![]() ![]() In addition, you will have to develop your own solutions to problems, rather than having the game spoon-feed them to you. So what does this mean? Essentially, every decision made within the context of the game will have an effect upon how the rest plays out. With the support of these gaming veterans, the open-ended design made famous in System Shock 2 will be integrated - and improved upon, even - in BioShock. To drop names, that's Jonathan Chey (SS2's project lead), Eric Brosius (SS2's soundman), Dorian Hart and Ian Vogel (SS2's level designers), Nate Wells and Maurico Tejerina (SS2's 3D artists), Steve Kimura (SS2's 2D artist), and Alex Kay (one of SS2's designers). However, the System Shock 2 team is returning - Levine told IGN that the BioShock team will consist of himself and "the majority of the team who created System Shock 2," plus newcomers. Ken Levine, (Irrational's General Manager) has stated that the upcoming game has absolutely no relation to System Shock 2 in terms of the intellectual property, characters, or settings. It should be noted that BioShock isn't a sequel. ![]() Now, Irrational is developing its spiritual successor, BioShock. Though it wasn't blessed with a flattering graphics engine, the game was tense, terrifying, and atmospheric. Few gamers have ever forgotten Irrational Games' System Shock 2. ![]()
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