioShock demo.[21] The demo contains the first 45 minutes of the game and includes a beginning cinematic that established a setting and beginning plot lines. The demo also introduced a few weapons, such as the pistol and the machine gun, along with powers that can be used by the main character, such as ElectroBolt and Incinerate; some of these would normally be found later in the game, but were added in the demo in order to give players a taste of the full game.

    Edit: Probably shouldn't troll all the PC Gamers.

  • Thrik
    • August 25, 2007 at 5:38 PM
    • #146

    I think the only problem with games that hit the PC and consoles is that the developers just seem to not understand the way a PC game should fundamentally feel. It's usually really obvious stuff like the mouse acceleration (this is a problem with BioShock and Lost Planet) and basic stuff that just makes it feel a bit iffy.

    Otherwise a lot of them are pretty good titles, and many developers have finally started dedicating teams properly to making the transition work well. Command & Conquer 3 is a great recent example, which has a very different feel (and HUD) on the 360 that works better than most console RTS games ever have, but retains its traditional PC feel in the PC version.

    There're quite a few 360/PC transitions coming this year, so it'll be interesting to see how they go. Gears of War, Assassin's Creed, Viva Piñata, Kane & Lynch, and Call of Duty 4 spring to mind, but there may be more.

    In the past, console/PC games have been been a bit shit. I think times are changing though and they're tending to become very good experiences on both as more time is spent making them so.

    Of course, games like GRAW (2) approached it a little wrong IMO and actually developed two completely different games (one for 360, one for PC), yet kept the same name for both. Sure, the games work their best on each platform, but it's kind of confusing.

  • Taylor
    • August 25, 2007 at 6:03 PM
    • #147

    The problem is the two control schemes are incredibly different, so you’re not going to make a game that encompasses both simply.

    With a controller camera movement is digital - okay, there’s analogue sticks, but the player is going to cram them to 100% in a fight – so, you need to set it a certain amount of rotation that feels comfortable, you also want fairly limited up/down movement as with a joypad after a single glance upwards and downwards you’re never really sure if the view is centred again.

    On the PC you have a mouse and with that lets you nudge it lining up a sniper scope, and spin your character around 1080 degrees in a split second (turn on a dime, macross zero style).

    Now make a fight that’s challenging for both? Err...

    Unless you’re making a game exclusively for the console and take this into account, it’s going to end up messy for someone. To be honest, while there are glorius exceptions like Goldeneye, it’s a genre that doesn’t really work on the console, and also a genre that owes a lot to “look at our awesome engine, spend hundreds upgrading your hardware.” It should probably just stay on the PC. FPS, RTS and clicky RPG’s are basically what the PC does best (and all it does, for that matter).

  • Sentura
    • August 26, 2007 at 2:17 AM
    • #148
    Quote from ReNo

    Ooooh I didn't know that! It seems very very wrong, but I'm now even leaning towards the 360 version of an RTS I'm sorry PC, I'll always love you, it's just that lately we've been drifting apart. It's not you. It's me...

    those mac vs pc commercials spring to mind.

  • Defrag
    • August 26, 2007 at 2:52 AM
    • #149
    Quote

    think the only problem with games that hit the PC and consoles is that the developers just seem to not understand the way a PC game should fundamentally feel. It's usually really obvious stuff like the mouse acceleration (this is a problem with BioShock and Lost Planet) and basic stuff that just makes it feel a bit iffy.

    I really, really hate it when developers slip mouse acceleration into their games without letting you customise or disable it. BF2 has very subtle mouse acceleration (probably aids flying planes & choppers without having a joystick) and I get narked by it when playing infantry.

    Full marks to Valve. I (amongst many others) made a suggestion that they should allow users to customise mouse acceleration and, sure enough, you can tweak it to your heart's content with HL2 (on/off and various other parameters). At the very least, FPS developers should always disable their own mouse acceleration code by default. Windows already has acceleration by default so just leave it as is. I've got the no acceleration .reg file and mouse acceleration totally disabled in windows, but my preferences are totally ignored because of some developers' choices.

  • Skjalg
    • August 26, 2007 at 10:16 AM
    • #150

    Developers that make games that they want pro gamers to compete in, usually have those options.. I guess SP games couldn't care less

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