"The desire to tell a story that transports the player completely in the experience and in control throughout the game…we want Rapture to feel like a real place…all the boundaries that you encounter and move thought the game from level to level, you experience more and more of this great city that has fallen apart."
The city itself is a pleasurable visual assault on the eyes. Thomas said that there was particular attention given to making sure the whole city of Rapture provided an art deco look to everything – a popular industrial/artistic look during the era of the 1920s and ‘30s.
We asked Thomas what the design goals were for BioShock.
"We focused very heavily on a single player experience, lots of exploration time – in addition to guns that feel good and do what they do. [They’ll be] familiar to FPS players — we [also] have this suite of genetic powers. What they do is to interact with the environment and that gives you an advantage — hacking into robots to turn it into a friendly, firing at water to electrocute anyone standing in it. As you go thought the game you discover more and more of [these things]. As you go further into the game…you can change characteristics of your character so that he is fire proof, etc."
BioShock has an amazing amount of production value in it. I was pretty much blown away with the great sound track, very realistic and spooky sound effects, visuals and overall presentation of the game.
If what we saw is close to what we’ll see and experience in the final release of the game, you can count us in.
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