The audience will judge how successful we are. Every time you go away from the known model, you’re experimenting with things, but we really wanted Elizabeth to feel different. Getting her to use the environment, using tears to create things in the environment to lure people into and sneak up on people and avoid people, that’s very much a part of being Elizabeth. There was a game called Trapt on the PS2, I think, that was in the same franchise. She has a sort of combination of Thief and Tecmo’s Deception. She has to really set up the experience to work for her. “She’s not going to go and wade into it with a Big Daddy. He added, “Elizabeth is much more fragile, in terms of in terms of combat,” he said. We’re mostly working on the systems side to make things feel different.” We’re at sort of early stages of the second part, where you play Elizabeth, but I’ve played a prototype of what it’s like to play her. We’re almost in beta on part one of the Rapture one. I just played the first prototype of her the other day. He also explained what playing as Elizabeth entails, saying, "When you play Elizabeth, it’s even more towards a survival horror game. And a new Plasmid – they’re called Plasmids in this.” We did some tweaks to the various Vigors. Therefore the traps get much more meaningful, I think. That sort of slipped away from us a little bit in Infinite. You know how BioShock game systems are about hearing the enemies at a distance and being able to plan your attack? We wanted more of that. We wanted the combat, because of the nature of Rapture, to be more player-initiated than it was in Infinite. The system guys have been very hard at work. “We did, however, re-tune the feel of the experience. There’s a reason they’re drinkable in this world. “Game systems are essentially Infinite game systems. Levine added that Vigors will return as drinkable super powers, but will be called Plasmids like in the original BioShock. You get this mix of pristine Rapture and a very traditional Rapture experience, in a pretty organic story." All of Fontaine’s cronies are put into that department store, so that place has gone to hell. And in the second half, it takes place in a department store, a Fontaine department store that’s been shuttered and sunk to the bottom of the ocean by Ryan after he takes over. My favorite BioShock quest is actually in that part, with no combat. Which nobody has ever been able to do before, with those systems and that technology. According to creative director Ken Levine, "It’s really a story of Booker and Elizabeth again, but set against the backdrop of pre-fall Rapture, and to have an extended period in pre-fall Rapture without combat, where you’re just living in the space, like you got to sort of live in Columbia at the beginning of the game.
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