![]() So, it’s a weird combination of the same but different, but I do think the presence of Elizabeth definitely helps tie that together.” “One of the things I’m most excited for in the first DLC is that the first half of it has no combat,” Levine teased. So, even though the underlying technology and the underlying voices are still the same and the actress is still the same, the actual story that we’re telling is going to be different. But again, we’re telling a different story. She’s different this time around, but some of their interactions definitely will feel familiar to those who have gone through Infinite. She’s not wide-eyed and bushy-tailed, fresh-out-of-the-tower Liz. “The back-and-forth banter between Booker and Elizabeth, and in the way that she reacts to the world, although this way is a little different. Now we have our two leading ladies playing opposite each other, and we get to see how both react to the other.” “Elizabeth’s presence really is a defining factor as far as tying these two areas together, and that relationship comes out again,” Robertson explained. “For Infinite, I will say that Elizabeth is the main character. ““For BioShock 1, Rapture was the main character,” Jeffrey added. So I feel that they have very much a different tonal flavor in terms of game, in terms of oppression, in terms of the sort of taste of the world you have about it.” You want to be hiding in the shadows and keeping out of sight because you don't know what's going to be around the next corner. “Whereas in Rapture, if you suddenly find yourself in a slightly more open area, you feel exposed. Now we have to shift gears back into interior spaces, different coloring, different views outside the window, but still maintaining that everything is perfect and pristine.” “With Columbia, everything was open air, and if you went down a side corridor, you felt quite threatened,” Jeffrey said. You do have to switch gears, just like we switched gears when going from BioShock 1 into Infinite, going from dark corridors and ‘everything is dilapidated’ to this beautiful bright blue sky. “We don’t want to try to shoehorn technology from Columbia into Rapture just because we have it. “We definitely have some systems from Columbia that we bring over to Rapture, but really Rapture is its own place,” Robertson explained. By the very nature of DLC, Burial at Sea is built on Infinite’s existing systems, and certain gameplay mechanics are being adapted from one city to the other as a result. “While Rapture and Columbia are very different cities, the team at Irrational emphasized that certain mechanics will have to carry over. “When you start thinking about that in a pristine place, you’re changing enough of it that, for all intents and purposes on our side, it is a new object.” Concept art of pre-fall Rapture. Really thinking big and bold.” “I don’t want to get too deep into the areas that the player will specifically be seeing and what they’ll be exploring, but we wanted to treat these areas like new because they are new, as opposed to ‘here’s this room with a giant pillar that’s broken down and the water gushing in,’” he continued. So we could use some of the underlying shapes and ideas that we had in BioShock 1, but really had to translate them into new areas and relearning what art deco really means, and not getting too noodly with tiny shapes. “And these new objects that we’re building have to be beautiful and chrome, and big, bold statements that don’t have the patina on and are taken care of every day and are very much part of a living city. ![]() ” “Looking at the library and looking back at old levels that we had, it was like ‘we can’t really use any of this stuff,’ because everything was built to be broken and to have a patina on it and to be used,” Robertson added. And I think we learned how to do that doing that sequence where you rise up in the bathysphere. There’s that big shot of the ocean outside. You can even see in the trailer we released. ![]() Very cleverly done 2D backdrops, but when you see the two side-by-side, it’s quite striking, the difference. “I’m not saying that it’s a walkable city where you can actually walk to those things, but they’re built with 3D assets, where in the original game it’s mostly just 2D backdrops. ““When you look out the window in Burial at Sea, the Rapture you’re seeing is three-dimensional,” Levine explained. ![]()
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