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Some random thoughts from watching the GTTV demo...

(Not really spoilers but just in case you want to watch the demo yourself without any prior knowledge)

 

1. http://cdn.gs.uproxx.com/wp-content/uploads/2011/06/Elizabethchoke.jpg

 

Is it just me or is Elizabeth a lot smaller than the protagonist? His hand is bigger than her face (does that mean she has cancer?. Anyway, I don't know if that was an intentional decision to make her seem more vulnerable or just an unconscious manifestation of the game artist's perception of male/female power relationships but there's something a little bit creepy about the size difference. She also something slightly unnerving about the combo of childlike naivety (and appearance) and what could only be described as buxom breasts.

 

2. When they go through the rift to the 80s they're in the middle of a road, so either Columbia survives the game, is rebuilt...or they just jump in space as well as time when they go through the rift.

 

3. I'm liking the populated feel of Columbia, it's nice having NPCs that don't necessarily attack you on sight.

 

4. Actual gameplay looks pretty hectic, especially the Skyrail. Could get quite confusing. Shooting mechanics don't look amazing.

 

5. It's all very cinematic, but could be less so for those of us who haven't actually worked on the game and don't know where to look at the right time (it was a developer playing the demo right?). There's a lot going on though, I can see myself getting easily distracted watching all the little NPC vignettes.

 

 

All in all I've got high hopes for the story and the world they've created, I'll wait and see if the gameplay lives up to that.

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I think as far as the design, it's a highly stylized/animated perception of our world. Something along the lines of a cartoon, if you will. Anything inorganic is very realistic, whereas organic material can be exaggerated.

 

People have pointed out Elizabeth's eyes and how they can become very wide, such as when she is scared. What you pointed out could be one of those exaggerations, though I do know women a whole foot shorter than me, and really, the ratio between specific "parts" can be a bit surreal.

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I think as far as the design, it's a highly stylized/animated perception of our world. Something along the lines of a cartoon, if you will. Anything inorganic is very realistic, whereas organic material can be exaggerated.

 

People have pointed out Elizabeth's eyes and how they can become very wide, such as when she is scared. What you pointed out could be one of those exaggerations, though I do know women a whole foot shorter than me, and really, the ratio between specific "parts" can be a bit surreal.

True, the dimensions aren't so much unrealistic, it was just very noticeable when his hand is round her throat (I thought the gesture was very emotionally powerful). The fact that, being entirely artificial creations, someone must have made the decision to make the character's proportions that way interests me though. I like reading into things. :sherlock:

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It's not a spoiler about Elizabeth being tiny, she's just short compared to the protagonist. A short adult possibly 5'1 to 3, I feel like a 4'11 adult is rare in most games amongst 'human' characters. She is an adult though from what's revealed, since there's this whole romance marriage subplot they've got going which they'd mentioned from the start.

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Well I did type out a reply about how Bioshock was morphing into the Them Park Sim genre but from a customers perspective but then my internet crashed so all I'll say is this: well actually that was everything I said in the first place just put more succinctly. XD

Edited by Mr W Phallus
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RailShock

 

I wouldn't be surprised if that flying enemy has to be defeated in the air while traversing the rail system or whatever it's called. I think the demo would have been longer than 15 minutes if the average joe was playing because from the looks of it, you had to know where those tracks/rails were leading to.

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http://www.gametrailers.com/video/gt-pop-block-bioshock-infinite/717540



Alright, if you watched the demo video, watch GT's Pop-Block because there are more tidbits that are really cool like...

"Everybody Wants to Rule the World" plays in the bar from an earlier video, but it's in an old "timey" style. Perhaps Infinite's reality runs along side our 1985, or at least a similar 1985 since the movie was "Revenge of the Jedi" (or perhaps that's for copyright reasons).

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  • 4 months later...
  • 1 month later...

Hmm, I would say this thread is in need of a revival!

 

I don't believe I need to link to a specific article (though I will if need be), but how do you guys feel about the 1999 Mode?

 

EDIT: Just so you don't have to search across the vast seas of the Internet.

Edited by Atomsk88
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I think it's just amazing that gaming has changed so much that a game being challenging is actually a selling point, a marketing ploy, and something that will sell copies.

 

Other than that, I'll probably play it. I mean, it's pretty much just the hardest difficulty, and if I like games enough I usually try playing them on the hardest difficulty.

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It is a rather amazing marketing ploy, worked well for the Souls games too. Only the hardest of the hardcore can play this, you want to be hardcore don't you? Not one of those panzy new-age Angry Birds gamers are you? Well show you're hardcore with our game where we've added extra HP to the enemies and called it "1999 mode" to play on gamers heavy nostalgia factor. Cos we all love a bit of FFVIII.

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Well, but it's not supposed to be just harder. It's supposed to be more in line with the design philosophy of 1999. As Ken Levine puts it, it's about permanence versus impermanence. In System Shock 2, when you chose an upgrade, it was with you for the rest of the game, and you couldn't change it... and that could actually hinder you if you picked something you ended up not using much. In Bioshock, you could change any power or upgrade on the fly. Nothing was permanent. That's what 1999 mode is. It's more than that as well, but Levine says that's the primary difference.

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  • 1 month later...

http://www.eurogamer.net/articles/2012-03-19-one-bioshock-infinite-level-contains-three-times-more-dialogue-than-all-of-bioshock-1

 

So there's lots of dialogue in it. Not too hard I guess considering Bioshock had all of like 4 people in the game with a couple of random folks thrown about. And one of those 4 people never says a peep.

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It is a rather amazing marketing ploy

 

As others said, it's not really a marketing ploy. It'll appeal to a slice of the demographic, but it's not trying to grab everyone's attention. It more sounds like a good design choice for people to get more out of the game, without giving them too much work.

 

I've always wanted more games to do this sort of thing. For the recent Rockstar releases, I've really, really wanted a 'realistic contact' mode, where, as well as NPC's getting Euphoria'd from bullets and contact (PC's only do from rough contact like explosions), the main character would, too. So if in RDR you got hit by a sniper, say, instead of a spurt of blood popping out of Marsden's chest as he walks on nonchalantly, the player would get thrown about and have to recover slowly from a prone position. And you could drop your guns and...

 

I just think it'd make things more immersive if developers added (at least a choice for) this sort of thing. Anyway, fantasy rant over.

 

EDIT:

http://www.eurogamer...l-of-bioshock-1

 

So there's lots of dialogue in it.

 

Yeah, this isn't particularly impressive in any way as Bioshock probably had about 20 pages of dialogue at most.

Edited by kenshi_ryden
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  • 1 month later...

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