[XOne] Bioshock 2

Discussie in 'Games' gestart door Fiasco, 16 okt 2008.

  1. Tyrant

    Tyrant Well-Known Member

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    Het had toch nog wat beter gekund. Maar deze 3 games zijn zeker allemaal toppers en ga ik zeker halen.
     
  2. Roberto

    Roberto ....

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    Gameplay vind ik veel te veel lijken op deel 1? Als het gaat om het radiotje, je levelsbank, je wapenkeuze etc ziet het er precies hetzelfde uit als deel 1, + het gaat om precies dezelfde omgevingen. Denk niet dat ik hem ga halen..
     
  3. [2k]

    [2k] XBW.nl VIP XBW.nl VIP

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    Ja ok, maar dat heb je bijna altijd met vervolg games. Zijn vaak kleine wijzigingen en toevoegingen. En wat goed is, hoef je niet te veranderen in iets compleet anders.
    Uiteraard moet een game wel voldoende vernieuwing hebben, en zal het 'wow' effect een stuk minder zijn dan bij deel 1. Toch denk ik dat het een puike game gaat worden. Niet zo vernieuwend en verrassend, maar gewoon met een toffe sfeer/setting en goede gameplay.
     
  4. DulleNL

    DulleNL I'm a little teapot Magic Member

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    BioShock 2 Multiplayer Preview​


    "When you think about multiplayer, the narrative a lot of times comes from the experience that you create yourself in the match," says BioShock 2 producer Melissa Miller. And while the game's not out until 30th October, Miller's already got a few stories of her own. "I was playing one match and I had a little area I was holding down, I had very distinct entries that I was guarding, and I would see people go by and I'd tag them with incinerate! If they were low on health I'd get the kill."

    "And if not, you'd get an assist," lead multiplayer designer Mathieu Bérube chimes in. "Turrets are another f***ing great example of this," says Miller, warming to her theme. "I remember we were testing the game one weekend and I kept just going to one turret. As soon as I got in, I'd hack that turret and that became my little battle zone... At one point I got a four-kill streak between the turret and myself, and everyone was like, 'what the hell?' After that, every game, everyone went straight for that turret to try and destroy it before I got it. There are just so many different options and ways you can express yourself."

    Of all the many things that worked in BioShock 1, the toolset and the variety of things you could do with it was, for many, the most pronounced. Taking that online could be worth the price of admission alone. But BioShock 2 multiplayer has something else to offer too. Set before the fall of Rapture, it tells the story of the civil war between the followers of Frank Fontaine and Andrew Ryan, and in doing so, could be just as interesting and expository as the ambitious single-player campaign.
    'BioShock 2 Multiplayer' Screenshot bd

    Players get health bars above their heads, just like the splicers.

    So how does that work? In keeping with BioShock's knack for complex themes in simple wrapping, it's tied to the experience system. Playing as a product tester for plasmid and tonic manufacturer (and war market profiteer) Sinclair Solutions, you go to battle in deathmatch, team deathmatch and another unannounced game mode and accumulate ADAM rewards via kills, assists and other achievements. This helps you to march through 20 ranks, divided into categories like "Bronze Club" and "Silver Society", announced with the triumphal faux-naivety common to BioShock's vending voice-overs. When you rank up, you can return to your apartment and receive messages from Sinclair representatives, which help fill in the narrative blanks, rather like the first game's audio logs. "You are going in and you are becoming part of that history and contributing to Rapture's destruction," says Miller.

    As with the audio logs, however, if you don't care, you needn't - and the 10-minute deathmatch I get to observe reinforces the separation. It's frantic: players dressed as housewives and welders sprint around an expanded re-envisioning of the first game's Kashmir restaurant hurling electro bolts, fireballs and ice shards, blasting one another with electro-shotguns, and frantically hacking turrets (now a progress bar rather than a game-halting bout of Pipe Mania).

    Although there is obvious overlap with both BioShock single-player games, multiplayer developer Digital Extremes has thrown in a few new tricks. The dash plasmid, for example, which allows you to fly forward in a straight line - leaping from balcony to balcony, charging someone or beating a hasty retreat. Then there's the geyser trap, which serves dual functions. On the one hand, it throws opponents into the air, where they bang their heads on the ceiling and take damage (or you shoot them). On the other, it's your own personal bounce pad for reaching higher ground.

    Plasmids need EVE, of course, so there are syringes dotted around, spawning in random spots to avoid camping, and you can take advantage of free top-ups at the Circus of Value vending machines - probably giving your position away in the process, and certainly running the risk of being booby-trapped by someone who's taken the time to hack in. The clown's not the only old friend you bump into either. "We wanted to bring Big Daddies into multiplayer, obviously - they're iconic," says Bérube. "We treat them as a power-up, so you get to be a Big Daddy for as long as you can survive." It's Rosie, in case you're wondering. She acquits herself well, although the rocket turret on the stage in the Kashmir's ballroom does her in. (And, perhaps hinting at the third, unnamed mode, Bérube points out that there's a Little Sister in there elsewhere. "We're not prepared to say exactly why.")

    Although customisation began and ended with battle tactics and morality in the first BioShock, Digital Extremes has been careful to expand that in multiplayer while keeping the series' core values - and understated humour - in place. Your hub apartment has a wardrobe where you can change your appearance (Counter-Strike quibblers please note: bounding boxes will be consistent across body shapes), and emotes, which the team calls 'barks'. "The housewife's idiosyncrasies come across in her barks," senior DE producer Leslie Milner notes. "She thinks the Big Daddy is the family dog, so she'll yell at him and tell him to get out of the flowers."

    Plus of course you can customise your three loadouts, and switch them between death and respawning. Each loadout has two weapon, two plasmid and three tonic slots, and each weapon has room for one upgrade. "When you start to really calculate everything, there's a lot of possible loadouts," says Bérube. Most of the plasmids also inherit the main game's charging action, allowing you to build up a stronger electro zap or fire blast. Some have been modified for multiplayer, too, like the ice blast, which can't very well freeze everyone it hits stone cold. Instead it slows their movement, and if you kill them while they're under its spell, they shatter.
    'BioShock 2 Multiplayer' Screenshot take

    You can rank up a bit faster by completing 'trials' - 10 icy kills, for instance.

    Visually it would be easy to conclude that not much has changed, but closer inspection reveals a lot of the improvements made by the host game, and far from complaining about having to rebuild places like Kashmir from scratch, Miller and Bérube embraced it as an opportunity. "If there's anything brought over from BioShock 1, it's been rebuilt from scratch for multiplayer," says Miller. "We understand: there is a difference between multiplayer and single-player expectation and that is something we have been extremely conscious of... And the same thing - hey, I hear our guns were not the best thing ever for a first-person shooter in BioShock 1, so making sure that we were addressing that and they were even better for a multiplayer audience."

    Another level, Point Prometheus, even gave Miller and company the chance to rewrite history. "In BioShock 1 it's the gauntlet level and it's more of a natural history museum, and why would there be a natural history museum in Rapture? There should be a museum, but people should be trying to make money off it, and so it became this more PT Barnum sensationalised trying-to-make-a-buck place." You fight on a statue of an octopus, among other things.
    'BioShock 2 Multiplayer' Screenshot apartment

    The lobby system supports private matches and parties across all formats, and lets you search by skill, rank and ping. No word if it's GFW Live or not, PC gamers.

    For all this reinvention though, BioShock 2's multiplayer - like the single-player - hangs precariously by its origins, especially now we have Take-Two's declaration of multiplayer-for-all ringing in our ears. But just as we got over the idea of being a Big Daddy when 2K Marin put it into context, so the idea of 'just another box ticked' dissolves within the multiplayer developers' bubbly enthusiasm.

    "A thing a lot of people don't realise is that in BioShock 1 the splicers that you battled were actually supposed to have plasmid powers, and that fell by the wayside," says Miller. "One of the things we were really excited about exploring in a multiplayer component was this idea of... we're giving you all this cool s*** to do, what happens when everyone else around you can do the same cool s***?"

    What's more, far from clunking together awkwardly with the fast-paced gameplay, the narrative snippets for which we'll be dinging our hearts out represent something else, perhaps even a unifying force. "I suck at first-person shooters," says Miller, "but I love playing BioShock because there are so many different options." And when I think about it, I love playing BioShock because I want to know everything about Rapture. For everyone else, there's killing each other. That's a lot of ways in. Accessibility in a multiplayer first-person shooter? That would be a story.

    Screenshots



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  5. tricker

    tricker Semper Fi

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    oh my god wat sick!!!
     
  6. sikory

    sikory Active Member

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    Dat klinkt erg goed. Nu hopen dat het ook goed uitgewerkt is en dat de balans in de multiplayer goed is.
     
  7. egelhunter

    egelhunter It's all in the game

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    wat ik voor het grafisch ook altijd hele mooi vind zijn schaduwen die kloppen. Splintercell kwam hiermee en sindsdien hebben alle games dat wel. Maar wat is het nou net bij Bioshock. Alles heeft schaduw, behalve jijzelf. In Thief 3 had jijzelf ook schaduw, dat was echt vet! En bioshock had dat niet heel jammer. Hoop dat dit bij deel 2 er wel in zit.
     
  8. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Misschien ook wel leuk om even door te lezen:
    BioShock 2: Questions Answered
    2K Marin fields your questions.

    May 15, 2009 - BioShock 2 is one of the most highly anticipated games of 2009. It's also one of the most scrutinized. With development moving from 2K Boston to 2K Marin, many are nervous that the follow-up to the original BioShock will lack the same quality. It's a valid concern, but one 2K Games hopes to dismiss as more of BioShock 2 is revealed. One way to assure gamers that BioShock 2 is in the right hands is through a regular dialogue. And so we have a very special weekly feature.

    Each Friday 2K Marin provides an answer to our readers questions. The plan is to do this right up to the release of BioShock 2. We decided to kick things off with three questions. Moving forward, expect this article to be updated weekly with a new question from a reader and an answer from someone on the development team at 2K Marin.


    June 12 Answers

    Bioshock has not only one of the greatest stories and atmospheres created in a videogame, it's also one of the few commercial releases that help validate the claim that videogames are a medium of art. What are some of the choices made to ensure that the experience provided in the sequel will both enhance and complement the world of the original as well as bring something fresh that the player hasn't seen or lived before while reaffirming that this a Bioshock game?

    Well one of the first questions we asked ourselves was "have we told all the stories of Rapture?" The answer was a resounding no. From there we started to look at the things that we as a team really wanted to improve upon from the first game as well as looking at the public response to the game. But that only goes so far – we need a direction for the new story and new things that we want to do in BioShock 2 and that's where Jordan comes in. As the Creative Director, he's responsible for driving the vision of BioShock 2 and working with the team to bring that vision to life. He's also there to make sure that anything new fits cohesively into the established world of Rapture.

    In terms of what's new and how it enhances/complements the world of Rapture, you can just look at the main protagonist for BioShock 2. Playing as the first Big Daddy is just one example of how we improved upon something from the first game but at the same time, it doesn't repeat the first game at all. Your experience is different and your perspective is vastly different since you are integrated in the ecology of Rapture instead of observing and manipulating it like Jack from BioShock 1.

    Andrew Ryan was a pivotal anchor to the fantastic plot of the original game. He is profoundly integral to the themes of the story, and had a killer mustache to boot. Consequently, I've been eagerly anticipating mention of his continuing presence and influence in Rapture, but alas, no concrete details have emerged. I think it's interesting that nobody has mentioned the fact that a central mechanic in the original, the "resurrection chambers," were made possible because Ryan had synchronized them specifically to his own DNA, allowing the player, his offspring, to regenerate himself after being obliterated by a feisty Big Daddy. So doesn't that mean Andrew Ryan himself may have simply awoken in a nearby tube after his seemingly fatal introduction to the business end of a golf putter?? My question is simple: Will Andrew Ryan have any direct role in Bioshock 2?

    Since Andrew Ryan's ideology was the cornerstone of Rapture, it is impossible to be in the city, even 10 years later, and not see or feel his presence everywhere. With that said, commenting any further on whether he has a direct role in BioShock 2 will start to get spoiler-ish.


    May 22 Answers

    In the recordings it was implied that Fontaine used girls as the delivery process for ADAM because of expedience and his connections to the surface. However it was also stated that there were slower systems for receiving ADAM that did not require human subjects. Why did none of the other educated citizens of rapture attempt to implement an alternative solution? Why did they simply wait until an outsider returned and took power?

    Tenenbaum's initial experiments with the slugs showed that they were the original source of ADAM, but they were small creatures and only produced small amounts of ADAM as part of their normal life cycle. The Rapture society quickly wanted more than the slugs could produce. That's why Tenenbaum ultimately turned to human subjects. Girls produced the most ADAM than any other subject.

    After the outbreak of civil war following the Kashmir bombing on 1/1/1959, society collapsed quite rapidly and industry stalled, so producing ADAM via any means other than looting the dead citizenry became non-viable.


    May 15 Answers

    Are they going to have a better final boss?

    Without spoiling the ending, I will just say we have definitely learned from that experience.

    As the Big Sister is rebuilding the city based on a "vision" of rapture from childhood, does this mean this game will be analyzing twisted idealism and abuse more than objectivism?

    That's a really good question. Objectivism was a core theme of BioShock 1 but it was by no means the only ideology in Rapture. Something we're really excited about exploring in BioShock 2 is some of the other ideas that existed and drove people in Rapture, especially in the power vacuum that Jack left behind. The mystery of the Big Sister is one of the ways we're going to be exploring those new ideas.

    After you adopt a little sister and start harvesting Adam, can the splicers kill the little sister, and if the little sister can die does it count toward a negative ending?

    No since that doesn't reflect the moral choices you make as a player. The endings are derived from your direct choices regarding the Little Sisters -- Harvesting or Adopting/Saving or any combination of those.
     
  9. DulleNL

    DulleNL I'm a little teapot Magic Member

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    [gb]THE FIRST BIG DADDY[/gb]

    In BioShock 2, you play as the first Big Daddy. While the "how" and "why" of the first Big Daddy remains a mystery, we can still explore how 2K Marin created the unique look of the Prototype Big Daddy. Today's feature focuses on the artistic development of Big Daddies and gives an overview of how the team decided on the final Big Daddy's look and feel.

    Between the first BioShock and the sequel, you've seen a lot of concept art for Big Daddies. The logic behind this concept art went beyond different designs and suit combinations. The artists had to imagine what the very first Big Daddy would have on him -- this Big Daddy had to feel like he was a rough draft or a work-in-progress, an amalgam of Big Daddies to come. The first Big Daddy was a test case, and in making the perfect prototype, 2K Marin drafted many, many prototypes themselves.

    Below you'll see four examples of the concept pieces created, as well as a near final concept rendering of the Big Daddy you will play in BioShock 2.


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    [gb]BIOSHOCK 2'S LITTLE SISTERS[/gb]

    Besides the Big Daddy, Little Sisters are likely the most iconic characters of BioShock. They may be small in stature, but their glowing eyes and eerie, echoing voices tell a very large and memorable story.

    2K Marin reinvisioned Rapture's legendary Little Sisters for BioShock 2, and today, we're showing off some of the best concept art that highlight both the new and old -- syringe gun and all.


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    Klik op plaatjes voor vergroting.
     
  10. Madoperator

    Madoperator Rape

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    Die laatste Big Daddy ziet er veel minder intimiderend uit dan de eerste drie. Ik hoop dat ze die niet kiezen. =(
     
  11. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Excuus. Ik zie dat ik een plaatje was vergeten. O-)

    Dit is de 'near final concept rendering of the Big Daddy you will play in BioShock 2'
    [​IMG]
     
  12. Heroic

    Heroic Halo

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    Vind het design er ontzettend lame uit zien eigenlijk. Had liever iets in de stijl van de echte Big Daddy.
    Zoiets
    [​IMG]
     
  13. Marruk

    Marruk hallo

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    Het probleem is alleen dan dat je de hele tijd met een kooi voor je kop rondloopt. Lijkt me vrij irritant.
     
  14. Matrix

    Matrix Semi-Définie Positive XBW.nl VIP

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    Je hebt de screenshots en video's toch gezien? Je ziet die helm niet.
     
  15. Heroic

    Heroic Halo

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    Matrix, hij doelde denk ik op mij. :)
     
  16. Maddmonkey

    Maddmonkey Well-Known Member

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    ik vind die big daddy wel stoer :)
     
  17. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Om het kort te houden:
    De zoveelste game alweer die naar 2010 wordt geduwd. Wat houden we dit jaar over?
     
  18. Kevf

    Kevf Hardcore poster

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    schuif alles maar door, ik heb nog zat games :+
     
  19. Tyrant

    Tyrant Well-Known Member

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    Nou ik vind dit flink balen.
    Van die lijstjes die ik toen tijdens de E3 had gemaakt blijft weinig over zo :+
     
  20. SteRoger

    SteRoger TES V: Skyrim!

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    Pff, deze titel stond toch wel bovenaan mijn lijstje samen met COD: MW2...

    Balen
     

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