Talk:BioShock

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[edit] Joe

In the Bioshock previews, the developers constantly refer to the player character as Joe. Should this be substituted in?—The preceding unsigned comment was added by 71.236.200.31 (talk • contribs).

Joe Faulstick, the Associate Producer for the game, is the guy playing the game in the E3 video.--Drat (Talk) 03:38, 22 January 2007 (UTC)

[edit] Engine

Isn't bioshock built on a very heavily modified version of the Unreal Engine 2.5, rather than the Unreal Engine 3?--Dbd 11:45, 16 February 2006 (UTC)

According to this topic, they are still using the Vengeance engine, but "the rendering engine and lighting has been completely re-written". Look for chumpface. That's Ken Levine. I've changed back the bit about the engine, and linked the topic.--Drat (Talk) 12:11, 16 February 2006 (UTC)
This information is correct. The current engine is known as the Vengeance Engine 2 (VE2), and is heavily modified from the VE1 version used in Tribes:Vengeance and SWAT 4. The rendering engine has been completely rewritten from the ground up to be DX9-based and HLSL-driven with HDR, realtime soft-shadows and dynamic lightmaps, and Shader Model 2.0 as the minimum (SM 3.0 preferred). The core of the engine has been optimized for the CPU and memory requirements of next-gen consoles, as well as taking advantage of multiple processors for rendering, physics, audio, and asynchronous data loading. It has been revised to support streaming assets and checkpoint-style savegames, and there are completely new subsystems for audio, UI, and animation. (note: I am not sure how to make this information verifiable, but I am on the development team for this title.) --Chriskline 17:41, 5 March 2006 (UTC)
During an Interview at E3 2006, Ken Levine responded to a question asking about Unreal 2.5: "No, we've moved to Unreal 3, we've done a lot of modifications on top of it, all the water effects we've added, and we've added a lot of features like water..." E3 06: BioShock Interview Transcript --mriker 15:46, 22 May 2006 (UTC)
Add the info and cite the source. I'm taking a backseat as I'm going on a self-imposed info-blackout until its released. I want to avoid spoilers.--Drat (Talk) 15:53, 22 May 2006 (UTC)

BioShock using UE2.5. and australian studio not using UE3.0. it's still modified UE2.5. not 3.0 Irrational Games Jobs page "Unreal 3 Material Shader Editor", "Unreal 3 Editor". that's not UE3.0 editor. it's "UnrealEd 3.0" editor. UE2.5 editor version is a UnrealEd 3.0 including UT2003, UT2004, Unreal 2 and many licensees Unreal Engine 2.x games.—The preceding unsigned comment was added by 3d engineer (talkcontribs).

[edit] Unreal 3

Ken Levine, the head person behind the game said they were using Unreal 3 at E3 in May.

From[1]:

AMN: "Speaking of the graphics engine, it's running on Unreal 2.5 right?"

Ken: "No, we've moved to Unreal 3, we've done a lot of modifications on top of it..."

If you don't believe me, read the full transcript or watch the video here (skip to about 18:00).

There's also this:

Ken: "it's all powered with the Unreal 3 engine..." (skip to 5:20).

I don't care what Chris Kline said above. That was in February. Ken's interview was in May. Funny fact: A lot can happen in three months. Unless you've got a newer source saying they've gone back to Unreal 2.5, leave it as it is.--Drat (Talk) 14:27, 21 June 2006 (UTC)

it's not. not using UE3.0. BioShock still based on UE2.5.—The preceding unsigned comment was added by 3d engineer (talkcontribs).

As DX10 only will be available to Vista, and that UE3.0 requires DX10, this game can't be released to XP. Right?—The preceding unsigned comment was added by RedSaint (talk • contribs).

[edit] Ayn Rand

Perhaps this article should mention that this game was influenced by Ayn Rand (Andrew Ryan, clearly a word play). A.T.—The preceding unsigned comment was added by 24.220.246.20 (talkcontribs) .

Certainly. Ken Levine has stated numerous times that her works are an influence. But you'll need a source for the Andrew Ryan bit (obvious now you mention it, but too speculatory for article space).--Drat (Talk) 04:56, 26 June 2006 (UTC)

There's a recent screenshot with "Atlas was right" sprayed across a painting. This would suggest a link to Rand's Atlas Shrugged, which deals with the collapse of civilisation after all the great minds stop thinking.

Link to image: http://www.firingsquad.com/media/galleries/bioshock_aug28/05.jpg

(It's also possibly a reference to Atlas as the King of Atlantis, though I'd suggest this is less likely). -- Warthog2k 10:35, 29 August 2006 (UTC)

There's further evidence of Rand's influence posted by Ken Levine on the TTLG forums: http://www.ttlg.com/forums/showthread.php?p=1501213#post1501213

It's an interesting discussion, though I'm not sure how much of it would be relevant to the Bioshock topic. More specifically I'm unsure how it should be presented within the article. -- Warthog2k 12:27, 25 September 2006 (UTC)

It would probably go under influences?—The preceding unsigned comment was added by 203.59.176.225 (talk • contribs).

[edit] Which studio?

Is this being done by the Quincy studio, or the Canberra studio?—The preceding unsigned comment was added by BrotherEstapol (talkcontribs) .

The Quincy studio.--Drat (Talk) 23:58, 17 August 2006 (UTC)

[edit] Platform

I think the listed platforms should be changed to only show the confirmed ones. Speculation about a possible ps3 port is discussed in the article but I don't think it should be stated in the info box as a definite until it is confirmed by the developers.—The preceding unsigned comment was added by 68.234.111.45 (talk • contribs).

This is a scan from the Official Playstaion Magazine(UK) http://www.maxconsole.net/content_img/biops3.jpg, reported here http://www.maxconsole.net/?mode=news&newsid=13149 and also listed as a Ps3 game by gamespot, any other sources to confirm that?—The preceding unsigned comment was added by 189.13.120.79 (talk • contribs).
It's not coming out for PS3, at least as it stands now - http://www.kotaku.com/gaming/bioshock/rumor-debunked-bioshock-not-coming-to-the-ps3-225240.php --Rodzilla 07:05, 1 January 2007 (UTC)

Also stated on the official site as Pc and Xbox 360 only, and not PS3. Darthnader37 22:01, 1 January 2007 (UTC)

[edit] Bot vandalism

Were those edits really necessary? >:( JAF1970 01:55, 28 September 2006 (UTC)

[edit] DirectX 10

Anyone know if Bioshock will run under DirectX 10 or 9? The DirectX version should probably go in the article since the game engine (accurately?) is alrady in there. This would probably be helpful to some readers. —The preceding unsigned comment was added by 67.181.82.100 (talk • contribs) 02:46, 3 December 2006 (UTC).


DX10 --Trusader 22:08, 28 December 2006 (UTC)

[edit] Release Date?

I know the official release window is "Spring 2007", but someone from 2K games on the Through the Looking Glass forums has said here (5th post down) that it is now scheduled to be released "June 2007". Is this worthy of note in the article? -- Grandpafootsoldier 07:04, 17 December 2006 (UTC)

[edit] Independent Research not allowed

I've worked on research materials and encyclopedias. Hello? They UTILIZE INDEPENDENT RESEARCH. (rolling eyes) JAF1970 16:23, 5 January 2007 (UTC)

[edit] "Big Daddies"

Me latest issue of PC PowerPlay says that these Big Daddy things are actually called "Big Brothers", which compliments the "Little Sister" creatures' names. Also note I am too lazy to look into this myself. Razorthe6249th 10:00, 8 January 2007 (UTC)

It may still be up in the air. In the Developer Walkthrough they are referred to as Big Daddies, but that came out in September. Kalaong 00:10 16 February 2007 (UTC)

[edit] "Trailer Monologue"

BTW, we have to find a way to get Andrew Ryan's monologue from the first trailer in here somewhere.

A man has a choice. I chose the impossible.
I built a city where the artist would not fear the censor.
Where the great would not be constrained by the small.
Where the scientist would not be bound by… petty morality.
I chose to build… Rapture!
But… my city… was betrayed by the weak.
So I ask you, my friend. If your life were the prize, would you kill the innocent? Would you sacrifice your humanity?
We all make choices… but in the end, our choices… make… us!

Kalaong 00:19, 16 February 2007

Why? This isn't a fansite.--Drat (Talk) 11:09, 16 February 2007 (UTC)
Bleah. Just thought it described the game world well. Reminded me a bit of the scene in Sky Captain and the World of Tomorrow with Laurence Olivier. Not to mention it was really cool. Not impressed, huh?

Kalaong 06:30, 16 February 2007

Being "cool" is not one of Wikipedia's aims.--Drat (Talk) 13:04, 16 February 2007 (UTC)
Tragically obvious on so many levels. 24.218.218.9 02:44, 21 March 2007 (UTC)

[edit] Engine

http://www.irrationalgames.com/company/aus_jobs.cfm#LevelDesigner

Here at Irrational Games we can boast about taking gaming innovation to the next level. Our recent success at the EEE saw us take out the much coveted 'Game of the Show' award for Bioshock from IGN, Gamespot and Gamespy. IGN also saw fit to dub us their 'Developer of the Year 2005'.This is the type of exposure and experience you can share by joining our award winning team in our Australian Studio.

Based in the heart of Australia's national capital, Canberra, we are experiencing booming success in the industry and due to this growth we are in need of experienced and passionate Level Designers to join our team.

Level designers are directly responsible for creating gameplay through level building and scripting. You will need to combine a strong aesthetic sense and interest in creating visually interesting spaces with an ability to understand how gameplay is created. You will also need to possess the technical skills to ensure that your levels work within the constraints of the game technology.

As a level designer, you will be directly supervised by the lead level designer who will review your work and determine if it is artistically and technically sufficient to use in the final product. You will be required to work with artists, designers and programmers to ensure that your work is appropriate for the game design.

At Irrational, we are currently working with Unreal Warfare™ technology to create next generation titles. Experience with this technology building mods or commercial products will be highly valued but similar experience with other technologies, like Half-Life™ or Quake™, is also valued.


"Unreal Warfare™ technology" is not UE3.0. it's UE2.0 used to previous using irrtional's SWAT 4 and Expansion and later build UE2.5 used to previous using irrational's Tribes Vengeance.

BioShock is a UE2.0 or UE2.5 too and irrational's new project [X-COM] will be using UE2.0 or UE2.5 too.—The preceding unsigned comment was added by Unico master 15 (talkcontribs).

That is original research. Besides, Irrational's Australian studio is only loosely working on Bioshock. The devs working on Bioshock have repeatedly stated they are using Unreal 3. IF and ONLY IF you have a source (and a relatively new one too) that explicitly says Bioshock is using Unreal 2.5 or 2.0 or anything other than 3.0, can you change it.--Drat (Talk) 04:05, 19 February 2007 (UTC)

[edit] fan sites

external links should be kept to a minimum. this is not a link farm and there is simply no reason to include links to a fan site that is already in the link section of the offical site. basically, the information that is provided by adding a link to the offical site already includes all fan sites linked from the offical site. therefor, adding links already included on the offical site merely clutters this article. Tetracycloide 16:37, 21 February 2007 (UTC)

[edit] Morality Issues

I'm surprised no-one has commented on the fact that you can kill children in this game. And it's very graphic. Most people would say there is something very wrong about that, despite Ken Levines excuse about giving the player 'morality choices' do we really need a game that encourages slaughtering small children? —The preceding unsigned comment was added by Fangor (talk • contribs) 02:30, 12 March 2007 (UTC).

This isn't a discussion forum about the game.--Drat (Talk) 06:24, 12 March 2007 (UTC)
Come on, killing is wrong period. It doesn't matter the age of the victim. What you said sounds like "Don't kill the children, but adults are fair game". This game wants to engage the player on a deeper level than the standard kill-everything-that-moves FPS fare--Cyhborg 10:39, 1 April 2007 (UTC)

[edit] System Shock influence

Unfortunately it seems 2K have taken a rigid stance against mentions of their competitors' products and IPs. Hence, lead designer Ken Levine is no longer allowed to talk about System Shock 1 & 2 and how they have influenced this game. Just as well there are many old interviews making such mentions.--Drat (Talk) 13:05, 2 April 2007 (UTC)