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Wednesday, March 27, 2013

BioShock Infinite

Hello viewers, it's Ryan . And I am going to talk about a new game called BioShock Infinite .
BioShock Infinite is a first-person shooter game and the 3rd installment for the BioShock series . Previously known ad " Project Icarus ", it is being developed by Irrational Games and was released worldwide by Microsoft Windows, Playstation 3 & Xbox 360 platforms on March 26, 2013 . ( 3 days after my Birthday ) . Set in 1912 during the growth of American Exceptionalism, the game's protagonist, former Pinkerton agent Booker DeWitt, is sent to the floating air city of Columbia to find a young woman, Elizabeth, who has been held captive for the last 12 years . Though Booker rescued her, both are pursued by the city's 2 warring factions : The Nativists and Elite founders that strive to keep the city for pure Americans .


Gameplay

Like BioShock and BioShock 2BioShock Infinite is a first-person shooter with role-playing elements similar to the previous two games. As Booker, the player moves about the various structures of Columbia using a grappling hook, a series of railways connecting the buildings called the Skyline, and other transport means to search for Elizabeth. The player will gain weapons which can be used in numerous ways within the environment, including on the Skyline, to defeat enemies; however the player is only able to carry two weapons at any time. Booker gains powers and abilities by using vigors and wearing gear that are found through Columbia, the equivalent of BioShock's plasmids and tonics respectively. Vigors grant activated powers such as telekinesis, electricity manipulation, or animal control (as seen by the manipulation of a flock of crows within the gameplay demo), while selected gear are passive abilities that can improve the player's strength or damage resistance. Vigors require Salt, the equivalent of magic points orBioShock's EVE for powering their abilities. Unlike BioShock in which the player was able to use special Gene Banks to alter the loadout of plasmids and tonics they had, the choice to imbibe a certain vigor is permanent and cannot be changed later in the game, placing emphasis on the consequences of the player's choices throughout the game.With gear, the player only has four available slots, and has to make decisions on which combination of offensive and defensive capabilities work for them. Both vigors and gear will have various upgrade paths; for example, Levine noted that vigors will have alternate-fire capabilities and have up to five different upgrade routes, providing a wider variance of customization options for the player .
Once reunited with Elizabeth, who also has a set of such powers, the player must work together with her to escape Columbia. Elizabeth will sometimes stay out of battle, scavenging the area for ammo, Salt, and other items for the player and toss them to him as needed. Other times she will use her powers to aid the player; for example, Elizabeth can create a localized rainstorm on foes, which the player, as Booker, can then fire upon with an electricity-based attack, electrocuting the foes. The player will not be directly in control of Elizabeth, but instead she will react to the player and the current situation in a manner similar to the AI Director in Left 4 Dead, according to Levine. However, using Elizabeth's powers also harms her, an action compared to the choice of killing or saving the Little Sisters from the previous games.[9] Elizabeth also has the ability to interact with the tears in the fabric of space-time, pulling objects from the other side to use within Columbia, escaping from battle through these, or repairing them. The player will need to protect Elizabeth, but will not need "to babysit and hand-hold" her through the game. Levine has stated about working with Elizabeth in the game that "in no way, shape, or form is this an escort mission", identifying that players reacted negatively to a late-game stage in the original BioShock in which they were tasked to protect a Little Sister.

The Motorized Patriot, one of the game's four Heavy Hitters, wearing a George Washington waxworks face while armed with a peppermill machine gun
Several different human forces are at work opposed to the player's progress within the city, includes forces representing the Founders and the Vox Populi .  Furthermore, the player and Elizabeth are chased by Songbird (sometimes simply referred to as "Him"), who is attempting to snatch Elizabeth from the player after being her guardian and companion for the last twelve years.Four types of larger mechanical enemies created by the Founders, dubbed "Heavy Hitters", act as mini-bosses through the game, demanding new tactics from the player. One type of these are the Handymen, so named for their large porcelain doll-like hands; they are robotic-like monsters housing a human heart and head, with the ability to jump large distances and easily throw the player- and non-player characters alike. A second class are the Motorized Patriots, once used as tour guides for the city, decorated in patriotic colors and wear a wax mask of George Washington, assaulting its foes with a "peppermill" automatic machine gun.The Boys of Silence are men in foppish outfits locked into a metal helmet with giant ears; the humans inside are blind but due to the helmet have super-human hearing, and act as Columbia's security system, requiring the player to choose carefully between stealth and a direct assault, whereupon the Boys can scream to call in back up. Finally, the Siren is a mysterious, completely enshrouded female figure, based on the Spiritualism movement near the end of the 19th century, that can revive defeated foes during combat, requiring the player to decide whether to concentrate attacks on the Siren or the newly-revived enemies. The player will have several options of approaching the Heavy Hitters, such as by using stealth to bypass the encounter, or to hack into the machine and take control of the units.
The Skyline is a rail-based system (originally designed for moving cargo around Columbia but later used for personal transport) similar to the concept found in the Ratchet & Clank games and described by Levine as "a roller coaster, over another roller coaster, over another roller coaster"; players activate a wrist-mounted tool that Booker and enemies wear to jump and hang onto the self-powered tracks. Players can jump onto, off of, and between Skyline tracks at any time, and may face enemies that use the system to attack; the player can use weapons in Booker's free hand to defend the character. The freedom of movement along the Skyline allows for several varieties of combat, including flanking, cover, and area-of-effect attacks through creative uses of the system. Levine considered the Skyline to introduce new options in combat in the same manner that the use of jetpacks in Tribes or the vehicles in Halo had done, which in that case had helped made those games unique entries in the shooter fields.
Irrational Games has stated that the game's set pieces are not heavily scripted; this statement was made in response to reaction to a gameplay preview video released during the week of September 21, 2010, which, within ten minutes, demonstrated numerous elements of the game. The development team called the game's pacing "like BioShock 1", and that while there will be some scripted set pieces, the developers want the player to be able to explore Columbia at their own pace. Unlike Jack or Delta, the silent protagonists of BioShock and BioShock 2 respectively, and who are guided by radio commands from a third party, Booker will be a vocal character, with dialogue designed to aid the player in leading Booker to complete his mission. Players in Infinite will revisit areas from earlier in the game, in the same manner they did in BioShock. However, to create a better narrative, the Irrational team borrowed ideas from Batman: Arkham Asylum, a similar open-world game where players, on return to previous areas, would find new elements advancing the plot and gameplay.
In addition to the normal game mode, BioShock Infinite will include a "1999 Mode", so named for the release year of System Shock 2, a game worked on by Levine and several other Irrational Games developers. 1999 Mode is a more challenging version of the game, requiring the player to make mutually exclusive specialization choices, such as choosing which weapon type that Booker is proficient at, which may make later parts of the game difficult to complete, and may require the player to reload from earlier saved games to manage their resources better.
That's all for today, thanks for viewing, bye . 

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