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Bioshock Infinite - Beast of America trailer


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#51
Addai

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I think of game protagonists as characters like in a book- my favorite characters are never representations of me. In fact my favorite books as a kid were slave narratives and westerns. I can't really relate to either African slaves or grizzled cowboys. lol But, that's just my view. I don't have any issues with brown haired white guys.

#52
Isichar

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Well a couple things, in like 95% of stories my favorite character and/or role model was not even the main character.

And when it comes down to sex, race, age or anything like that I don't need it to be similar to relate to a character or find them interesting whether it be a white male, fish, alien, or even ponys.

#53
Atalanta

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Do I need to have a character look like me to relate to them at all? No, but having characters like that when I was younger would've been a godsend.

My entire upbringing, I was taught that gender roles were important. Men could fight and do great things and save the world. Women could have babies and cook and clean. And people of color could aspire to be comic relief, at best. For my friends and I, these roles were reinforced in every single bit of media we were seeing, video games included. There were many times that I felt depressed and wished that I had been born a boy because of it. Playing as a female hero would've been absolutely lifechanging for me at that point in my life.

What I'm trying to get at is that if you think the reason I'm so passionate about including female protagonists in games is because I'm somehow unable to relate to a male character, or that I "have a problem" with them, that would be completely incorrect. What I want is for developers to be brave and break the cycle, so that other girls don't have to go through the same crap I did.

Anyway, this has very little to do with BioShock so sorry for dragging this off topic. Just wanted to clear something up.

#54
Chewin

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IGN interviewed Levine. Interesting read, covers a lot of aspects.

One particular thing caught my attention:

The Impact on Choices

“I very much love that part of BioShock, with the Little Sisters, but the problem with it was it was sort of the same choice 22 times over,” he explained. “It was still a powerful component of the game. And in this game we never felt really beholden to any particular part of BioShock. Just because it was in the other game doesn’t mean it has to be in this game. We always said there are no sacred cows in BioShock 1. And we didn’t want a moral choice system in this game, but we wanted Booker to be in a morally grey space, and we wanted him to have some agency in very particular moments about the choices he makes. And those have some payoffs to them as well, but those moments, more importantly than in the choice you make, what the results are, it really confronts you with that moment. And I think you’ll find there are moments that aren’t really quite like anything else you’ve seen in another video game. Like that first choice…I don’t want to spoil anything for anybody, but I don’t think you’ve seen that in another game. And we didn’t want that just to be something you could be a passive observer in. We really wanted to engage you in that moment.”

“There is a particular story we’re trying for. There is some divergent material depending on what you do, but I don’t want to oversell it as ‘oh, the game completely branches in one direction or the other.’ We recognize the choices, but I wouldn’t say it is a major, major feature of the game. But it’s more about confronting the player with the choices and making him think about them. But it’s important that you have some recognition of that, and we do. You’ll see after that moment, you can please one party or a different party by your actions, and get different rewards for that. Not just physical rewards, but also you’ll feel emotionally a little different depending on which path you took.”


Will be interesting to see how this will turn out in the game, and why exactly it'll be 'revolutionary'.

Modifié par Chewin3, 12 décembre 2012 - 10:01 .


#55
Cyberarmy

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I don't think he said "'revolutionary" anywhere in that interview. He just want to mean only different i think about that "first" choice.

Revolution is a really big word and i kinda die a bit inside when devolopers use that word... So im glad he didnt exactly use it.

#56
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Cyberarmy wrote...

I don't think he said "'revolutionary" anywhere in that interview. He just want to mean only different i think about that "first" choice.

Revolution is a really big word and i kinda die a bit inside when devolopers use that word... So im glad he didnt exactly use it.

I didn't read through it all but I did a word search and yeah that word isn't anywhere on the page. I don't like when developers try to hype up their game by calling it revolutionary either.

Modifié par J. Reezy, 12 décembre 2012 - 11:33 .


#57
stonbw1

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I like the notion of 'morally grey" space. I'm interpreting that as to mean there aren't clearly defined "good" vs "evil" choices, rather choices that have merit either way. The Genophage story arc in ME would be a good example in which there was merit for each side of the argument.

#58
Addai

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Ha ha, they are asking fans to vote on a reversible alternate box cover.  So go make your wishes known.  :)

I'm torn between these two.  I like Elizabeth so one of these two definitely would be my pick.

Image IPB

Image IPB

Right now, this is the design that's leading with 41% of the votes.  Second runner up is the 2nd image I posted above.

Image IPB

Modifié par Addai67, 12 décembre 2012 - 07:52 .


#59
bmwcrazy

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I ordered mine digitally.

No box art for me. :(

#60
Addai

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Well I'm getting a digital version too, but no reason I can't stick my nose in and vote. lol

#61
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The one I voted for is winning. Nice!

#62
Chewin

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Cyberarmy wrote...

I don't think he said "'revolutionary" anywhere in that interview. He just want to mean only different i think about that "first" choice.

Revolution is a really big word and i kinda die a bit inside when devolopers use that word... So im glad he didnt exactly use it.


Hence why I put quotation marks around the word revolutionary. I simly intepreted it as such since he mentioned that what he is developing is something that hasn't been seen before in a game.

Voted for Design #6 in the poll. It's the same one GameInformer used for their magazine cover. The fourth option was my second choice.

#63
stonbw1

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I'm recalling the original Bioshock for a bit and the way they told the story. I've said it before, but I feel like cutscenes can be a cheap way of conveying a story. After enduring hours worth of cutscenes in ME series, I have so much respect for the Bioshock writers to weave such an interesting story with virtually no cutscenes in the whole game. I'll be looking to see if they can pull that one off again in Infinite.

#64
Addai

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stonbw1 wrote...

I'm recalling the original Bioshock for a bit and the way they told the story. I've said it before, but I feel like cutscenes can be a cheap way of conveying a story. After enduring hours worth of cutscenes in ME series, I have so much respect for the Bioshock writers to weave such an interesting story with virtually no cutscenes in the whole game. I'll be looking to see if they can pull that one off again in Infinite.

Bravo.  Same for Dishonored.  I'm replaying DAO now and it's like "ugh, cutscene... and another cutscene... and another..."  It takes you out of playing the game.

#65
slimgrin

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I vote for the middle one. She's petting a giant schlong.

#66
happy_daiz

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^ Hmm. That's the one I voted for. Dang, I didn't even notice that. And now I can't un-see it! Image IPB

Modifié par happy_daiz, 13 décembre 2012 - 09:45 .


#67
Addai

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LOL I thought about that, but filtered the dirty interpretation out. Unlike some people...  :D

Modifié par Addai67, 13 décembre 2012 - 10:02 .


#68
In Exile

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stonbw1 wrote...

I'm recalling the original Bioshock for a bit and the way they told the story. I've said it before, but I feel like cutscenes can be a cheap way of conveying a story. After enduring hours worth of cutscenes in ME series, I have so much respect for the Bioshock writers to weave such an interesting story with virtually no cutscenes in the whole game. I'll be looking to see if they can pull that one off again in Infinite.


Really? Because I feel Bioshock didn't have a lot of story. It was nifty what they did with that twist, but there wasn't very much to experience.

#69
Isichar

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In Exile wrote...

stonbw1 wrote...

I'm recalling the original Bioshock for a bit and the way they told the story. I've said it before, but I feel like cutscenes can be a cheap way of conveying a story. After enduring hours worth of cutscenes in ME series, I have so much respect for the Bioshock writers to weave such an interesting story with virtually no cutscenes in the whole game. I'll be looking to see if they can pull that one off again in Infinite.


Really? Because I feel Bioshock didn't have a lot of story. It was nifty what they did with that twist, but there wasn't very much to experience.


I disagree, there was tons of story that was told through the atmosphere, the recorded tapes, and the remaining key players. For me Bioshock was all about the setting and seeing what happens to people who reached the pinnacle of man, only to see the 'other side of the coin' so to speak. To really appreciate what was going on and what Rapture really was you do have to pay attention to what is going on in each area.

Modifié par Isichar, 14 décembre 2012 - 11:08 .


#70
Isichar

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stonbw1 wrote...

I'm recalling the original Bioshock for a bit and the way they told the story. I've said it before, but I feel like cutscenes can be a cheap way of conveying a story. After enduring hours worth of cutscenes in ME series, I have so much respect for the Bioshock writers to weave such an interesting story with virtually no cutscenes in the whole game. I'll be looking to see if they can pull that one off again in Infinite.


Yeah but Bioshock until now has kept all interaction so far pretty much to; A) been talked to behind a window, B) been talked to over a radio, C) Killing psychos, D) Harvesting or saving little girls.

Trying to compare that to a game that is so heavily dialogue and consequence based is like comparing apples and oranges. Bioshock did a great job of telling a story through the setting, in Mass Effect most lore is discovered through dialogue and direct interactions (which was basically non existant in Bioshock 1/2). I think making cut scenes skippable in Mass Effect would have certainly helped a lot for those of us who already know most scenes by heart...

The new Bioshock looks 10x better in terms of character interactions, something which the creators even aknowledged they needed to improve on.

I love both games but I honestly would not like to see Mass Effect turn into Bioshock (although theres certainly worst things that could happen) both are great storys for different reasons, let them explore different styles and ways of telling a story.

#71
stonbw1

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Addai67 wrote...

stonbw1 wrote...

I'm recalling the original Bioshock for a bit and the way they told the story. I've said it before, but I feel like cutscenes can be a cheap way of conveying a story. After enduring hours worth of cutscenes in ME series, I have so much respect for the Bioshock writers to weave such an interesting story with virtually no cutscenes in the whole game. I'll be looking to see if they can pull that one off again in Infinite.

Bravo.  Same for Dishonored.  I'm replaying DAO now and it's like "ugh, cutscene... and another cutscene... and another..."  It takes you out of playing the game.


Dishonored seems to be such a good game; its on my list.  I'm working through AC3 now (which is average imo), so Dishonored may be my filler between new year and release of BioInf.

#72
stonbw1

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Isichar wrote...

stonbw1 wrote...

I'm recalling the original Bioshock for a bit and the way they told the story. I've said it before, but I feel like cutscenes can be a cheap way of conveying a story. After enduring hours worth of cutscenes in ME series, I have so much respect for the Bioshock writers to weave such an interesting story with virtually no cutscenes in the whole game. I'll be looking to see if they can pull that one off again in Infinite.


Yeah but Bioshock until now has kept all interaction so far pretty much to; A) been talked to behind a window, B) been talked to over a radio, C) Killing psychos, D) Harvesting or saving little girls.

Trying to compare that to a game that is so heavily dialogue and consequence based is like comparing apples and oranges. Bioshock did a great job of telling a story through the setting, in Mass Effect most lore is discovered through dialogue and direct interactions (which was basically non existant in Bioshock 1/2). I think making cut scenes skippable in Mass Effect would have certainly helped a lot for those of us who already know most scenes by heart...

The new Bioshock looks 10x better in terms of character interactions, something which the creators even aknowledged they needed to improve on.

I love both games but I honestly would not like to see Mass Effect turn into Bioshock (although theres certainly worst things that could happen) both are great storys for different reasons, let them explore different styles and ways of telling a story.


I suppose the in-game interaction vs. cutscene mode of storytelling can depend on the type of game, but it seems from my point of view that conveying story in game (through radio, posters on the wall, character dialogue, etc) is much harder to pull off.  That's why I really respect the Bioshock folks since they created a game that tells a story versus an interactive movie, which BW games have increasingly become. 

#73
spirosz

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#74
Isichar

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Please Bioshock Infinite...

Don't have a crappy ending.

#75
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Isichar wrote...

Please Bioshock Infinite...

Don't have a crappy ending.

It's all about the journey.