![]() What inspired you to make games with such complex themes in their stories? We had many meetings/lunches where the writers and I scratched our heads and said “How the hell do we write this guy?” And yes, developing Comstock was one of the hardest parts of writing the game. ![]() I think of all the narrative challenges, this was the biggest. The world had to feel very different than Rapture than just as compelling. How important was it to make the themes of Infinite different that BioShock 1? Was it difficult to come up with a villain that has different views than Andrew Ryan? ![]() It took some time for the ants to anthropomorphize into Big Daddy and Little Sister. I remember thinking that those roles read very clearly even if you didn’t know anything about the story and how cool it would be to be in a game where you could watch that ecology around you. There were the worker/gatherer ants, the army ants who protected them and other bugs who ate ants. The original idea came to me when I was watching a show about ants. Where did you get the idea for Little Sisters? There’s also like a zillion times more in game assets and characters. But there is a ton more verticality and variations of spatial layout. No, unless you consider Bio1 free roam, which I do not. If you don’t have quality, you don’t have much, and they get that. But I would say Take Two has a view on quality which is hard to match. The longer the game’s in development, the more pressure there is because it simply is going to cost more money. I think it seemed longer because we announced it as early as we did (in 2010). The game was delayed five months, which in the scheme of things isn’t that long. What’s the pressure like on working on a game that has been delayed and how difficult of a decision was it to delay the game? ![]() But I can promise you the real story keeps going until the last frame. I make no promises as to how much people will like it. ![]() Contrary to popular belief, Hephaestus wasn't the ending of the game.The BioShock Infinite ending is the thing I’m most proud of that I’ve ever worked on. Tl dr: Bioshock 2 has a better plot because not only does it stay consistent throughout, it doesn't completely fall apart two thirds into the game. Rapture is without a doubt amazing, and certainly deserves every bit of praise the main plot, however, doesn't. The series is up there with games like Borderlands and Mass Effect for creating a world that never ceases to amaze you, and stories that fill it and give it life. The one thing Bioshock did well, and the only reason I think it deserves all of the praise it gets, is because of the world it built. It was the storytelling equivalent of "No, I am your father", and honestly not worth all the praise it gets. I even figured Jack for Andrew Ryan's son when I realized that for some reason nobody else in the entire city was able to use the vita-chambers. The reveal in Bioshock 1 wasn't even that good it was so obvious Atlas was a lying and manipulative fuck the moment the submarine blew up. You don't say "oh this book was really amazing" if the the last third of the book is awful, and you don't say "oh this movie was so amazing" if the last thirty minutes made you cringe, so why say that about a game? What people fail to remember when they talk about how amazing the story of the first game is is how godawful everything after the reveal was, and that was an entire third of the game. I prefer Biohocks 2 story to Bioshock 1's because honestly, it was much stronger throughout and much more consistent. ![]()
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