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Saturday February 11, 2012 7:09 AM AEST
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Bioshock preview
PC Games
Bioshock preview
By
Ben Mansill
17:46 Jun 8, 2007
Tags:
bioshock
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irrational
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games
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system
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shock
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State of the eye candy art
Regardless of the decor, you never forget you’re deep underwater. The ocean deep is seen in the flickering light coming through the glass of a window or passageway, or it’s actually rushing in through a crack in the walls, pooling on the floor. The water effects are, as you’d reasonably expect, the new state of the CG art.
We were shown DirectX 9 graphics, but were told that Bioshock “will have DirectX 10 support”. Exactly what that means was not forthcoming despite enquiries, but Levine did explain to us that “the DirectX 10 version will have pumped up particle effects and shaders, plus more good stuff”. Full scene HDR is also featured, regardless of DirectX version.
Washing over every part of the world is lighting that takes the shine off all games that have come before. It’s both lavish in its abundance, but deft with its application. Rooms fill with volumetric effects, creating an atmosphere you swear you can breathe.
Bioshock spoils the player with unheard of quality and detail. Irrational has laid it on thick. It’s rare to see a Western creative team really nail the “steampunk” theme, but here it is in all its Jules Vernesque glory. It’s not a welcoming world – it’s confronting and threatens danger at every turn – but it is nonetheless beautiful and a tour de force of graphics technology.
You’ll never forget that the scientific station setting, while displaying luxury par excellence, is from the analogue world of the 1950s. A machine’s function is usually obvious from its appearance, and many items were clearly created in a real hurry during an emergency.
While talking with Levine, he let on that his inspirations come from fictional dystopias. He made a point to reference Logan’s Run as an example. Regarding the premise of the Bioshock world, Levine said: “It’s not about ideologies – it’s about when people question ideologies. I like core fantastical worlds that serve as metaphors.”
Playing the shock
It’s a box of eye candy you’ll want to gorge yourself on in one sitting. But you won’t be able to.
It’s almost a crime to rampage through it in a gunfight without stopping for a gawk. You’ll have plenty of time to soak it all up because Bioshock’s combat demands that you get your head around all elements of a new room as you draw weapons. In our experience with the beta, almost every step of the way is a puzzle of some sort. Some are Myst-like visual tests of cunning, the others, the cool ones, ask that you unlearn everything you’ve learnt about combat in other games.
Bioshock will give the player a beautiful world and a fresh and engaging story, but its big drawcard is the way you fight.
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