plm3d_basic, I agree with all of your points, but I'm not basing my decision solely on technical considerations. I play both PC and console games and I find they offer me two fairly distinct experiences. One basic difference is that I play PC games sitting at a desk and console games lounging on a couch. It's not quite that simple but that'll have to do for an explanation. I'm leaning toward the 360 at the moment.
BioShock Q&A - Final Impressions from GameSpot and Final Thoughts from Ken Levine
We provide our final thoughts after playing BioShock, and creative director Ken Levine shares his final thoughts on developing the game.
The highly anticipated, hybrid shooter BioShock will be released soon, and we had an opportunity to play through part of the game, as well as to look back on the game's development with creative director Ken Levine. While we'll save our final impressions of the game for our review, we're pleased to say that the game appears to live up to most of the expectations. Get more information and see more movies and screenshots at GameSpot's BioShock launch center.
If you've been following the game in the past, you probably know about the various "plasmid" powers that are available to you. They're superhuman abilities you can acquire by injecting genetic material into your character's veins. If BioShock were a fantasy game, plasmids would be magic spells. In this case, plasmids make use of "adam" (the genetic energy that powers plasmids), and you use them to create various extraordinary effects in the world, which drains your "eve" meter. You can blast your enemies with fire, ice, or lightning, or create traps, or manipulate the environment to do your bidding. There are quite a few plasmids to choose from, so you can definitely customize your character with the ones you prefer. Although you start with the capability to wield only two plasmids at once, you can eventually unlock more plasmid slots (up to six total).
In addition to plasmids, you'll also be able to equip a number of "gene tonics." Tonics are basically ongoing enhancements that "buff" your character to make the going a bit easier for you in some parts of the game. There are three types of tonics that you can equip: physical, engineering, and combat. Physical tonics mostly involve ways to heal yourself, such as getting more healing from first aid kits, or restoring eve when you use a health kit. They can also restore health and eve when you hack something, or even restore health when you smoke cigarettes or cigars that you find lying about. (Smoking usually restores some eve but deals a bit of physical damage to you.) Engineering tonics strengthen your ability to hack into machines in the undersea city of Rapture, such as security bots and cameras. Tonics like "slow" will slow down the speed of the hacking minigame, which gives you more time to complete your connections, while "security expert" will let you hack into turrets, security cameras, and other security-related machines more easily (but not things like safes or door locks).
Lastly, combat tonics govern your fighting acumen. There seems to be a wider variety of combat tonics than there are in the other categories, given that so much of the game revolves around fighting. Thus, there are plenty of ways to add tonics that will enhance how you choose to play. So if you like blasting enemies with your freezing plasmid power, for instance, then you can use the "frozen field" tonic to increase the amount of damage you deal with cold attacks. A fair number of combat tonics actually revolve around making the wrench, your default melee weapon, more useful. Although you get a wrench early on in the game, the enemies you face off against will quickly become too powerful to take down with anything but real firepower, unless you down some extra tonics. While we played, we used the "wrench jockey" tonic to upgrade the attack power of the wrench, the "wrench lurker" tonic to let us move more stealthily and sneak up on enemies, and the "static discharge" tonic, which emitted an electric shock to anyone who struck us in melee combat. We wound up being pretty deadly with the wrench, which made for an entertainingly unique gameplay experience after spending much of the game using plasmids and ranged weapons to take down our enemies.
In keeping with the game's emphasis on allowing creative plasmid use, your choice of tonics isn't permanent. If you're having trouble in a certain fight, you can always head to the nearest "gene bank," where you can switch around the tonics that you currently have equipped. For example, even when fully upgraded, using the wrench is a poor idea when facing off against a "big daddy," the monstrous guardians of Rapture that resemble behemoths in dive suits. So if you feel the need to take one of them on, it's wise to switch out your wrench upgrades for things like "armored shell," which reduces the amount of damage you take. After you kill the big daddy, you can feel free to switch back to your other loadout. Gene banks pop up pretty often in BioShock, especially before boss fights, so you'll be able to experiment with plenty of different configurations until you find one you like.
BioShock is going to lead the fall gaming frenzy when it's released on the 21st, so you won't have long to wait to make your own gene-tonic combinations. Look to GameSpot for a full review of BioShock soon, as well as a game guide when it finally hits store shelves. For now, stay tuned for final thoughts on the game's development from creative director Ken Levine.
GS: Ken, now that the game's development is finished, tell us in your own words: What is BioShock? What's the purpose of the game?
Ken Levine: BioShock is a first-person shooter set in a failed underwater utopia. The game lets you use everything, from fully modifiable guns, to the amazing genetic powers, to every aspect of the environment (from fire to water to physical objects). Even your foes and the city's security system can be turned into critical allies.
GS: Why did BioShock end up as a first-person shooter, rather than a full-on role-playing game, like some of Irrational's other projects?
KL: Well, we've never really done a full-on role playing game. From a character-growth standpoint, BioShock is as deep as, or deeper than, our first game, System Shock 2 (over 70 genetic powers, modifiable weapons, hacking, skill tracks, etc.). The key difference is that our goal was to make everything immediate to the player, who would instantly understand the cause and effects of these dozens of powers. RPGs are somewhat abstract and "stat-based." We wanted the player to feel the effects of his character growth directly by his interaction with the world.
Review Scores
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Game Info
- Release Date: Aug 21, 2007 (US)
- ESRB: MTitles rated M (Mature) have content that may be suitable for persons ages 17 and older.
- Release Date: Oct 21, 2008 (US)
- ESRB: MTitles rated M (Mature) have content that may be suitable for persons ages 17 and older.
- Release Date: Oct 7, 2009 (US)
- ESRB: MTitles rated M (Mature) have content that may be suitable for persons ages 17 and older.
- Release Date: Apr 2, 2009 (US)
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