Archive for July, 2011

BioShock Infinite: Exclusive Game Demo

For those of you who didn’t follow the E3 Convention very closely, we have a special treat for you thanks to the folks at Irrational Games and SpikeTV.

The hotly anticipated BioShock Inifinite, which garnered a great deal of accolades at and after E3, has only been seen in a few carefully released gameplay videos. However, last night Ken Levine shared a 14-minute demo that had only been seen by a few select media members at E3 before now.

Needless to say, I’m pretty excited to be able to share this with you.

BioShock Infinite
Get More: BioShock Infinite

Video Courtesy Spike TV’s GTTV

My initial thoughts are that this game looks fantastic. And why wouldn’t it? After playing through the majestic and sinister city of Rapture in the first to BioShock games, expecting anything less would be incredibly disappointing.

However, Levine and Irrational do not disappoint in any way. The dialogue between the characters in the demo above is one of the first things I noticed, simply because the storyline of the last BioShocks was relayed through audio recordings and radio contact. Now that we have person-to-person interaction, I am excited to see where things go. It certainly keeps me excited knowing that the interaction thus far seems natural.

The visuals themselves are stunning, just as I’m sure we all hoped they would be. A city in the sky could have been done very poorly and with a great deal of cliche, but I believe Irrational met that challenge very well. What’s more is the skylines are a very cool dynamic mixed in with the rest of the gameplay that open the world of Columbia up to more than just walking from place to place. After seeing some of the ability to use them (and what looks like a clean guidance method for mounting/dismounting), I am eager to try it myself and really explore Columbia.

Another aspect that hasn’t been very largely touched on until in this demo is how the tears that can be manipulated by Elizabeth will affect the gameplay. Judging by the scene with the horse, I’d say it will likely lead to some fantastic scenes in the game and some interesting combat situations (since,you know, she could have made a barrel of guns or areas of cover appear).

It was really good to see more of one of the warring factions – the Vox Populi – than had been seen in previous demos. I felt that it gave them a true hardness that they didn’t quite have until now in my mind. With the first game demo released, it seemed that they weren’t quite the “good guys,” but perhaps the more rational of the factions. This is no longer my opinion of them as they show themselves as a ruthless group teetering on the edge of sanity and rationality.

As with the last BioShock installments, it will be interesting to see the historic and social undertones carried throughout the story. With the first game having a very “Ayn Rand-centric” vibe, I really can’t wait to see the full scope of this game.

The gunplay looks very clean and reminds me of the previous games as well. The heads-up displays are also themed well to the era of the game, which makes me smile with glee with how awesome it all looked together.

That said, if you couldn’t tell, I’m pretty excited to see this come out. Here’s to hoping it’s in the early part of 2012.

As always, let us know what you think!

General &Industry News &Opinion &Playstation3 &Previews &Xbox 360 theswigz 08 Jul 2011 Comments Off Stumble it!

Gaming Satisfaction: The Hardest Difficulties

angry gamer

We’ve all been here before. You’ve just spent 10 minutes battling a boss on “crazy” mode, only to have an
underling character sneak up behind you and kill you, rendering your efforts useless.

It used to be, hard games or game modes were viewed as the “black sheep” of the gaming experience (at least for me). It seemed almost masochistic to submit oneself to such difficult gameplay for the simple fact of doing so, knowing full well that frustration and anger may result. Sure, some people used this as a way to see just how good they were, but others saw the hardest difficulties as having no real value when they could just as easily play the easy/normal settings and have more fun.

However, as gaming has evolved over the years and achievements/trophies were introduced, there was a new draw to completing a game on the toughest difficulty it had to offer. It meant not only did you best the biggest challenge a game maker had to offer, but you earned the trophy to prove it.

Recently, I took it upon myself to engage in my first effort of playing the hardest difficulty a game had to offer: The “Survivor” Difficulty in BioShock. The first thing that compelled me to try this is the fact that I consider BioShock to be one of the best games available. The story is great, the vibe and visual spectacle of Rapture is incredibly well done and the overall narrative is unlike many other games I have played. Until taking on Survivor Mode, I had only ever played BioShock on the normal difficulty setting, which was challenging, but not overly-so.

Now, I found myself in the odd position of re-discovering a game I had already played twice before. Only this time, it was less about charging in with a full head of steam and more about rounding each corner with a watchful eye. The most fascinating part of the experience for me was how much more cautious I became knowing that my character could die with the greatest of ease from just a few hits from what were simple enemies before. I genuinely feared for my character each time I came upon an enemy, not knowing if my shotgun or machine gun would do the trick before I ran out of health.

But that’s where the beauty of Survivor Mode comes into play. If you’re playing the game on easy, you’re breezing through the hallways of Rapture, killing everything in sight like they weren’t even there. It’s less about the surroundings and more about getting to your goal with ease while dealing with some minor headaches along the way. However, as soon as you start Survivor Mode and your only weapon for a good while is a wrench that takes 10 whacks to kill an enemy that can kill you in four? You start to slow down a little. And when you start to slow down, the atmosphere starts to creep in and you start to notice where you are. You start to notice the sinister vibes and the lingering chaos of a Utopian city gone mad. Additionally – in my case anyway – you begin to yearn for more about what could cause such a terrible descent into darkness.

As I progressed through the levels, the way I approached every enemy changed drastically. Thug splicers, which were the easiest of the enemies to kill, now took strategy to bring down. Determining how I could get a few hits in before they hit me back was normal and unnerving if I’m trying to complete the game without any Vita-Chambers (respawn points). The difficulty escalated from there, leaving me hesitant to engage enemies until I knew how I could leave the victor. The harder the enemies became, the more sure I had to be before engaging them. The tonics I collected became vital to my survival throughout the game, which meant some of them were never replaced (natural camouflage, anyone?).

Plasmids also became more important. While the easier modes left plasmids as situation-specific tools (melting ice, zapping faulty doors, etc.), Survivor Mode made me wish I had more plasmids at my disposal and more Eve (the catalyst for using plasmids, for those of you who have never played BioShock) on top of that (because Eve is a scarce commodity in Rapture when battling through the highest difficulty). The fire plasmid I once used only to light things that needed to be melted now helped save my ammunition against lesser enemies. The electricity plasmid I once used only to open shorted-out doors or stall turrets now served as a way to shock enemies so I could get a couple of quick swings of the wrench in before they came after me. Even the telekinesis plasmid, which I used for grabbing out of reach items was used to hurl everything from barrels to bodies at pursuing enemies. And it wasn’t because I had to – it was because I NEEDED to.

Even the most difficult enemies of them all – the Big Daddies – required a specific finesse that was hard to perfect. Before, I simply unloaded round after round of machine gun bullets into the Big Daddies. Now, I had to find a room that put a safe distance between him and myself before engaging him – or I would simply bypass him altogether. Two-minute battles now became 10-minute battles that I wasn’t sure I would win in the end. THAT was an experience. It took the Big Daddy – which is a menacing character to begin with – and made him the most feared character in the game, short of the final boss himself.

Were there times when I wanted to throw my controller through my TV screen? Absolutely. Were there times when I had to turn the game off entirely? More than a few. But was stress associated with Survivor Mode worth it in the end? Without a doubt. The hardest difficulty BioShock had to offer gave me an entirely different gameplay experience than I had encountered with the normal game mode. It took me into Rapture and made me feel like I WAS fighting for my life. If that in itself isn’t worth the hardships of a higher difficulty, then I’m not sure what is in video gaming.

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What games have you played – and completed – on the hardest difficulties? Was it worth it for you?

General &Opinion &Playstation3 &Xbox 360 theswigz 07 Jul 2011 Comments Off Stumble it!