BARBELITH underground
 

Subcultural engagement for the 21st Century...
Barbelith is a new kind of community (find out more)...
You can login or register.


Bioshock

 
  

Page: 1(2)34

 
 
Happy Dave Has Left
08:12 / 15.08.07
Yo, if there's any Americans on the board waiting for this to come out, the embargo has been broken.
 
 
EvskiG
15:40 / 15.08.07
Played the demo.

System Shock II in an Art Deco underwater dystopia. Woo-hoo!

I hear the actual gameplay is a lot deeper than the demo.

Already ordered through GameStop, damn it.
 
 
STOATIE LIEKS CHOCOLATE MILK
17:04 / 18.08.07
HOLY FUCK.

THIS IS AWESOME.
 
 
akira
18:26 / 19.08.07
Do tell Stoatie. I've pre-ordered, wet my appitite a bit. Get it...wet. I'm waisted around here.
 
 
STOATIE LIEKS CHOCOLATE MILK
18:52 / 19.08.07
I'm only about two hours in, but... FUCK.

Atmospherically, imagine a cross between The Shining, the not-shit bits of Titanic and City Of Lost Children.

Gameplay-wise? System Shock 2. But implemented FAR better because of technology and stuff.

I've not felt this immersed in... well, ANYTHING... since I read Perdido Street Station for the first time. Really. Seriously. Rapture is THAT well-realised.
 
 
Triplets
21:47 / 19.08.07
What are you playing this on, Stoats?
 
 
Elijah, Freelance Rabbi
14:11 / 21.08.07
I just played through the PC demo and think I might need to wait until I buy a 360 to play this. The graphics are amazing, but to actually PLAY on my tired computer I need to turn them down, which takes away from the immersion. Also, even with turned down graphics I get movement lag. The gameplay is really fun, I had a small army of security robots following me around.

I need a legal or almost legal way to procure about $600 for a 360 and this game asap.
 
 
Happy Dave Has Left
15:10 / 21.08.07
Amen to that. WANT.
 
 
akira
18:08 / 21.08.07
Elijah, what is your system build?
 
 
MattShepherd: I WEDDED KALI!
18:37 / 21.08.07
I cannot spend $600 just to play a video game and the fact that there seem to be many many people that can is bothering me. Immensely. I WANT GAME.
 
 
STOATIE LIEKS CHOCOLATE MILK
01:27 / 22.08.07
Playing it on the 360. Killed my first Big Daddy today (had to take a break for a couple of days because of, well, real life shit). And FUCK the choice of harvesting or rescuing the Little Sisters- I don't want to kill the Big Daddies at all. They're so cool. And the way they protect the LSs... it's so sweet to watch. They're like big, friendly dogs, only in diving suits and with drill arms. Get near the LSs, and they don't attack... they just frighten you off.

My favourite videogame "monster" yet. And the fact that they're so cool, and the fact that technically you DON'T have to kill them (except you do, because you need the Adam) actually makes killing them (well, the one I've done so far) actually feel more like killing something than any of the vast bodycount I've amassed in years of gaming. Maybe I'm a wuss, but it doesn't really feel that great. The sense of achievement is dulled somewhat by seeing the kid crying over the fallen body of her guardian. Yeah, you can save the kid, but the effort you have to put into actually KILLING the fucker (and it's a LOT) makes the reward animation you get for rescuing the LS seem a lot less real than the actual killing of the BD.

FUCK, this is an awesome game. No other game even makes me THINK like that.
 
 
Happy Dave Has Left
09:17 / 22.08.07
Stoatie - must know more. I can't remember a game/movie/book that I've been this interested in, and personal impressions are like gold-dust on all the boards I read (I guess everyone is busy playing it or something, curse them).
 
 
Elijah, Freelance Rabbi
12:01 / 22.08.07
My system is running an AGP geForce 6800 with a pentium 4 2.6 and 2 gigs of ram.

I can run the demo on medium, but it still gives me some problems.

And Matt, I can't spend $600, but I damn I WANT to.
 
 
STOATIE LIEKS CHOCOLATE MILK
12:57 / 22.08.07
I really don't want to get spoilery, so I'm pretty much restricting my comments to my reactions to things people already know about.

The attention to detail is stunning- a few hours in and nothing has yet broken the spell. Even the hacking mini-game seems perfectly in keeping with the decor. Each plasmid upgrade gets its own forties-style advertisement.

There's no backstory until you start playing- you literally crash into the sea near Rapture at the start of the game, and everything you learn about what actually happened there is learned in-game (a la System Shock). You could ignore all that and just play the shooter without worrying about the story, but really, anyone who's not curious has no soul. And so far the story's a fucking killer.

Somewhat like Half Life 2 (electric boogaloo) it doesn't actually redefine the FPS as such- all the gameplay is as you'd expect... it just upgrades it. A lot.
 
 
Triplets
15:09 / 22.08.07
Guys, you'll still be able to play this in two years time when prices have come down.

It's good to delay gratification!
 
 
Spatula Clarke
15:14 / 22.08.07
Just wondering if the full game deals with the manner in which you gain access to your first plasmid power any differently than the demo did - you walk up to this big needle and a bottle of purple gloop, and without *any* prompting just whack the needle right into your arm. It makes absolutely no sense and, in a game where the storyline is a big, important part of the experience, is terribly clumsy.
 
 
Happy Dave Has Left
15:29 / 22.08.07
Spatula, I heard tell somewhere that the demo was based on an older build of the game (like, a year older), so lacked some of the final polish.

Here's one for the PC/Xbox debate - this visual comparison shows there's very little discernible difference - at least on a 2 inch by 3 inch flash player.
 
 
GarbageGnome
18:00 / 22.08.07
I have to say I think Bioshock is a really good fucking game. Graphics are great, the story is even better, and the controls and gameplay are all really nice. Its just I was hoping Bioshock would give me something...new...

Its like...GTA:III that was a new idea. A entire city open to explore and drive around. Hadn't really been done to that level before. Half Life, great FPS, but also one of the first to have great story, and combine everything that the modern FPS is based on. I guess I was just hoping Bioshock would show me something I hadn't seen before. The plasmid system and the enviromental interaction is all nice, along with the upgradeable weapons, but it just didn't have that "new" feature to really make it stand out, ya know?
 
 
STOATIE LIEKS CHOCOLATE MILK
23:46 / 22.08.07
Just wondering if the full game deals with the manner in which you gain access to your first plasmid power any differently than the demo did - you walk up to this big needle and a bottle of purple gloop, and without *any* prompting just whack the needle right into your arm.

Actually, yeah, that did strike me as weird- I assumed I'd missed something.
 
 
Charlie's Horse
15:14 / 23.08.07
I'm glad I'm not the only one who noticed the weird no-prompt-just-shoot-up thing in the beginning. Maybe the character figures, 'Well, what else can go wrong at this point, right? NEEDLE IN ARM OW OW.'

But apparently Levine says this is all part of the master plan. Go here and scroll down.

http://gaygamer.net/2007/08/bioshock_launch_party.html

I'd format it but am at work and aren't even posting this. Not at all.

But yeah, I love this game. I saved up and bought myself a 360 a few months ago, pretty much just for this. My macbook won't be running Bioshock anytime soon.
 
 
Spatula Clarke
15:27 / 23.08.07
Mm. I've said elsewhere, there's definitely a backstory to the player's character - you get that small news clipping about him being a hero during the first loading screen, he mentions his parents when he's on the plane, and then if you keep an eye out during that sequence when he first injects himself, he has what look like tattoos of chains on the insides of his wrists. I just hope it pulls together properly, rather than going for a shock ending thing.
 
 
GarbageGnome
17:33 / 23.08.07
Heres a thought I had looking at his wrists.
Are they chains in the lock and chain sense?
Or the protein chain in double helix of the DNA molecule? I think that would tie in much better to the overall game ya know?
 
 
Charlie's Horse
18:57 / 23.08.07
SPOILER (and my speculation) ALERT




-=-=











Andrew Ryan's always talking about the Great Chain of Being. That's his metaphor for something that represents the tidal action of society on individuals.

My theory: you play a character who is, or at least represents, the Great Chain - the societal reaction to Rapture, honing in on Andrew Ryan like an antibody. And the protagonist has some background in Rapture. Born there. Or made there. If there's a difference, in his case.

God, anybody get to the level based on Ryan's factory? You go from some occasional tough splicers to the guys with pipes in their hands lighting you on fire and electrocuting you, teleporting around. And all the pistoleros in earlier levels are replaced by fellows with Tommy guns. Difficulty shoots right up; I like it. Really puts that chemical thrower to good use.


















END SPOILERISHNESS

Who likes what plasmid loadouts? I really liked the insect swarm until I used it in the same room as a 'bouncer' grade Big Daddy. The bugs and I kill all the splicers, and then they go sting the Big Daddy, who promptly beats me to a pulp.
 
 
STOATIE LIEKS CHOCOLATE MILK
21:22 / 23.08.07
if you keep an eye out during that sequence when he first injects himself, he has what look like tattoos of chains on the insides of his wrists

Yeah, they're visible when reloading some of the weapons too.
 
 
Spatula Clarke
00:19 / 24.08.07
There's one almighty cock-up in this game and I'm finding it really difficult to get my head around how nobody noticed it.

You're not told that you've got a limit on the number of plasmids, let alone what that limit is, until you try and pick up a third one. And then, once you do that, there's no way of cancelling the injection. You *have* to overwrite one of your other plasmid powers. Just posted this elsewhere:

These images are spoiler free, btw, until you get to the one in, y'know, spoilers. Spoilers are for the plasmid power that you get in the dentist's surgery.

So yeah. You see that new plasmid, think, I'll have some of that. Press A. Then you get this:



Okay then. Press A to close.


[+] [-] Spoiler

What the fuck? Press A to replace? Where's the 'back' option? I was just told that the A button closed this selection down and now I'm stuck with it? Fuck you, game. Fuck you in the ear.

It doesn't even mention this limitation in the game's own help section. This is as close as it gets:



That doesn't tell you what you're limited to at the beginning. Nothing does, until you get stuffed by it.


People actually get paid money to test these games so that really obvious things like this get picked up on. Thank fuck I'd created a save point about five seconds before picking this up, is all I can say.
 
 
Spatula Clarke
00:35 / 24.08.07
Ahem. And now that I've had it pointed out to me that you can get those powers back...

Well, I still think it's a really shitty moment, to be honest. Suddenly the illusion of freedom, of choice, is ripped out of the game. Because the designers didn't trust that the player could figure out that they needed that power to get past the next scripted moment? That's the only reason I can think of, and it'd seem to be backed up by the constant appearance of the "press Back to view map" instruction whenever I decide to take my time over an area, even though I've turned the hints and guiding arrow off.

These are things that I wouldn't think twice about in a game that was honest about its moments of forced progression, but the sell for this one was the ability to play the way you wanted.
 
 
NedB
13:46 / 26.08.07
I don't think you need telekinesis to get through any early puzzles, so it can't be that - and since there's almost always a gene bank nearby, I can't see how it matters.

Completed this game last night. I really enjoyed it, but I wish they had held back a few more surprises; nothing in the later levels came close to the excitement of just starting the game. Also I thought there was lots of potential for big scripted set-pieces that was never taken up. Still, like Half Life in its day, I think this is the standard against which all other games of its type will be compared from now on.
 
 
Imaginary Mongoose Solutions
16:06 / 26.08.07
So how does a 360 look on a nonHD TV, anyway. I'm trying to decide between a new video card for the pc or a 36, but I've yet to do the HD thing and have a normal 27" SDTV.
 
 
Spatula Clarke
20:35 / 26.08.07
I bought the 360 a few months before I bought the flash telly and everything still looked snazzy on my old set. You do miss out on quite a bit of the wow factor, but you're only aware of that if you've already seen one running through an HD set.

I don't think you need telekinesis to get through any early puzzles, so it can't be that

You don't *need* it, but it's clearly the way that the developers want you to deal with the [+] [-] Spoiler just around the corner from where you are. The two things are in too close proximity to each other for it to be coincidence.

Still, like Half Life in its day, I think this is the standard against which all other games of its type will be compared from now on.

Visually, maybe, but, three chapters in, I've not yet seen anything in terms of gameplay that I've not seen before. What I am seeing are a bunch of little problems that other games have found ways to deal with.

Voice samples repeat constantly, which absolutely ruins the feeling that Rapture's inhabitants are real people. There seem to be just two banks of samples for female splicers - the screaming one and the posh one.

The AI is unreliable - Enrage doesn't always work, hacked turrets and cameras can sit there and watch while you're getting beaten to death right in front of them, which means that instead of using them to set traps for enemies, you hack them just to stop yourself from running into them on a return trip and then ignore their other uses.

Also on hacking: there was a stupid, basic oversight made when the random puzzle generator was being created. A couple of guys I know on another forum have had this happen to them.

The skill that allows you to search things twice for items that you may have missed first time around doesn't work properly - it wipes out the results of the first search. It's ridiculous to search a dead enemy, find 82 dollars on the body, then decide to perform the search again and find that it's changed to 76 dollars.

The physics engine is overeager, sending stuff pinging into the air when you walk over it or leaving corpses waving at you or doing the horizontal two-step - disconcerting, maybe, but not intentionally so.

Respawing enemies need to be excused by the storyline, and here they're not. You can clear every room and corridor behind you, walk forwards into another, collect something that's obviously a trigger in the game and find that there are suddenly splicers in those rooms again. Kill one Big Daddy and the game always magics up another to take its place, because the developers couldn'd see any other way of handling the fact that killing a BD when he's not accompanied by a Little Sister would otherwise prevent the player from completing the associated plotline. On a similar note, doors that only open once you've reached a trigger point, with no logical explanation as to how they've opened = what?

Boss battles are dull battles of attrition against human characters with artificially extended health bars, something that's frequently ridiculed when it pops up in other games. Compare with the way Half-Life handled bosses - as puzzles, as sections of the game that asked more of the player than just an ability to keep their finger pressed down on the trigger button.

And those regeneration stations/checkpoints are exceptionally poorly balanced. You can batter your way through anything, safe in the knowledge that all the checkpoint restart will cost you is the tiniest drop of Eve, but your opponent will still be as damaged as they were when you popped your clogs.

There are lots of good things that it does well, but as I say, nothing particularly new. Anybody who's played System Shock 2 will have seen exposition handled in precisely the same manner - recorded diary entries and ghosts. And unlike that game, here there's no sense of permanence or consequence to any of the choices that you make regarding your character's abilities.

It *is* a very good game. But that's because SS2 was a very good game, and this is SS2 painted a different colour and dumbed down in a slightly patronising manner.
 
 
Mug Chum
07:33 / 27.08.07
I'll have to go with Wang -- No, wait...

Are these new games being way too pampered by reviews? Or just straight-on bribed or something? I played the demo and it didn't seem in no way innovating (or even an old thing done well) at all. Just a generic and jaded FPS.

- The people you kill seem, well, computer models. And just the fact that they're that and just that -- people you kill -- is itself problematic. Little unrealistic zombie gollum puppets. All the same voice, all the same behaviour, all the same jumpy unrealistic little monsters. So each encounter doesn't feel like an encounter, and the moments become repetitive, meaningless and boring (when the experience of shooting someone in the head is numb, then... specially when you're being shot at, then buddy...). Feels like all the same fodder for killing, like any other bad FPS game, the boring stuff between here and the next part, to prevent you from getting to the end already. Doesn't feel like each moment was specially designed -- like each encounter it's, well like I said, an individual encounter at all. They're just thrown there to vaguely feel there's meat.

- yeah, the water is nice. But still, it's just eye-candy and scenario which will probably be played with in tiny ways, mostly for action moments (electrocution etc). The bit where the part of the plane falls on the glass corridor was a nice moment, if only for the "hard/slow to walk through" effect. But still nothing new. Just slightly more visually realistic (and I could be there all day and that f#@*&%g thing wouldn't fill up).

- The plasminids (probably wrote that wrong) were nice, probably they're better more ahead and used in more imaginative and fun ways... but still (from what I saw), just the same old thing with a hand animation on the corner of the screen instead of the weapon, no? Doesn't even give out that old-tv-show feeling of thrusting your arm foward (just a tiny Darth Sidious hand movement that could as well have been a gun in any other FPS).

- The "little creepy girls & childhood things on creepy context so they'll be creepy kids things" motif is just silly already (and old -- "sooo beginnings of 00's!"). Seriously, what the f#$% is up with that? I thought this thing died with those bad movies years ago. The baby stroller moment was just plain ridiculous and goofy (and another thing, besides the reasons I thought it was ridiculous: what in the hell did I even knew about that world? Why did I think it was possible for an alien vampire gorilla-octopus have jumped out from that stroller, or that in fact a gun could be there and that the lady probably wasn't a safe-haven? Why no context and set-up for me to know what world was this even in, so the underworld would be more of a contrast -- instead of just "crazy zombie lady treats gun like a baby in the most contextless and blank daft thing ever"? I could go on about this scene as a micro-showcase for everything wrong in the presentation and just plain silliness of the game (or just the demo), but I guess it'd be too much of a rant).

- So far, the way the "above/beyond morals" mentions was played was just tired in a way every game seems to wank about (the idea itself feels tired enough for me, in a teenager's ubermensch dreaming etc -- makes me feel like my character in the game is a character in a Garth Ennis comic book going on about others being wankers. And I hate Ennis and those characters). Oh, and I'm sure in the complete game you'll be put in "serious and complex situations of (a/i)morality" (and, of course, around the little girls. If there's ever been a culture that cries out for being a serious thing that knows about violent-dark-creepy-disturbing-taboo-serious things in a serious way -- but comes off as pedo-icky -- it's geek culture, no?).

- The beginning is just so... "ok, plane fell; nope can't go there, can't go underwater, can't check if people are still alive, because we can't, can't, can't. Oh, a tower, who'd have imagined, what a coincidence. Ok, just one way, up the stairs -- sure, I'll go down. Sure I'll get in that thing--oh ok now you do it all for me". It's too much "ok, you've played this before, go on", instead of re-imagining a new set-up, a new pull, placing you on that situation and making a proper presentation (I heart you HL2). I don't even mean properly innovative or anything, just for the sake of context, story, placement, interface etc. It felt all too much like a jaded bad generic FPS (a ring of fire with a little passage and a scripted little background explosion? wtf...)

- The radio guy. Urgh, Christ! Between him, the awkward "exposition-lite" slide show, the jaded cut-to-the-chase-ism and the buttons presentation, I felt like a mime with tourette syndrome tried to use my hair as a dental floss as a form of foreplay.


It reminds me of Gears of War. Yeah, nice. Pretty also. Nice rare action moments. But you know... really?

People are either losing their imaginations in creating these games or I'm just out of imagination to proper relate to them. The last cool 'holy $%&@!' moment in VG for me was the police state and the desperate chase in the beginning of Half Life 2 -- and some of the puzzles and action scenes -- (nothing innovative really, just an old thing done really well).

After 'Assassins Creed' (and maybe Portal; and a big maybe for Splinter "Bourne 24" Cell), I'll probably end up selling my 360 and maybe go for a Wii (ah!) or even maybe a PS3 -- that LittleBigPlanet calls for me like a waste-of-lots-of-money-Siren.
 
 
STOATIE LIEKS CHOCOLATE MILK
15:18 / 27.08.07
I dunno, I'm still loving it. It's partly on ideological grounds, too- it's nice having all my feelings on the inevitable end of Randian (Ayn, not Dupre, obviously) thought being expressed in an FPS. The story's great- again, without giving too much away,


minor spoiler tags just in case






Ryan's love of the free market coming back to bite him on the ass in his power struggle with Fontayne in particular. The pursuit of individual perfection moving from body Fascism into actual Fascism as another, more immediately shootable, aspect. I'm sure the revelations surrounding the main character will be pretty entertaining, but I'm finding the story of Rapture itself incredibly compelling, and where the game's real morality lies.

(There's also something in my head for an imaginary forum somewhere between this one and the Policy about the dangers of solipsism and stagnation in gated communities and Barbelith-as-Rapture, but I'm not quite sure where I sit on that one, or even where to post it if I could make it coherent).
 
 
Mug Chum
15:35 / 27.08.07
I think there are Convo threads that are taken more seriously, no? If not, I don't see any reason at all why that wouldn't fit in Policy.

(going back to the game)
And the thing is I'm still very curious to see this plot and backstory unfolding from what I've read here (and also to go for the eye-candy and art deco -- overall feeling let down by the next-gen bull and this could be a tiny balance).
 
 
Thorn Davis
08:29 / 28.08.07
I've been really impressed with Bioshock over the past few days. I'm not sure how credible ziparrow's criticisms are, coming from hir experience with the demo. Comments like "there's a tower oh what a coincidence!" are a bit like sneering at the plot of a film based on its opening sequence and complaining about things that are actually points of intrigue that you have to discover. I'm afraid it does lend credibility to the suggestion that "I'm just out of imagination to proper relate to them", when you demand to be told everything about plot and character in the opening moments of a work of fiction, or else you lose interest.

I'm not sure I agree about the idea that the left hand could just be replaced by a gun in any other FPS, either. The way powers work well together gives fights a strategy that's different from other games I've played. Sure, incinerate appears to be precisely the same as a flamthrower, until you realise that setting people on fire sends them screaming to the nearest pool of water to douse themselves off, setting things up for a quick electrocution. That's just one example, but the powers really are more versatile than the guns on other FPSs.

I do agree with some of the criticisms about the lack of variety between the vocal samples. I thought the idea of these people as actual people was inconsistent rather than absent, though: there have already been a number of genuinely memorable characters in it, to my mind, and I'm only about a third of the way through.

One thing that does really impress me is the world of Rapture; just the design nand imagination that's gone into it. Maybe it's because I've played so many FPS games that were either set in office blocks or industrial corridors, but the design of the place staggers me at every turn. People seem quite dismissive of the "eye-candy" on this thread, I think it's underestimating what such a beautifully realised world adds to a work of fiction. I keep finding myself stopping to look around; wandering over to windows to take in the views and frequently find myself genuinely impressed with the architecture, the design. That's a powerful thing for a game to deliver: You can't, for example, really imagine pausing to drink in the scenery in something like F.E.A.R. because mostly it looks fucking boring.
 
 
Mug Chum
09:43 / 28.08.07
when you demand to be told everything about plot and character in the opening moments of a work of fiction, or else you lose interest.

Well if I had even come close to saying that -- but I didn't say that at all, now did I? I said about introduction and proper exposition, giving reason (or intentionally not -- for instance, to what you're seeing) and meaning to your actions and why you're moving and thrusting this thing foward ('introduction' not meaning a little cutscene explaining and being a weak exposition tool (or people standing in front of you like information zombies speaking -- i.e. man in radio), a mime with a sudden burst of too much akward information in a awkward way -- I mean in the sense of presentation. Look at HL2, it wasn't about being properly innovative, just about knowing how to situate and present you in and with this world and these particular steps you initially take, very tidy arrangement of symbolic path-taking, introducing; from the train -- or the face talking to you -- to the city and the refugees' homes. It gives you what you need to know (even if the point is "lost in very little information"), situating you in many things without you even realizing it, on a very perfect grip keeping you fully interested). But the silence in Bioshock was more akin to something like Lost ("oooh, you don't know!!! OooOOOhhhh! [suddenly exposition vignette blown up to 100 out of nowhere]").

It's not awful. It didn't suddenly cut to a cutscene. But it kinda did.

But sorry, 'underwater city's crazy zombie lady with handgun on baby stroller singing lullabies' is not a "point of intrigue that you have to discover". It's a random point of pure silly at the most silly face of seriousness (not only for it's sheer concept, but for it's -- again -- set up. For I all knew, she could be a radioactive robot ninja ghost pirate gorilloctopus in a world where that would be a common thing; I knew she'd be a danger I'd had to kill without even really knowing why I came down there so eagerly in the first place after surviving a plane crash two minutes ago and discovering there's a underwater world set in the 30's). Isn't the first plasmid injection another perfect example? Just a huge "wait, what the fuck?" (yes, wtf moments can be great -- but tell me that's not a badly told and disruptive wtf moment, even if it's properly explained later).

Remember that goddawful episode of South Park with that talking pot-smoking towel? Where everyone would be giving information to the kids cruising by about what's going on and the boys are just "ok why did I even came here and why are you telling me this? I don't care, I just want my xbox"... that's basically the gist.

The design sure is pretty. But I'm thinking we're more impressed because games are way too tired of warehouses (and when games are tired of something, it says much more about the gamers' tiredness), explosive barrels, compounds and everything else that made every part of F.E.A.R. (but remember, everybody loved and reviews praised that poor excuse of money-wasting at the time).

And I sure was never dismissive of the value of eye candy. Eye candy was basically 90% of the good experience I had with 'Oblivion' and much of Gears of War.

But yeah, just a demo. But a demo says a lot more about the entire product than one could be inclined to be believe. I don't think it's shit. It's a good FPS. But a generic good FPS. And that's not a bad thing at all. Just wondering about the immense value things like this, F.E.A.R. and Gears of War are so easily given and so easily pampered (it's like seeing a movie's grades on imdb in it's first weeks).

But yeah, I could be very wrong.
 
 
Happy Dave Has Left
14:37 / 28.08.07
Here's a nice Wired write-up, in which he goes into some detail about the horror/setting attraction of Bioshock.

I'm gonna be getting a 360 just as soon I can.
 
  

Page: 1(2)34

 
  
Add Your Reply