Analysis of information sources in references of the Wikipedia article "BioShock" in English language version.
Blow turned to BioShock as his example of flawed architecture (...) "The very idea of this save or kill dilemma is an architected idea imposed from the top", he explained (...) "The game rules determine the actual meaning of life in the game, and it says whatever you do to the Little Sisters doesn't matter, no matter how much the game tries to convince you that it does". The "Meta-message", according to Blow, is that "the designers of this game are trying to manipulate your emotions in a clumsy way".
Sure, there are splicers that run around maniacally, crawl on the ceiling or teleport, but there is little to differentiate them aside from their theatrics(...)The game also presents a "moral" choice that feels promising early in the game, but ultimately falls into the cliché traps of black and white extremes
JI: "We did actually use the Blu-Ray for a few things... the movies are much higher res because they wouldn't exactly fit on the DVD"
JI: "We added a lot of new things to the PlayStation 3 version. The main one is the Survivor Mode and the DLC." MM: "...as far as that add-on content coming to the 360, it is PS3 exclusive"
Despite an aging engine under the hood, the artists at Irrational were able to make BioShock look more UE3 than UE2.5.
Unfortunately, once the splicers become aware of the player, they almost invariably rush forward, heedless of their own mortality, right into the path of the player's plasmid powers and guns
Despite an aging engine under the hood, the artists at Irrational were able to make BioShock look more UE3 than UE2.5.
JI: "We did actually use the Blu-Ray for a few things... the movies are much higher res because they wouldn't exactly fit on the DVD"
JI: "We added a lot of new things to the PlayStation 3 version. The main one is the Survivor Mode and the DLC." MM: "...as far as that add-on content coming to the 360, it is PS3 exclusive"
Unfortunately, once the splicers become aware of the player, they almost invariably rush forward, heedless of their own mortality, right into the path of the player's plasmid powers and guns
Sure, there are splicers that run around maniacally, crawl on the ceiling or teleport, but there is little to differentiate them aside from their theatrics(...)The game also presents a "moral" choice that feels promising early in the game, but ultimately falls into the cliché traps of black and white extremes
Blow turned to BioShock as his example of flawed architecture (...) "The very idea of this save or kill dilemma is an architected idea imposed from the top", he explained (...) "The game rules determine the actual meaning of life in the game, and it says whatever you do to the Little Sisters doesn't matter, no matter how much the game tries to convince you that it does". The "Meta-message", according to Blow, is that "the designers of this game are trying to manipulate your emotions in a clumsy way".