(Edited by Dr. M. "Schadenfreude" Von Katze (588), Mar 15, 2009)They're doin' it for themselves
Dr. M. "Schadenfreude" Von Katze (588), Mar 14, 2009
By now I guess everyone and their dog know, but I'll just leave this here...
St. Martyne Wrote:
According to what is written in the picture, I believe that's "Big Sister".
(Edited by Ash Ligast II (1651), Mar 15, 2009)Re: They're doin' it for themselves
Ash Ligast II (1651), Mar 15, 2009
Can't wait for the Little Daddies...
As much as I liked the original, I'm not expecting much from the sequel (prequel?). The story arc was pretty much closed (guess they could go the "It was Ryan's plan all along" route, but not much potential there, IMO). The original's main attraction was the unique setting and so far it seems that they're going to completely re-use it.
Yeah, just a few thoughts. I know I'm applying pretty high standards here. I just think Levine's talent shouldn't be wasted with pumping out sequels. I think Bioshock is one of the few good games that shouldn't be continued.
Then again, the teaser at the end of the PS3 version was rather promising, It somewhat suggested to me they were trying to change the game's mood there. Hopefully they'll take advantage of the original's money slipstream and don't play it too safe.
YID YANG Wrote:
You know that Brian Moriarty himself disapproves as Loom's story was once meant to be worth a trilogy. But with the sharp decline in talent within LucasArts & Associates over the last years it's probably for the better they don't open the grave.
(Edited by Dr. M. "Schadenfreude" Von Katze (588), Mar 15, 2009)Re: They're doin' it for themselves
Dr. M. "Schadenfreude" Von Katze (588), Mar 15, 2009
I seem to remember Levine saying that they had like 30 years worth of storyline for the Bioshock universe, like supposedly the first game was gonna span up to the modern day originally; so one could trust that. Then again, we already know how game designers and their promises can be....
Anyway, there's a teasing website out there, seems like it's gonna be a long marketing campaign with lots of info breadcrumbs for the fans.
Dr. M. "Schadenfreude" Von Katze Wrote:
Talking of teasing websites, here's the one for the game that will rule them all.
The setting was fascinating, but I grew bored of the gameplay itself quickly. There are too few defining moments and I can't get myself to finish it for the sake of it.
My feelings exactly (although I guess I gave up on the game much earlier than you). I'd love love to play a more interesting game in a similar setting, but seeing how successful Bioshock was, there probably isn't any good reason for the developers to make any significant changes.
I'm growing tired of game designers abusing the "story is everything" movement among game reviewers. Story is a background for a game at best.
The real story should be gameplay itself.
Think of even the best game stories out there. 90% end with an evil mastermind trying to build superhumans. Seriously, think about it. And Bioshock is NO exception! Bioshock is about an evil mastermind building superhumans!
The setting is gold, but the story is a rehash of an old, old cheesy sci-fi cliche! Yet it gets praised as the story was a breath of fresh air. It wasn't.
Most stories for games are neither good nor powerful enough to justify the entire experience. If they were, the writing would be better spent on film or literature. Story is an element of gamedesign, but not even the most important one (exceptions might be some really good adventure games).
If you have lots of story, but dumbed down gameplay, the game itself becomes dumber as well.
That's a pretty silly thing to say, since that particular story arc is just *one* among the many that are running simultaneously in the game, and not even the most important; but in any case the greatest achievement of Bioshock isn't even the storyline itself, but the story-TELLING. The brilliance of the game is how it tells an insanely multilayered story and it manages to not interrupt the flow of gameplay, or at least to leave to the player the choice of how much of such interruption he/she is willing to put up with.
It's like the third of fourth game in the history of gaming to achieve such a thing, if you think about it; most games simply try to mash together gameplay with storytelling devices of either film or literature.
Didn't we already have this discussion here? o_O