<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> //344567.top 2025-05-17T11:23:20Z en <![CDATA[ Latest from GamesRadar+ in Bioshock ]]> It feels like it's taken the same amount of time to get BioShock to the screen as it does to create an underwater city. The history of adapting the beloved first-person shooter stretches bacꦺk to 2008, only a year after the original game was released, when Gore Verbinski was attached to direct. Flash forward to 2025 (hey, that's us), and now director Francis Lawrence, who has been appointed to the proceedings by Netflix in 2022, has given a new update on who has been tasked with penning the latest effort to send us to this world of Big Daddies and Little Sisters.

In an interview with IGN, The Long Walk director confirmed that Justin Rhodes is the latest to j🐓ot up a li꧟ve-action version of the story. Rhodes wrote Terminator: Dark Fate and contributed to the CGI anthology series, Secret Level on Prime Video. “I just actually just got a draft. We have a meeting with the writer tomorrow [May 7th], so that's definitely a very strong possibility as well,” Lawrence said.

It'd be great if this creative duo finally cracked the code and brought the beloved franchise to life after so long. When gamers were initially introduced to the world of BioShock, they stepped into the 1960s shoes of Jack, a passenger of a downed plane who finds refuge in this underwater world that has been left abandoned and fallen into ruin by its inhabitants, who h🔯ave become murderous lunatics.

“It's a tricky adaptation, so there's lots of things to figure out and to get right.” It's a task that might've become even trickier following the changing of Netflix Film Chief from Scott Stuber to Dan Lin. This alteration led to the film's producer, Roy Lee, announcing at the San Diego Comic-Con 2024 that the project was set to be "reconfigured" and we'd be getting a "smaller version" of the story than initiℱally planned.

“There's regime changes at Netflix and so things stall out and get re-energized and stall out and get re-energized, and I think we're in a pretty good place, honestly,” Lawrence explained. Whatever happens, we just ask that they kindly get a move on and finally bring us the BioShock film fans have always hoped to see. While we w✤ait, why not check out our list of the 10 best video game movies ever here.

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//344567.top/entertainment/sci-fi-movies/bioshock-director-announces-new-writer-for-upcoming-movie/ F6Y6CrRxMFysbRZXTdRjXj Sat, 17 May 2025 11:23:20 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> What makes a game like BioShock? A weird world gone bad? First-person, superpowered shooting? Creepy, slightly off-the-wall enemies? Other bits and bobs that actually came from System Shock first? Either way, I'm more than confident in calling Twisted Tower very, very BioShock-y after playing its new demo released just ahead of 澳洲幸运5开奖号码历史查询:Steam Next Fest.

Steam Next Fest is flooding the storefront with countless more de𒊎mos for us to try out, and Twisted Tower in particular grabbed my attention because it was recommended by BioShock and BioShock Infinite's director Ken Levine on .

Twisted Tower isn't exactly subtle about its influences, either. The game's creator thanks Levine "for being such a massive inspiration," and Twisted Tower's says it's set in "an abandoned 1950’꧋s resort reminiscen💖t of BioShock and Disney World." What a pitch, eh?

Levels are designed aro𒀰und different theme park mainstays li♐ke a fairy tale castle or a water park - this time packed with pig-mask enemies whose heads will pop with blood and confetti after a well-placed shot. The game also promises multiple unique paths you can take in each playthrough, while you experiment with whacky guns like a sniper slingshot, a farting shotgun, or a whack-a-mole mallet, which is as good a replacement for Half-Life's crowbar as any.

Twisted Tower's free demo onl𒉰y introduces you to the game's first few floors, three beginner weapons, and four goosebump-inducing enemies, but it made enough of an impression to court over 500 user reviews, 92% of which are positive, before Steam Next Fest has even properly begun.

I loved the hour I spent with Twisted Tower, too. It obviously recalls BioShock in its tone and gunplay and enemy design, but that crazy carnival setting and a bigger emphasis on traversal (put a grapple in every game, why don't you?) also work massively to set it apart. I just hope the zigܫ-zagging corridors and interlocking paths that imsims are known for show up more prominently when the full game releases.

In the meantime, why not check out 澳洲幸运5开奖号码历史查询:everything we know about BioShock 4?

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//344567.top/games/bioshock/og-bioshock-director-recommends-one-very-bioshock-y-steam-next-fest-game-that-already-has-500-very-positive-reviews/ GNcYXsFcEBxY9eGSz8B5yb Sat, 22 Feb 2025 12:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> You don't often see game developers knock down their most iconic work, but Ken Levine recently called his famous, sometimes infamous, shooters "basically a corridor" while hyping up his next BioShock-but-in-space game Judas.

That comes from a chat with where Ken Levine broke down how he 🍰wants Judas (the game) and all the characters living inside its utopian/dystopian space colony ship to remember and react to all the little things the player might do.

"BioShock and BioShock Infinite, if you look at them from a development standpoint - and this may be a bit alienating to some reade🍌rs - but they're basically a corridor," Levine says. "A very, very long corridor with a bunch of trigger points that make story elements happen. Judas is made very, very differently and that makes it much more hopefully reflective of players agency, but also much, much harder to make." (Good spot, .)

How much harder? Well, apparently the game will be "observing the players" and then reacting to a bunch of different stuff, so Levine probably needs to keep track of enough variables to fill a few Excel sheets. "Even just characters observing a long range of player action and commentinꦍg on it," he explained. "'Hey, you saw this and you did that and then you did this and that was interesting because that caused that' - we're doing that kinda stuff right now."

Levine calls the process "a huge amount of work because you have to think of all the things a player can do and then write in-character response for different characters to those actions in a way that feels organic." Characters🍬 aren't just going to be commenting on, I dunno, whether you decided to shoot fire or bees out of your palms, though. How you get to certain places "and [the] places you'll get to are very different from one player to the next." 

The BioShock games were a touch more fun than your average Xbox 360 shooter since you weren't just plopping in and out of cover until your enemies had to reload, but they sometimes did feel like being funnelled through back-to-back shooting ranges with, admittedly, the most immaculate vibes imaginable. We'll see how much Judas differs when it eventually comes out on PC, PS5, and Xbox Series X|S. I also wonder how strictly the 澳洲幸运5开奖号码历史查询:next, still untitled BioShock is following the formula, too.

Check out all the 澳洲幸运5开奖号码历史查询:video game release dates of 2025 to not miss a single beat. 

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//344567.top/games/bioshock/bioshocks-ken-levine-calls-his-most-iconic-fps-a-very-very-long-corridor-but-his-next-game-judas-is-made-very-very-differently/ jzMpHju9U6AHRqXYyKA5X4 Fri, 03 Jan 2025 11:11:18 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> An apparent early 澳洲幸运5开奖号码历史查询:BioShock 4 screenshꦓot ha🌟s leaked, offering a look at UI elements, various powers, and a punchy shotgun.

T🎶he image, which was originally shared by , reportedly comes from "a 2K visual artist," but the outlet isn't sharing the name or online profile of the artist "for the sake of privacy." It's also thought to be from a 2021 build of the game, so there's every c𒁃hance it's not entirely up to date.

The picture doesn't give away much. Visuaℱlly, the main event is the central object, which suggests something of a return to the series' classic art-deco look, and also seems to be holding up a flaming sphere. There are so many things that this could be, so few of which might still be present in the game all these years later, that I'm not ๊prepared to even guess at what's going on here.

What's a little more interesting, however, is the stuff around the edges. There's a very punchy-looking weapon, dubbed the 'Ricochet Shotgun', which comes complete with a big fat barrel and some pleasing glowing elements that beef it up nicely. On the 🐽other side, there's what appears to be three powers, reminiscent of the plasmids and vigors from previous BioShock games.

A magnet, a lightning bolt, and a stopwatch all feature in the icons attached to those powers. I'm a little more prepared to take a guess at what's going on with those - one power likely pulls either enemies or metal objects towards the player, while the lightning bolt seems likely 🔥to deal some decent electric damage. Given the s🐬topwatch symbol's activation via both the LB and RB buttons, it looks like a more powerful ability, and I'd suggest it's probably bullet time.

As ever, early in-progress screenshots - particularly those that are hard to even identify - are rarely indicative of the final project, and much is likely to have changed by the time BioShock 4 actually arrives. There's still no real sense of when that might be - it's been four years since the game's announcement, but developer 澳洲幸运5开奖号码历史查询♈:Cloud Chamber recently🐲 said it was "ramping up"  development. Either way, the team seems likely to be beaten to the punch by original series creator Ken Levine, whose new game, 澳洲幸运5开奖号码历史查询:Judas, is set to launch by🦂 March 2025.

Levine recently revealed that BioShock was nearly canceled just before launch, and even getting it off the ground in the fist place was a struggle.

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//344567.top/games/bioshock/rumored-bioshock-4-screenshot-shows-off-some-new-powers-and-a-very-punchy-looking-shotgun/ AS9oPFTGVoczFEZwrJQFqK Mon, 15 Jul 2024 11:35:45 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> BioShock and BioShock Infinite director Ken Levine has opened up about early൲ troubles that the series faced when it came to budgets, low sales expectations based on the genre, and a close call with cancelation🦋. 

Speaking to 澳洲幸运5开奖号码历史查询:Edge Magazine's 400th Issue, Levine recalls that many of the original developers came to Irrational Games "because they liked" immersive sim classic System Shock 2 and wanted to make something similar to the 'get bullied by AI' shooter, but Levine supposedly vetoed the idea early on because of ♛financial concerns. "'We can&apos﷽;t make those games because they don't sell,'" he supposedly said to the new coming staff. "Finally, they wore me down."

Irrational Games then made a "cheap prototype" to pitc🎀h to publishers, who had an expected response at the time and rejected the game because games like System Shock didn't "make any money." Eventually, the team came u𝓰p with the idea of pitching BioShock to journalists instead, who covered the game as part of a retrospective on System Shock 2. "The next day, people saw the article, and we started getting phone calls," Levin says. "I think it created a sense of demand in the publisher."

Rockstar Games and 2K parent company Take-Two grabbed publishing rights for the soon-to-be hit, setting it up with a "modest budget," before outright acquiring Irrational Games and throwing "a bunch more money into BioShock." The 2007 shooter was still "extremely cheap" compared to today'💛s blockbusters, but that didn't stop it from being "almost cancelled" due to "going over budget and over time," according to Levine. There were also apparently publisher concerns about the game's infanticide - BioShock gave ♓players the option to kill and harvest 'Little Sisters' for more resources - though, anyone that's played that game knows it did eventually make the cut.

Lucky for Take-Two, the project wasn't canceled. In fact, it became a bonafide hit, spawning two sequels and selling over 41 million copies. Netflix is also working on a live-action film adaptat🃏ion that promises some "new little twists" on the series about utopias turned to shit. A fourth gamꦗe in the series is also "rampingဣ up" development without Levine at the helm, since Irrational Games shut down about a decade ago and the director left to make another BioShock-like called Judas.

For now, check out the 澳洲幸运5开奖号码历史查询:biggest video game releases of 2024.

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//344567.top/games/bioshock/ken-levine-says-bioshock-nearly-went-nowhere-and-was-almost-canceled-we-cant-make-those-games-because-they-dont-sell/ dGx8J5J4s9XqNkZGy5o2VX Sat, 13 Jul 2024 14:15:29 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> We may have heard next to no information about the next BioShock game since its announcement back in 2019, but rest assured that it's still happening, and the team at developer 2K Cloud Chamber is now "ramping up" wiᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚth 30 new positions at the studio.

澳洲幸运5开奖号码历史查询:BioShock 4 doesn't have an officially announced name, premise, or even vague release window – it's been quite a mystery since its initial confirmation. What we do know is that Irrational Games – the team that made the series' previous three installments – isn't making this one. Irrational Games was rebranded as Ghost Story Games back in 2017, still led by founder Ken Levine, and is currently working on the BioShock-like first-person shooter, Judas. Meanwhile, 2K Cloud Chamber is new to the series (although there are veteran BioဣShock devs on the team), but it sounds like things are definitely cooking behind the scenes. 

Last week, 2K Cloud Chamber senior cinematic designer Jeff Spoonhower took to LinkedIn to advertise a selection of new roles which have opened up, : "The BioShock team at 2K Cloud Chamber ꧃is ramping up! We have many positions open across a variety of disciplines including art, animation, engineering, design, ওnarrative, and production."

Spoonhower teases that the team is "working 🐽on a really awesome project," which is admittedly vague, but it's nice to hear one of the devs be so optimistic, especially one who✤'s credited on both BioShock 2 and BioShock Infinite.

For the time being, we'll just have to watch this space. Even if there's been very little official information revealed about the next BioShock, there've been quite a few rumors – it was claimed back in 2021 that it might be set in a fictional Antarctic city in the 1960s, for example. Either way, we do know💯 that 2K Cloud Chamber is looking to "push the boundaries of what is possible in the video game medium," suggesting that there are very high hopes for what the next installment in the series can achieve. 

Judas is taking inspiration from XCOM and Civilization to turn BioShock into a "pseudo-procedural" take on single-player narrative games.

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//344567.top/games/bioshock/over-4-years-since-its-announcement-bioshock-4-studio-is-ramping-up-as-dev-teases-its-really-awesome-project/ dw8GqsFSeqrVNfkcSNZ2f3 Mon, 08 Jul 2024 14:10:35 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> In 2013, a BioShock Infinite dev gave NSFW fan artists some tips on how to make the clothes laying on the floors of their drawings more hist𒁃orically accurate. In 2023, she says she'd make that advice "so much ho🧸rnier."

That dev is Claire Hummel, an artist who did concept work on BioShock Infinite, including the design of the Lutece Twins. She even has a neat little breakdown of that work on her , with some interesting notes about the design pro💖cess. She's clearly got a lot of affection for Robert 🦋and Rosalind Lutece, which is why it shouldn't be too surprising to learn she was talking about fan art on Tumblr a decade ago.

But what might be more surprising is that this was all about encouraging homemade Rosalind porn to be more historically accurate. "I’m not one to discourage this sort of thing - no no, I have sketchb🔯ooks full of Remus/Sirius stuff from high school - but I figured I might as well give everyone a leg-up with a more detailed guide to Rosalind Lutece’s potential underthings," Hummel said𒉰. "I’ve seen a ton of drawings of her in corsets from a good 50 years before her time and I… I needed to step in."

This is all coming back around because Del Walker, a Naughty Dog character artist, was remi𝓀niscing about Hummel's old Tumblr post on social media recently. Hummel herself responded, saying "this would have been so much hornier had I drawn it in the year of our lord 2023! We’ve come a long 🎐way, baby."

Funnily enough, Hummel wasn't the only BioShock Infinite dev talking about horny fan art back in 2013. Director Ken Levine had a much different take on the topic in a a few months after Hummel's Tumblr post, saying "seriously, whoever is doing the Elizabeth porn on deviantart, please stop it. You're killing me. It෴'s like coming across a picture of your daughter. I die a little inside with every page vie♑w."

2013 was admittedly a pretty awkward time for the game industry, where it was becoming just mature enough to get embarrassed over how it had spent its early years designing female characters almost exclusively for the fantasies of teenage boys, but not yet quite mature enough to embrace the fact that people of every stripe tend to be unquenchably thirsty. These days, everyone's much more willing to admit that they're 澳洲幸运5开奖号码历史查询:horny for Lady Dimitrescu or 澳洲幸运5开奖号码历史查询:the Hades cast.

I'm not gonna spend this video game news article offering moral judgment one way or the other on our more open modern horniness, but I've gotta say I'm broadly with Hummel - if you're gonna draw Rosalind in her skivvies, at least make sure you've got the corset ri🌱ght.

Thirsty fan art or no, BioShock Infinite's legacy has changed dramatically in the past decade.

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//344567.top/bioshock-infinite-devs-advice-to-nsfw-fan-artists-would-have-been-so-much-hornier-in-2023/ HyWgDcU7nLfqXvSLGaKH8K Tue, 28 Mar 2023 17:43:16 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> A decade after launch, many 澳洲幸运5开奖号码历史查询:Bioshock Infinite players aren't that fond of the accla🔯imed FPS. 

BioShock Infinite launched on PC, PS3, and Xbox 360 ten years ago this month. It marked a radical change of direction for the series, shifting it from the gloomy underwater setting of Rapture to the colourful airborne city of Columbia. Despite being very different from 🔴what came beforeജ, it garnered high praise from fans and critics alike when it initially launched. Yet, a decade later, players seem to feel differently.

In a tweet, g🌜ame developer Dave Oshry wrote, "Not sure any game in history has had such a negative shift in opinion since it originally launched to unanimous praise and every GOTY award imaginable."

He refers to an earlier tweet posted last week by our friends at , which asked fans what score they would award Bioshock Infinite today. Looking at the responses, most players would seemingly now give it aro﷽und a five or a six, though others would go even lower than tha🌄t.

Players have a multitude of reasons for rating it down, not least of which is its story. "It tries to make racism a 'both sides are bad' styled argument which is... gross, even if unintentional," says one player in the comments. They add, "I also think the game dragged in some places. I was getting really sick of it around the 8 hour mark." Another writes, "It has identity issues gameplay-wise, and the plot is a messy mix of dysfunction, both side♎s are bad, diet racism, and aggressive self-aggrandizeme🅘nt. The DLC does not improve things. Barely feels like Bioshock. 5/10. Unremarkable and inconsistent."

Others have found some positive points but 🍷are still unimpressed with Bꩵioshock Infinite overall. User @RazielZnot writes, "Even though this is the most beautiful game on UE3 I didn't like it at all and my score is 5/10. This game has no soul, it's just a product." Meanwhile, @SotirisGalanos gives it a 6/10 saying, "the only good thing from this game is Elizabeth. Anything else is mid at best. And it doesn't even give me any Bioshock vibes." User @NateKeww feels similarly, "6/10, and like 5 of the points it manages are art and environment design (not level design)," they write. "Game sparks no remembrance at all when it comes to specific gameplay moments or genre innovation. Felt like a downgrade from the previous entries in multiple ways."

Elsewhere in the comments, a user describes it as the "weakest in the Bioshock series," while♏ another says that it's "maybe the only 9/10 game that, with time, everyone can agree is a bad, boring and half-ba🌳ked 6/10.

During last year's Game Awards, Ghost Story Games, the studio co-founded by BioShock creator Ken Levine, unveiled its debut game, a narrative-driven single-player shooter 💎called Judas.

Check out our 澳洲幸运5开奖号码历史查询:Bioshock 4 guide for everything we currently know about the series' next installment.

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//344567.top/a-decade-after-launch-bioshock-infinite-players-seem-to-feel-very-different-about-the-acclaimed-fps/ D5HtJdmiSN5nhZv96NP3Aj Mon, 06 Mar 2023 15:12:52 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]>

Gho𝄹st Story Games, the studio co-founded by BioShock creator Ken Levine, ha🐓s revealed its debut title, the narrative-driven single-player shooter Judas.

澳洲幸运5开奖号码历史查询:Ghost Story Games took to the stage during 💟The Game Awards 2022 to show off the first trailer for Judas, and it looks like a very faithful follow-up to the BioShock series, with creepy robots and a protagonist struggling to survive a bleak situation. And yet, while it undoubtedly bears a resemblance to B🧸ioShock, Ghost Story Games says it's set in a whole new universe and stars new characters. 

"We founded Ghost Story Games to build upon the legacy of System Shock 2, BioShock,♍ and BioShock Infinite," said Levine, who serves as creative director on Judas. "With Judas, we've created an entirely new world and set of characters while exploring di𝓀fferent approaches to single-player, narrative first-person shooters."

If you remember - and I don't blame you if you don't - Ghost Story Games parent company Take-Two Interactive filed a trademark for Judas 澳洲幸运5开奖号码历史查询:way back in 2016, when the studio was still called Irrational Games. If you're rightfﷺully wondering just what the heck happened to push the game's reveal back all the way to the year of our 🍷lord 2022, a from January described a game going through "development hell." For those reasons, it seems a minor miracle that we're seeing the first official trailer for Judas tonight.

There's no release date for Judas 🉐just yet, but it's been confirmed for release on PS5, Xbox Series X, and PC.

Meanwhile, here's everything we know about 澳洲幸运5开奖号码历史查询:BioShock 4, which is likely still years from releasing.

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//344567.top/bioshock-creators-new-game-is-called-judas-and-it-looks-a-lot-like-bioshock/ bRXr9RbqZ4BdsQidvnvtBJ Fri, 09 Dec 2022 01:53:21 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> BioShock 4 was officially confirmed to be in the works back in 2019, but it's been a long time si🍰nce we've had an update on the project. Revealed to be under development from 2K founded Cloud Chamber Studios, the new BioShock game is being brought to life by a team made up of talent who worked on previous entries in the FPS series.

Interestingly, we also have the 澳洲幸运5开奖号码历史查询:BioShock-like FPS Judas (which is spearheaded by ex-Irrational Games developers including BioShock creator, Ken Levine) to look forward to alongside BioShock 4. But the upcoming installment in the series has been among the most anticipated 澳洲幸运5开奖号码历史查询:new games in the pipeline for almost six years, and there's still a lot of mystery surrounding its direction, or how it will tie to the🌞 previous entries in the series. Still, speculation only grows, with supposed leaks surfacing in the♏ past that may hint at what's to come.

2025 is already shaping up to be a big year for releases, with the likes of 澳洲幸运5开奖号码历史查询:Assassin's Creed Shadows landing, and upcoming adventures like 澳洲幸运5开奖号码历史查询:Borderlands 4 and澳洲幸运5开奖号码历史查询: Doom: The Dark Ages𓂃. Will it also be the year we learn more about BioShock 4? Only time will tell. But in the meantime, we've brought together a helpful roundup of everything we know so far, from the initial press release, tꦦo an interview with the development team in 2019, and more.

BioShock 4 release date is still to be determined

A big daddy in Bioshock attacking Jack.

(Image credit: 2K)

No official release date has been announced just yet for BioShock 4, and we're still awaiting on update on when we might expect ⛎the game to arrive, but we do know it's s🐟till currently in the works.

In a that went up back in 2024, senior cinematic designer Jeff Spoonhower shared the followi🌄ng: "The #Bioshock team at 2K Cloud Chamber is ramping up!" Along with the post were job adverts for various positions in the team. So don't worry, BioShock 4 is still coming. But as of right now, it's tricky to say how far things are down the road, as there have been speculations flying regarding a potential release window for years now.

You may remember how a 澳洲幸运5开奖号码历史查询:datamine surfaced in 2021 and pointed towards a launch date sometime in 2022. However, that proved to be a dead lead. Here's hoping we hear more news sometime soon, though. In the meantime, you can read our 澳洲幸运5开奖号码历史查询:BioShock review to get a refresher on the story!

Who is working on BioShock 4?  

A screenshot of the upcoming BioShock game with Kelley Gilmore from Cloud Chamber.

(Image credit: 2K Games)

BioShock 4 is currently being developed by Cloud Chamber, a studio founded and owned under the 2K publishing label. The studio is led by former Firaxis Games veteran developer, Kelley Gilmore. In an interview with GamesRadar+, Gilmore says that the studio has str༺ong "BioShock D♚NA", since several members had key roles to play in other BioShock titles – including creative director Hoagy de la Plante, art dꦏirector Scott Sinclair, and design director Jonathan Pelling.

Gilmore also added that other developers on the team have worked on other notable game series: "Our team also has game developmeไnt veterans from high-profile franchises like Call of Duty, Assassin's Cr🐟eed, Star Wars, Battlefield, and Walking Dead. As part of our recruiting efforts, we're looking for people from many different backgrounds and experiences."

"I'm confident that the depth and variety of game development experience at Cloud Chamber will lead to another unforgettab✅le BioShock experience."

BioShock 4 could be set in an open-world  

A screenshot of Columbia in BioShock Infinite.

(Image credit: 2K Games)

We don't have much in the way of concrete details regarding the BioShock 4 setting, but a 澳洲幸运5开奖号码历史查询:Cloud Chamber job listing seemin🐻gly 🌼suggests that the upcom⛎ing game may possibly be s﷽et in an open world. The job listing for a senior writer, which was posted back in April 2021, called for someone who can "weave impactful, character-driven stories in an open world setting."

With BioShock and BioShock 2 submerging us below water in Rapture and BioShock Infinite taking us to the clouds, we can't help but wonder where BioShock 4 will take us next - or what an open-world installment might look like. Hopefully, we'll have a new addition to add to our list of the 澳洲幸运5开奖号码历史查询:best open world games soon, folks!

BioShock 4 gameplay

A player shooting a gun at a Big Daddy in Bioshock.

(Image credit: 2K)

Gameplay-wise, the suggested that BioShock 4 ꦕintends to retain the series' first-person perspective. At least, that was the developer's intention back in 2019.

This is inferred by 2K president David Ismailer's mentioning of the core♊ pillars the series is known for, with the press release touching on Cloud Chamber's plans for BioShock 4: "We can’t wait to see where its powerful narrative and iconic, first-person shooter gameplay head in the f📖uture with our new studio team at Cloud Chamber leading the charge."

Of course, it's been some time since the press release came our way, and there's always the chance that theও initial plans or direction has changed over the course of development. Here's hoping an update on the project comes our way soon.

BioShock 4 story details

Elizabeth holding up a blue book in Bioshock Infinite.

(Image credit: Irrational)

At this point in time, we don't yet know much about BioShock 4 story or its place in the timeline of the series. What we do know, thanks to a statement from Gilmore in the press release, is that the Cloud Chamber team is looking "to꧙ creatඣe yet-to-be-discovered worlds – and their stories within – that push the boundaries of what is possible in the video game medium". This suggests we're set to see the story and setting of BioShock 4 go in a new direction.

"BioShock defined what a compelling ജnarrative and immersive world can bring to a video game. Players interact with it in their own unique ways and have unforgettable experiences," Gilmore told GamesRadar+. "That will remain at the core of our design vision for the next BioShock, and we have a myriad of ideas on how best to achieve it."

BioShock 4 leaks and news

A Big Daddy and a Little Sister walking through water in BioShock 2.

(Image credit: 2K Games)

More speculative rumors also came to light in 2021 from Colin Moriarty claiming that BioShock 4 may take place in a fictional 1960's Ant🐠arc𒊎tic city supposedly called "Borealis". So far, though, nothi🌄ng official has been confirmed.

In our interview, Gilmore touched on how "environments have played a cr🐠itical role throughout BioShock history and are incredibly important to the gameplay experience." While not much more was said on the topic, Gilmore did add that "there are many creative directions to explore." With so many possibilities, we really can't wait to 🥃find out more.

There were also uncorroborated rumors in 2021 that BioShock 4 would be called BioShock Isolation, with claimi♌ng that the game would be set in an "isolated dystopian city."

Finally, on July 13, 2024, there was a supposedly of the upcoming game. The image isn't super interesting, but it does show off some sort of tower, which is topped by a glowing sphere and a 澳洲幸运5ꦚ开奖号码历史查询:new weapon called the "ricochet shotgun.🌟" The alleged leaked BioShock 4 screenshot is rumored to be from a 2K visual effects artist. However, it's o🍸f course worth taking everything with a grain of salt as nothing has been confirmed just ye♏t.

BioShock 4 may be using Unreal Engine 5

A little Sister holding her hand up to her face in BioShock 2.

(Image credit: 2K Games)

The prospect of seeing a new-gen BioShock game is exciting, to say the least. Thanks to 澳洲幸运5开奖号码历史查询:a job♛ listi😼ng posted back in May 2021, our sense of anticipation has only intensified.

In the Cloud Chamber listing for a Senior gameplay programmer, there is the mention of being able to "work within Unreal Engine 5", which may suggest BioShock 4 is using the latest generation game engine from developer Epic Games. If what we've seen of 澳洲幸运5开奖号码历史查询:upcoming Unreal Engine 5 games are anꦇything to go by so far, it could be a real feast for the eyes.

While no platforms have been confirmed for the new BioShock, we're certa🐎inly eager to see how Cloud Chamber brings the next instalment to life using the latest hardware. As Gilmore said in our interview back in 2019 during the early stages of development, "One of the great things about our industry is how much it evolves on a regular basis. We constantly have new technology and innovations to explore, as well as expanding ways to reach and interact with our fans. We can't discuss any specifics yet, but we're excited about the possibilities."


The original BioShock is still considered to be one of the 澳洲幸运5开奖号码历史查询:best single-player games of all time, so its sequel is one of our most anticipated. While we wait, why not check out some of the exciting 澳洲幸运5开奖号码历史查询:upcoming PS5 games and 澳洲幸运5开奖号码历史查询:upcoming Xbox Series X games on the horizon?

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//344567.top/bioshock-4-guide/ 9vNNyKJuYRHk78uDH2WUGV Thu, 06 Oct 2022 08:07:22 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> The BioShock 2 Power to the People weapon upgrade locations are vital to getting the best out of your weapons. As we mentioned in our 澳洲幸运5开奖号码历史查询:BioShock 2 tips, the key to really maxing out your guns is to upgrade them whenever you can, and prefe🎃rably f💧ocus on a few super powered weapons, rather than upgrading everything a little bit.

There are 14 BioShock 2 Power to the People upgrade termi🧔nals in total, and although some of them are sat in plain sight there, some are hidden away. If you miss one, you miss a valuable chance to gain the upper hand on the threats ahead. So. if you want to upgrade your weapons to unlock things like an electrocuting shotgun, a bullet-reflecting drill, or a cluster firing grenade launcher, then follow this guide to all the BioShock 2 Power to the People we𒊎apon upgrade station locations in Rapture.

BioShock 2 Weapon Upgrade Station #1, Ryan Amusements

This first station is imposs♎ible to miss as you’re attempting to get a park ticket to Ryan Amusements. 🍸You’ll see it right after passing a fenced security case full of machine guns.

BioShock 2 Weapon Upgrade Station #2, Ryan Amusements

The second station inside Journey to the Surface, right past the animatron🎉ic diorama of the parents and child watching television.

BioShock 2 Weapon Upgrade Station #3, Pauper's Drop

Inside the Hamilton, in the Down🍸town area with the crashed train car. The weapon upgraꦛde station is right before the staircase that leads up to R. Flanagan’s office.

BioShock 2 Weapon Upgrade Station #4, Pauper's Drop

The office of the Limbo Room, near Graceꦜ’s dressing room.

BioShock 2 Weapon Upgrade Station #5, Pauper's Drop

The first landing (second floor) of the Sinclair Deluxe. You’ll spot this weapon upgrade station through a hole in the wall wh𝄹ile making you꧅r way through the apartments. To get to it, head down the hallway with the turret.

BioShock 2 Weapon Upgrade Station #6, Siren Alley

🌞In a locked and gated room on the bottom floor of the Mermaid Lounge. To access, go upstairs, shoot a hack dart through the bar window to unlock the door and drop through the hole🅠 in the floor.

BioShock 2 Weapon Upgrade Station #7, Siren Alley

In the last hallway before Fathe𝄹r Wales’s church, there’s a door on your left leading to Sofia Lamb’s office. ꦍThe weapon upgrade station is there, along with an audio diary.

BioShock 2 Weapon Upgrade Station #8, Dionysus Park

You🐭’ll pass this locked rꩲoom near the very beginning of the level. Once you’ve found the little boy Billy’s audio diary a few rooms later, you’ll have the code – 1080 – to enter.

BioShock 2 Weapon Upgrade Station #9, Dionysus Park

On your w⛦ay to the train station to meet St🦹anley Poole, you’ll pass through the room above, with two Splicers attempting to open a safe. The weapon upgrade station is there.

BioShock 2 Weapon Upgrade Station #10, Fontaine Futuristics

Inside the security office that you spend half this level trying to enter. Unlocked after destroying the four security relays 🌜and thwarting “Alex the Great.”

BioShock 2 Weapon Upgrade Station #11, Fontaine Futuristics

This weapons upgrade station is in the Adam Research Laboratory where Gil Alexander resides in a giant tank. Head to the “Holding Cells” half of this area and look for a locked surveillance office. The Power to the People unit is inside… you just need to circle around the hallway until you reac🐬h the office’s broken window and hack the door panel through it.

BioShock 2 Weapon Upgrade Station #12, Persephone Outer

Di𝕴rectly along your path into Persephone. You should notice it on your left at the moment Sofia Lamb says she “envies your ignorance.”

BioShock 2 Weapon Upgrade Station #13, Inner Persephone

Inside the locked security tower with Sinclair.

BioShock 2 Weapon Upgrade Station #14, Inner Persephone

The Quarantine Area of the Infirmary, behind a locked me🐭tal door. To open it, look for a switch on a column… but beware, hitting the switch will release two Alphas from their nearby padded cells. Congratulations, you've found all of the BioShock 2 Power to the People weapon upgrade stations!

Ready for a new adventure? Good news – the next BioShock game is officially in the works from a brand new studio at 2K Games.

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//344567.top/bioshock-2-power-to-the-people-weapon-upgrade-guide/ g9jhXcdWCXsKTVeb9BojyA Fri, 27 May 2022 14:36:15 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> These Bioshock 2 tips will help you get to grips fast with a game that is definitely a Bioshock sequel, but one with its own ideas. From new Big Daddies✅ and Little Sisters, to expanded plasmid effects and more. There's a lot to learn and while you can probably figure it all out yourself eventually, some pointers to speed up the whole process aren't going to spoil your day. Coming up we're going to cover the basics and give you a head start in Rapture - so have a read of our BioShock 2 tips and give yourself a big advantage over the other Daddies.

1. Ration your ammo so you don't run out when you really need it

(Image credit: 2K Games)

Fight smart. Make sure you hack every vending machine you come across to lower the prices (be sure to invest in some gene tonics to make it easier), and stock up when you can. Lea🔴rn all the weapons, because you never know what you’ll be left 𝔍with at the end of a tough fight, and use the hypnotise plasmid regularly, so you can fight alongside security bots and even other Big Daddies.

2. Master the new hacking system to give you an edge

Hacking has changed completely, so get ready to stop 🐈the needle in the green area (or the blue for an extra boost). They gradually get harder as the game progresses, so be sure to invest in some gene tonics to slow the needle down. The best thing about hacking this time around is that you can do it in real time, while fighting en♑emies. You can also hack machines remotely by firing an auto-hack dart – useful for bypassing troublesome security systems.

If you trigger an alarm, it’s not necessarily a trip to the Vita-Chamber sin bin for y⭕ou. There’s almost always a bot shutdown device nearby. The tricky part ℱis reaching it in the first place…

3. Listen to the radio to find secrets and rewards

Follow the sounds of the radios littꦉered around Rapture – they’ve been pl🐎aced there specifically to lead you to top secret hidden areas!

4. Specialise in a few weapons to get the most out of them

Weapons can be upgraded at selected Power to the People machines, but these are exceedingly rare, and worse still, they’re a one-shot only deal. For this reason, it’s best to specialise by ploughing all your money into one or two weapons; once maxed, they’re capable of delivering elemental damage – for example, the rivet ⛦gun spits out flame-tinged bullets, while the buck gives out an electrical shock. An additional benefit is that you can spend your money exclusively on weapons for just a select number of guns.

If you primarily use plasmids but are frustrated by how quickly they run out, you might want to consider the specialist gene tonic, which disables the guns entirely but makes both the EVE hypos and the drill fuel significantly more economical. If this is your bag, you can use the Power to the People machines to improv🍌e the drill so it can freeze targets and deflect bullets.

5. Be prepared before taking on Rumblers

(Image credit: 2K Games)

These are a new breed of Big Daddy, capable of long-range attacks courtesy of deployable mini-turrets, but inevitably, they’re no slouch in the close-range combat department, either. Despite all that, the best defence with a Big Daddy is a good offence. You can pick and choose when to start the fight, so make sure you’re stockedꦿ up on drill fuel, pick a plasmid capable of temporarily disabling him (such as Winter Blast), and bore away. Big Daddies with Little Sisters in tow can now be healed if you leave them alone long enough, so be sure to stay on top of things.

6. Deal with Big Sisters

The Big Sisters in Bioshock 2 are an utter pain to deal with, and to make matters worse, you can’t hypnotise anyone else to fight alongside you, as they'll dispatch them in double quick time. The best thing you can do is keep them at arms’ distance by defending yourself with plasmids such as C✨yclone Trap or Telekinesis, neither of which will deliver much damage, but will allow you to get some potshots in before retreating to another safe spot. When she closes in on you, make sure to position your back against a wall, but avoid being boxed in as she’ll finish you off in no time. She only arrives after you’ve dealt with a Little Sister, so be sure 🐽to stock up before doing so. Later in the game, you’ll encounter two Big Sisters in one go – now’s the time to use that Hypnosis plasmid!

7. Defend Little Sisters to make Adam retrieval easier

If you have a Little Sister in your possession, you can get her to lead you to the nearest ADAM goldmine by following the on-screen scent. It’ll take her a little while to pump t⭕he ADAM out of its previous owner, however, and the smell will attract the entire world to her, so it’s your job to prevent the splicer hoard from distracting her from her work. Sh🐟e can’t actually die, but her progress bar will be severely disrupted if you let anyone get too close, and if you die, you’ll need to start again. Place trip wires and turrets around strategically before starting the process, stock up on first aid kits, and hack any nearby health stations beforehand to help your chances of success. Cyclone traps and Insect Swarm pouches are also your friends.

8. Get the right gene tonics to suit your playstyle

Plasmids are self-explanatory and you’ll probably already have an idea of what ones you wish to use, but w𒆙hat of the gene tonics, the other goodies you can purchase with ADAM? They use slots separate from those of the plasmids, and are not only considerably cheaper, but in the long run, every bit as beneficial. But which ones to buy?

That depends on your playing style, but we recommend tonics that will have a constant benefit, such as lowering vending machine prices, or fixing it so first aid kits restore EVE as well as health. We’ve already extolled the benefits of ploughing your money into making hacking easier, so do that and extra slots are a given. Lifting the limits on how many EVE hypos and first aiꦍd kits you can carry will pay dividends in the long run, too.

9. Try all the Plasmids to see what works for you

It’s tempting to stick with the obvious choices – Incinerate, Winter Blast, Electro Bolt – but good things come to those who experiment. The joys of the Hypnosis plasmid have already been explained earlier, and even seemingly useless ones, such as the Iꦏnsect Swarm, can be used in creative ways if fully upgraded – in this case, any splicer killed by the swarm becomes an impromptu trap – anyone who blunders into their corpse will reawaken the insects. Plasmids can be combined to good effect – for example, a firestorm can be created by firing Incinerate into a Cyclone Trap – but both slots and ADAM are at a premi💞um, so it’s best not to spread yourself too thin.

Look around the desks located deep within Fontaine Futuristics. On one, you’ll find an unstable transportation plasmid. It’s a tricky blightꦛer to track down, but it’s totally worth it. While you're in Fontaine Futuristics, try making use of the demonstration machines during the fight in the plasmid testing zone. You can whip up some hair-raising results!

To൩wardsꦓ the end of the game, you’ll earn a brand new plasmid, which we’re not going to spoil for you here. It’s the most powerful plasmid in the game, so use it as much as possible.

Ready for a new adventure? Good news – the next BioShock game is officially in the works from a brand new studio at 2K Games.

]]>
//344567.top/bioshock-2-tips/ A7UKzniQq7fLmVLKJ4Tso5 Fri, 27 May 2022 14:11:55 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> The best BioShock plasmids to find and use will depend on how you're playing this versatile game. While most are offensive, there are traps and support options that can enhance a variety of playstyles. You can also combine different plasmids to stack their ef🍎fects, or set up a chain of consequences that can make them even more lethal against your enemies if you understand the interplays you can use.

Because there are all these layers, battles can play out differently depending on which BioShock plasmids you equip. And because you can't carry them all you want to really understand what's possible before you leave a useful option behind. With careful preparation you can make things a lot easier which is why we're about to go through ♐all the BioShock plasmids options, what they do and how best to use them.  

Every Bioshock plasmid

Electro Bolt Plasmid

What is it?

The Electro Bolt Plasmid is the first thing you'll ever splice. The power of electricity is fused to your genetic makeup and, suddenly, firing lightning bolts out of your fingertips is as effortless as shootingܫ a pistol.

When should I use it?

This is the most useful and versatile of all the plasmids. Electrocuting Splicers not only deals damage, it temporarily immobilizes them and leave them open to attack. For BioShock𝔍's first couple of l𒉰evels, in fact, most enemies can be dispatched instantly with one two blast of Electro Bolt and a swing of the wrench.

This electrical blast also carries through water so catch Splicers in a puddle, or flooded room and you can stun multiple enemies at once just by blasting the water. And, E♑lectro Bolt can short circuit Rapture's mac🉐hinery. That includes non-combination locks, cameras, turrets, flying drones and more. Door can be opened and the rest will fritz out for several seconds, giving you time to hack it, destroy it or run away.

Does it work against a Big Daddy?

Yes, beautifully. 🏅Electro Bolt will stop a Big Daddy in its tracks, giving crucial seconds to dodge or attack. 

Telekinesis Plasmid

What is it?

With Telekinesis practically any object not nailed down can be pulled towards you 🍒and then fired out with lethal velocity. 

When should I use it?

Whenever you want to weaponize whatever you have to hand. Pull down the plasmid trigger and watch as strange and unexpectedly dangerous objects float into view: crates, signs, liquor, tennis balls, syringes, teddy bears, dead cats... The red gas tanks you see lying around can be grabbed and thrown to explode and burn an enemy on 𝓀contact. The ceiling-crawling Splicers first introduced in Neptune's Bounty toss fishing hooks that can be reversed and returned. Same goes for the bomb-hurling doctors featured in Medical Pavilion and beyond. Finally, Telekinesis is the only way to grab certain valuable and out-of-reach power ups.

Does it work against a Big Daddy?

Throwing random stuff at the Big Daddies certainly works, but it&🤡apos;s a slow and risky process. Gas tanks will do the job better, bu𓄧t you can't rely on finding one at the right moment. However, the glowing green grenades they lob so often can easily be grabbed and thrown back.

Incinerate Plasmid

What is it?

As you might have guessed this lets you shoot fire from yo🦩ur fingers, with all the offensive potential that offers. 

When should I use it?

Incinerate is nearly as all-purpose as Electro Bolt. The basic attack is both extremely damaging and similarly debilitating. Any Spl💎icer, Big Daddy or boss you ignite will panic until the flames subside, leaving you to plug away with other plasmids and weapons. Or you can increase the heat as the more you use it on a single enemy, the fa💟ster his life will burn away.

This plasmid is at its best, however, in combinations. Oil spills should be torched at every opportunity, as the larger, hotter fire can wipe out several Splicers at once. Producing makeshift Molotov ෴cocktails is also possible - simply set an object on fire and then throw it with Telekinesis. Enemies on fire will also try and run to water, where you can then fry him with Electro Bolt.

Does it work against a Big Daddy?

A Big Daddy will react the same way as a Splicer when Incin💯erated although his moment of frenzy is usually much shorter, and he's much angrier afterwards. Electro Bolt and Winter Blast are better options for stunning. Unless you're attempting one of the combination methods described above, we would not recommend going at a Big Daddy with Incinerate alone.

Winter Blast Plasmid

What is it?

The opposite of Incinerate. Rather than burn enemies to a crisp, you freeze them into solid ice. Hac🔯k and shatter 𒆙the stationary sculptures before they thaw for a clean and efficient kill.

When should I use it?

While extremely useful against acrobatic Splicers like the cart wheeling, back flipping ones in Fort Frolic, Winter Blast should never be used by itself. The ice you unleash will freeze your foe, but it will not harm him. Instead, hammer away with traditional weapons for long enough and the ice - including the body within -🍌 will fa♏ll apart. Fail to finish the job and he will thaw, untouched.

At first, shattering a frozen enemy is easy; one gunshot or a few wrench swings will do the trick. But as BioShock pr🃏ogresses and the enemies get tougher, you will definitely need to upgrade your plasmid to Winter Blast 2 and Winter Blast 3 for continued success. That costs Adam and, potentially, Little Sisters' lives.

Winter Blast also has the same effect on security devices as Electro Bolt - it p𓂃uts them out of commission until you can destroy or hack them. It can also put out fires, but💜 not freeze water. 

Does it work against a Big Daddy?

As a tool, but not as a weapon. Freezing Big Daddies is perfect for buying time - with the upgrades, Winter Blast could halt one for even longer than Electroཧ Bolt. Shoot the icy sculpture with anything less than a few heat-seeking RPGs, however, and you probably won't complete the special pro♎gress bar before he thaws.

Enrage Plasmid

What is it?

This sends any creature it hits into a b🦩lind wrath. As soon as the pheromones - or whatever's in the blob it fires out - make contact, the target will turn against the nearest living being and begin attacking it mercilessly.

When should I use it?

First, let's emphasize when NOT to use Enrage. If you're battling a single Splicer, hitting him with this will only cause him to assault you with more ferocity. In groups, however, Enrage can be a life saver. Mobs of Splicers don't appear often in BioShock, but when they do, it's overwhelming. Splatter one with this plasmid and - bam! - you have one fewer foe and one brand new ally. Better yet, peg them all with the red orb and watch as a blood-soaked, curse-laden cage fight ensues. Just re🐻memb🍃er to retag the Splicers occasionally if you want the freak show to continue.

A final note: Enrage only affects organic targets, so don't bother with cameras🐭 or turr🐲ets.

Does it work against a Big Daddy?

Regular enemies rarely beat a Big Daddy one-on-one, but Enraging a Splicer can still distract him for awhile, giving you loads of preparation time. A crowd of Splicers, on the other hand, can whittle awa🌳y a good chunk of the Big Daddy's health before he dispatches them. Just resist the urge to join in 🐭the fun, as the Big Daddy might decide to ignore them and turn on you.

Security Bullseye Plasmid

What is it?

A glowing blue orb that marks e🍎nemies as threats to Rapture's security system. Cameras, turrets and bots will hunt a Splicer t𓂃agged with Security Bullseye as fiercely as they would you. Sweet, sweet vengeance!

When should I use it?

Security Bullseye is probably the most useless plasmid in your arsenal - or at least the most inconvenient. When you happen to discover an enemy wandering in view of a security device and happen to have the power equipped, everything proceeds fantastically. Nothing's more satisfying than watching a few of those blasted turret🅘 bots chase someone else for a change. But opportune moments to use Security Bullseye don't crop up very often. We suggest playing around with Security Bullseye when you first receive it, as the game will provide you with a few obviously perfect chances to test it out. After that, consider it dead weight.

Does it work against a Big Daddy?

Our snide dismissal of the Secuꦫrity Bullseye plasmid doesn't apply to Big Daddies. If you catch one stomping through a heavily monito♍red area, tossing a Security orb at him will cue a light-and-smoke stunt show the likes of which you have never seen. Seriously, grab some popcorn - these matches are even crazier than a mob of Splicers on Enrage.

Cyclone Trap Plasmid

What is it?

Pinpoint a spot on the ground and this plasmid will produce a swirling tornado there. Anyone who passes throu𒐪gh it will be rocketed helplessly towards the ceiling.

When should I use it?

Cyclone Trap is designed for ambushes. You're not shooting gusts of wind straight at enemies, but placing dangerous hot spots on the ground like you would with proximity mines or trip wires. Therefore, the best time to employ thi𓂃s plasmid is when you know - or think you know - exactly where a Splicer is going to go. Door frames, narrow hallways, catwalks and any other confined space is perfect.

The trick is to aim not at the enemies themselves, but at the patch of ground directly in🉐 front of their feet. The tornado takes half a second to appear, so you'll need to lead your prey like you would with a sniper rifle. NEVER use Cyclone Trap in close quarters combat.

Does it work against a Big Daddy?

If used correctly, yes. The Big Daddies are far too massive to be troubled by a little gust of wind, so don't expect to send one flying through the air. For some reason, though, they can't move through the tornadoes.

By creating multipl൲e Cyclones in a row, you can form a wall that effectively and permanently blocks the Big Daddy's progress. He'll still be able to shoot and lob grenades at you, but the threat of charging is removed. With enough space and maneuvering, you can even build an elemental prison around the Big Daddy, trappin𝓰g him in one place forever.

Target Dummy Plasmid

What is it?

A ghostly decoy that stands, wherever you place him. Splicers will for⛎get all about you and concentrate on the bait instead.

When should I use it?

When losing to a large group of monsters, this plasmid can buy you precious seconds as Splicers will invariably prefer bullying the poor Target Dummy instead of you. After you've shot them enough however, the Splicers will re🍎member you, so make sure to choos💮e weapons that can finish them off quickly. It can also be used to set traps by luring enemies to a specific position. 

Does it work against a Big Daddy?

When you and a Big Daddy are the only guys in t🔯he room, the Target Dummy is your only option for distraction. Conjure him a good distance away from you and the Dummy can keep a Big Daddy out of your face for much longer than Electro Bolt or Winter Blast. 

Insect Swarm Plasmid

What is it?

This lets you produce an army of angry bees from your arm an๊d send them swarming at your enemies.

When should I use it?

This is a perfect Plasmid to create chaos and distra💮ction. The bees will attack anything and is the only plasmid that can harm multiple enꩵemies at once. Don't worry about lining up a shot - just unleash the cloud of poisoned stingers as fast as possible.

Insect Swarm, like many plasmids, is only a short-term solution though. The bees take awhile to finish monsters off, so you'll want to use other weapons to do the job while everyone's distracted. Oh, and stay away from the buz🌳zing chaos, because you're as likely to get stung as everyone else.

Does it work against a Big Daddy?

The bees will bother a Big Daddy for the same amount of time they do 🐟regular enemies, and nothing's funnier than watching a guy in a giant diving suit swat blindly at teensy tiny insects. Like Incinerate, however, Insect Swarm will only make him angrier at you. If you have enough Eve, the game's equivalent of mana, feel free to pile on more and more bees. But if you run out and he's still not dead, you'd best have a Plan B ready.

Hypnotize Big Daddy Plasmid

What is it?

Nail a Big Daddy with this gooey green orb and you'll get a brainwashed bodyguard who believes you're his Little Sister and who will pound anyone who tries to mess with you.

When should I use it?

If you have the plasmid handy and a Big Daddy nearby, there's no reason not to use it. Fighting alongside Bio🧸Shock's iconic bad boy ranks among the coolest moments of the entire game. Not on🍌ly will he assail your enemies, he'll follow you from room to room and sacrifice himself to protect you, putting his own body in the Splicers' line of fire. 

A note of caution: Do not hurt the Big Daddy while he is on your side. Hitting him with a single attack... even accidentally, even splash damage... will immediately turn him against you. You'll know you've made a mistake when the happy green glow inside 𒈔his helmet transforms to stop sign red. For that reason, you should never, never use Insect Swarm in these situations. The bees' attack patterns are just too unpredictable.

Does it work against a Big Daddy?

Well, obviously it works on a Big Daddy, but you can'🎶t really use it to kill him unless you have him ꦅfight as many Splicers as possible. Eventually, he'll be taken down.

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//344567.top/bioshock-plasmid-guide/ SYRceRudgGDWFjXSL8qepC Thu, 26 May 2022 16:22:45 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> The entire BioShock series is currently free on the Epic Games Store, and you'll be a🦂ble to keep it forever if you grab i💃t in the next seven days.

Epic revealed its latest mystery freebie earlier today. The colle🧸ction, which will be available to claim for free until June 2, includes Remastered versions of both BioShock and BioShock 2, as well as the Complete Edition of BioShock Infinite, which comes with both the Burial at Sea expansion episodes, and arena mode Clash in the Clouds.

Epic has given away a vast number of major titles in the past, including the likes of ಞGTA 5, and, very recently, Borderlands 3. This might, however, be one of the best value offerings the store has put forward since its launch - grabbing the entire collection via Steam would currently set you back more than $75, and you're getting three full games (plus an impressively-received expansion in 💧Burial at Sea) all for absolutely nothing.

To claim the impressive collection, you'll need an account, but once you've logged into the store, simply ꩵscroll down to its Free Games section, and redeem your copy. While you're there, you might decide to invest in the platform's ongoing sales, which knocks a decent amount off the price of several major games, including 20% off Tiny Tina's Wonderlands and 50% o༺ff Far Cry 6.

If you've missed out on the series thus far, this is a great opportunity to catch up, not least because 澳洲幸运5开奖号码历史查询:BioShock 4 is on the way. Developed by a Cloud Chamber Games, a studio lead by former Firaxis dev Kelley Gilmore, it&apos🎶;s being worked on by several of the big names from the original games.

You're arguably picking up one of the all-time greats with this giveaway, but if that's not enough to satisfy your craving for PC gaming, here are some more of the 澳洲幸运5开奖号码历史查询:best PC games out there.

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//344567.top/bioshock-the-collection-is-currently-free-to-keep-via-the-epic-games-store/ 5Qkc9EsjoLy6MmZsptzgJG Thu, 26 May 2022 15:20:01 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> BioShock Infi🧸nite has been receiving hidden updates on PC for a number of months now, and no one knows why.

Over the past weekend, BioShock fans noted that the database listi⭕ng for BioShock Infinite had seen a slate of updates, stretching back a fair way. Ever since September 2021, someone has been quietly adding hidden updates to the PC version of BioShock Infinite, and they've only been increasing in quantity wiꦍth each successive month.

Just last week, for example, 12 updates were implemented for BioShock Infinite on PC, and in the week preceding that, 13 updates were made to the PC version of Irrational's 2013 action game. A developer under the expansive Take-Two umbrella appears to have been repeatedly updating🎃 BioShock Infinite for some mysterious purpose.

What's interesting is that earlier this month, the updates appeared to be testing BioShock Infinite against the Linux operating system. The tests apparently took place on March 15, and it's intrigui༺ng to note this because Valve's recent Steam Deck hardware utilizes a Linux-based operating system. 

It could be that BioShock Infinite is gearing up to launch on the Steam Deck. Right now, all games on the new hardware that run without any hinderance are included in the "澳洲幸运5开奖号码历史查询:Steam Deck Verified" program, but BioShock Infinite never made ♚the list among the 1,000+ titles. There's games both old and new ru🔴nning seamlessly on Valve's handheld, so it wouldn't be a surprise to see BioShock Infinite popping up.

For what we made of Valve's latest hardware launch last month, you can check out our full 澳洲幸运5开奖号码历史查询:Steam Deck review for more.

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//344567.top/bioshock-infinite-quietly-receives-dozens-of-steam-updates/ 6fTf9yJgvF4vUsnhpeTSaY Mon, 28 Mar 2022 10:26:54 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> The origin of the bemusing yet loveable dancing bread boy from Bioshock Infinite has finally been explained by the anim🃏ator responsible.

You'll no doubt remember the jubilant subject of this here article from Bioshock Infinite's Burial at Sea DLC, where he can be found acting exactly as one should a🔴fter acquiring a baguette in🍸 France. Legend says he's still dancing around that column today.

It's all thanks to a tweet from Pocklecool that we now have an explanation for baguette boy - n﷽ot that we needed one, of course. Again, there's nothing here to suggest anything but a wholly healthy relationship with bread, but since it stands out as such a flagrant indulgence in the stereotype that French pe🦩ople like baguettes, it's good to have a definitive answer at last. And, yeah, it turns out there probably wasn't  a whole lot more thought put into it than that.

As animator Gwen Frey in a response to the above tweet, Bioshock In🌊finite's bread boy was put there to liven up the Parisian scene. Frey said most of t𝄹he game's background characters were referred to as "chumps," which means they're programmed to loop through a basic animation instead of wander around with AI pathfinding, and bread boy is no exception.

"I thought the Paris scene was too static & needed more motion, I but couldn't aff﷽ord another A♑I walking around," said Frey. "I figured a chump running in a circle around that cylinder could work since I could just expand the collision of it to prevent the player from running through them."

Since Frey didn't have a canned running-in-circle animation on hand, she used the dancing animation from and thus began bread boy's carb-fu🌟eled tango. Originally, there were two kids dancing around together, but they were clipping into the ground and each other, which would make for a very awkward dance.

"So I deleted the boy's dancing partner and attached a baguette to his hands. Bam! Boy dances with baguette! Ship🍨 it! 

"I figured if anyone asked I'd just say 'bread is great right?!' I didn't think an💝ything of it at the time, but this boy is the most viral thing I've ever made"

Ultimately, Frey is 100% correct; the scene is self-explanatory. Still, we appreciate the clarif🧸ication as well as the reminder to show the same level of enthusiasm every time we get our hands on some fresh-baked bread.

Grab a baguette in the name of bread boy and get hyped for these 澳洲幸运5开奖号码历史查询:new games of 2022.

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//344567.top/bioshock-infinites-dancing-bread-boy-has-finally-been-explained/ 75mgmHGFTzafMHgWPUuXoY Mon, 07 Feb 2022 19:36:30 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> BioShock creator Ken Levine&apos🅷;s next game is reportedly in "development hell."

The new information comes courtesy of a report from , which claims to have spoken to 15 current and former employees at G🌺host🧸 Story Games, the studio which Levine founded in 2014. According to the new report, Levine's new game still doesn't have a name or release date after eight years in development, and has reportedly suffered from numerous reboots.

Chiefly, this is said to have been the case because of ൲the significant level of autonomy provided to Levine by publisher Take-Two Interactive, which has now worked with the BioShock lead for over 14 years. This is allegedly because Take-Two views Levine as an "auteur" in the video game space, "capable of producing something magnificent," but former employees say this management style leads to burnout.

൲Despite numerous setbacks, the report from Bloomberg reveals that one current employee at Ghost Story Games believe Levine's project is finally on track. The employee apparently believes that although the finish line might finally be in sight for Ghost Story Games' debut, we could still be waiting two years before we finally see what Levine and company have been working on for the past eight years.

It's entirely possible that we could see another BioShock game before Ghost Story Games launches a title. Developer Cloud Chamber is currently tasked with development of the new 澳洲幸运5开奖号码历史查询:BioShock 4 under publisher𝓡 Take-Two, and whil♛e the project was announced back in December 2019, we've heard nothing about the new entry in the shooter series since. 

Check out our 澳洲幸运5开奖号码历史查询:new games 2022 guide for a schedule of titles a little closer on the horizon.

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//344567.top/bioshock-creators-new-game-reportedly-in-development-hell/ gYpAFjuzk4fdLMG4UPcYP6 Tue, 04 Jan 2022 10:36:03 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> The next BioShock game w🔯ill reportedly take place in a fictional Antarctic city. 

Though only speculation at this time – so don't take this a𒐪s gospel just yet – ' Colin Moriarty reports that the game returns to its 1960s roots, this time in a city called Borealis, which seemingly tallies with what other journalists have been told about the project off-the-record, too. 

While we knew the fourth game – which will apparently be set in an open world澳洲幸运5开奖号码历史查询:was in development – this is our first tease about where the next BioShock game will 🏅t💛ake us.

There's no confirmed name for the game yet – which will be the franchise&apo💖s;s fourth installment – but it's been internally codenamed Parkside. Moriarty believes the team at Cloud Chamber "has incredible latitude to get it right" and the game will tie in with previous BioShock games.

"It takes place in a 1960s Aꩲntarctic city called Borealis,” Moriarty said (thanks, ). "[The game is] codenamed Parkside… I’ve been told that the development team has incredible lati🔯tude to get it right. That seems and sounds right to me.

"Internally the game is very secret and apparently, totally locked up. Apparently the inclination there is that they understand full well that this game will𝓡 be compared to what Ken Levine does. And by the way, [Take-Two] is also publ൲ishing Levine’s next game."

ICYMI, we recently had more evidence that the heavily-rumored 澳洲幸运5开奖号码历史查询:BioShock RTX remaster from the Nvidia leak was genuine when Redditors noticed that 澳洲幸运5开奖号码历史查询:the SteamDB database entries for BioShock, BioShock 2, and 澳洲幸运5开奖号码历史查询:BioShock Infinite had all been recently updated. Why? Well, we're still not sure. But it does suggest something is currently going on at publisher 2K, whether it&🧸apos;s a fourth installment of the fan-favorite series or another remaster.

Bethesda's Todd Howard recently surprised us all by confirming that 澳洲幸运5开奖号码历史查询:Fallout 4 had a "BioShock-style vault" under the waves of Boston Harbor, but it was cut before the game was rele🤪ased.

He made the revelation during a Reddit ask-me-anything thread celebrating 10 years of Skyrim, during which Howard also confirmed that the 澳洲幸运5开奖号码历史查询:Fallout TV show is still "moving ahead".

"Unfortunate cut content," Howard responded when a fan questioned him about it. "Bi🍬oShock style Vault. With massive sentient octopus living outside it."

We spoke to Cloud Chamber studio head Kelly Gilmore about the new BioShock.

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//344567.top/bioshocks-time-period-and-setting-may-have-been-leaked/ hDRYNcKqnA57HJootedrd3 Sat, 04 Dec 2021 16:20:01 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> The BioShock 4 release date might have been leaked by the recent 澳洲幸运5开奖号码历史查询:Nvidia GeForce datamine.

According to , the leak, which Nvidia has acknowledged as containing "released and/or speculative" PC titles, features a listing for 'Bioshock 2022'. That could mean that the 澳洲幸运5开奖号码历史查询:new BioShock game announced by 2K Games and Cloud Chamber Studio in December 2019 m🍰ight be releasing next year. There's also a listing for something called 'Bioshock RTX remaster', but no further reference to a release date or any other details.

When it comes to th꧙e new game, information is still pretty scarce - all we really know is that 2K said it would be in development "for the next several years," and that the Cloud Chamber had been quietly working on the project for at least 18 months before the announcement - a from April 2018 mentioned a new BioShock title in the early stages of development.

In late 2019, late 2022 was still three years away, which could still fit under that "several years" banner. It's also possible that 2022 refers to the financial year, which wou♓ld end in early 2023. Either way, with no word from 2K and disruption from the Covid pandemic causing a number of public projects to be delayed, there's no guarantee that we'll get to see - let alone play - anything BioShock related next year, even if that was the team's original target.

While the next BioShock game is a pretty sure bet to come to PC, many of the rest of the games mentioned in Nvidia's list are a little less likely, with ports of everything 🌜from Demon's Souls to Super Mario Bros. With that in mind, take this information with a heavy pinch of salt, at least until we get even the slightest teaser from 2K.

We spoke to Cloud Chamber studio head Kelly Gilmore about the new BioShock.

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//344567.top/bioshock-4-could-release-in-2022-alongside-a-remaster-of-the-original/ LPGMJDwdzECNWn9Fen9oHh Tue, 14 Sep 2021 11:41:39 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> Have you ever seen a Big🦹 Daddy from BioShock without his helmet on? If not,𓂃 consider this the first/worst day of the rest of your life.

PC Gamer writer Andy Kelly made the grim discovery and shared it on his Twitter account, spreading far and wide the image which the attributes to former Irrational Games senior concept artist . The BioShock games deliberately conceal what Big Daddies look like under the hulking frame of their metal dive suits, but they imply that the maintenance personnel turned Little Sister guardians have changed a lot from the people they once were.

The helmet-less Big Daddy in the conce༒pt art has pink, wrinkled flesh, sunken eyes, and a strange yellow light emerging from his forehead. According to the lore of BioShock, Big Daddies start out as the human undesirables of Rapture and are converted into their new form in an irreversible procedure which grafts their skin and organs directly to the inside of their suit. That would explain why this poor meat man has such a swollen-looking head, since Big Daddies wear those oversized helmets. As for why his third eye🌄 chakra is glowing… I dunno, Plasmids? It's probably Plasmids.

Big Daddies have a tragic mystique to them; even as their whale-like groans and moans become part of the background noise of Rapture, you can't help but wonder how aware they are of who they once were and of what they are now. Iꦯt's probably for the best that we never knew what they looked like under those bathysphere-like helmets, and I'm not just saying that because I'm going to be seeing the meat man's face whenever I close my eyes for the next few weeks.

While the BioShock series has lain dormant for years, it looks like it's gearing up to give us some more tragic monsters: a new job listing indicates that BioShock 4 developer Cloud Chamber is working with Unreal Engine 5, the new game eng🐠ine which recently became available in early access to developers outside of Epic💜 Games.

It looks like BioShock 4 may buck series tradition by sending players out into an open world.

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//344567.top/bioshock-concept-art-reveals-what-big-daddies-look-like-under-their-helmets/ HLMWQ8o53ZyPoiCL9D882N Tue, 13 Jul 2021 16:24:07 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> An artist who worked on the now canceled BioShock movie has sha🦹red sꩲome concept art from the project online.

Jerad Marantz, a concept artist/creature designer who has credits on films like 澳洲幸运5开奖号码历史查询:Black Panther, 澳洲幸运5开奖号码历史查询:Spider-Man: Far From Home, 澳洲幸运5开奖号码历史查询:Avengers: Endgame, plus so many more, with the caption: “Anothꦡer great can𝕴celed project. [...] it just wasn’t meant to be.” 

The concept art depicts several zombie-like creatures, who look as if they’ve just stepped out of a Resident Evil game rather than a BioShock title, and gives fans an idea of what the s💛ince-axed BioShock movie cꦯould have looked like if production hadn’t ended on the project.

Bioshock Movie

(Image credit: Jerad S. Marantz)

The BioShock movie was first announced in development back in 2011 and was set to be directed by Gore Verbinski (who is known for his work on The Ring and Pirates of the Caribbean) however, pre-production was halted ♍in 2011 due to no studio be🐎ing found “who was willing to invest in an R-rated version of the tale”

Although thꦯe film is yet to see the light of day, other than some concept art and a supposed leaked script, hints that the film may get made after all have circulated online for years. As of March 2020, it was, and as of 2021, that actors Eddie Redmayne and Jaime Dornan had auditioned for a role in the movie. Fingers crossed for more BioShock movie ne💯ws to come our way soon. 

In the meantime, take a look at our everything you need to know about the next BioShock game post

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//344567.top/bioshock-axed-movie-concept-art-has-been-shared-online/ rqFBkxG6iT9ewrMMndCLnN Thu, 25 Feb 2021 16:16:04 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> A spate of job listings for BioShock 4 may point to a Fallout-esque dialogue system and a ꦐmore open-world design, according to a . 

澳洲幸运5开奖号码历史查询:As we previously reported, the next BioShock game is being developed for 澳洲幸运5开奖号码历史查询:Xbox Series X and PS5 and will likely be in production for a few more years. However, a handful of job listings may point to what we can expect whenev🌞er BioShock 4 d❀rops. 

New job openings from developer Cloud Chamber Games include Senior Voice Designer and refers to the upcomi🧔ng game they'd be working on as an "ambitious, narratively-driven project full of character and personality." The applicant, who must have RPG experience, would help design the gamꦆe's "dialogue systems" which the ResetEra poster MauroNL suggests the dialogue system may be similar to the Fallout games, which offer a selection of responses to prompts that can shift gameplay or NPC's opinions of you.

A listing for Systems Designer describes the game as an "emergent sandbox world" which includes "interactive world systems and non-AI systemic ecology, player growth systems and progression and game𓆉 balance and economy." MauroNL suggests this could mean BioShock 4 will have a more open-ended level design akin to BioShock 1 and 2, which had a hub-based world that was somewhat open for exploration. BioShock Infinite was far more linear and on rails than the previous two games.

The job listings also state that Cloud Chamber Games is♛ trying to create "a meaningful AI urban crowd system" and think of "new and ambitious things with AI." Considering the denizens of Rapture used to scare the crap out of me when they jumped out of nowhere wielding a wrench, I'm exc꧂ited to see what new and ambitious BioShock AI will do.

"We have a myriad of ideas": Cloud Chamber's Kelley Gilmore reveals everything you need to know about the next BioShock game.

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//344567.top/bioshock-4-may-have-a-dialogue-system-similar-to-fallout-and-more-open-ended-level-design/ Q5RugCY2WgxA6755VDobfS Wed, 09 Dec 2020 15:54:18 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> Ghost 🎉Story Games, Ken Levine's studio, is recruiting for work on a "new imme🔥rsive sci-fi game with RPG elements", and it's apparently in the "later stages of production".

The information comes from ♏a posted on parent company and publisher Take-Two Interactive's careers website (spotted ඣby ), with the small team recruiting for a Senior Producer on its debut project.  

In addition, the vacancy also reiterates that Ghost Story Games, which was founded by Levine in 2017 after leaving the now ﷽shuttered BioShock Infinite developer Irrational, is "dedicated to making immersive story drive൩n games for gamers that like a challenge".

We know little about the studio's first title beyond that, though the post does suggest watching for insight into how it's designing its upcoming ex🎶perience. 

Hopefully we'll learn more soon, especially as this latest hiring spree suggests Ghost Story is ramping up development this far into its 🔯creative pipeline. As always, GamesRadar+ will keep you 🗹informed as soon as we hear more news. 

Of course, if all you want is a 澳洲幸运5开奖号码历史查询:BioShock 4, then there's a team working on that too; it's called 澳洲幸运5开奖号码历史查询:Cloud Chamber, and we spoke to its creative head Kelley Gilmore all about it last year, s🃏o be sure to check out that while you wait. 

For more, read up on the biggest 澳洲幸运5开奖号码历史查询:new games of 2020, or watch the video below for the latest episode of Dialogue Options. 

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//344567.top/bioshock-creator-ken-levines-next-game-is-a-sci-fi-rpg-now-in-the-later-stages-of-production/ p4jbVaZzjyrddGzaKgKtk7 Wed, 14 Oct 2020 14:49:02 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]>
Read more

BioShock is a series, as the Lutece twins might say, of constants and variables. If the franchise's fascination with exploring big ideas through the me💯dium of interactive storytelling is its constant, for example, then the ideas themselves are the variable, ranging from the writings of Ayn Rand to Solipsism and the death of the American Dream, to name but a few. 

With the news that 2K has officially greenlit the development of 澳洲幸运5开奖号码历史查询:a fourth BioShock installment under nascent studio Cloud Chamber, the question of what ideological subject matter its creators will turn to next is understandably the source of much speculation amongst fans. While it's fun to spitball personal favourites (Dataism in 1980's Silicon Valley, please and thank you), who better to ask than some of the brightest miﷺnds in the contemporary philosophical field? Their answers, listed below, are as intriguing and insightful as you might expect. 

Relativism - Christopher Bartel, Appalachian State University 

(Image credit: 2K Games)

At the top of my list would be the idea of truth. As we live in an age where truth and belief are difficult to tell apart, I think BioShock could do some interesting stuff with it. Many people find it compelling to believe in a relativistic view of truth where something is "true for me" just because I🌟 strongly believe in it. So, I would love to see a game that addresses what a relativistic world would look like. 

Maybe it would be a game where the basic physics of the environment are dependent on what you believe about that world, where just changing your belief system (maybe through changing your association with different NPCs) actually changes the truth of how the world works. When the player sides with one group of NPCs in the game, then the physics of the world changes, which leads to some advantages and some disadvantages. ♐In this kind of world, a person might just change their beliefs for the sake of convenience as easil⭕y as changing our clothes. 

 Utilitarianism - Nathan Wildman, Tilburg University 

(Image credit: 2K Games)

Roughly, utilitarianism is the view that w🌼e ought to bring about the 'greatest good for the greatest number', where 'good' is characterized in terms of maximizing pleasure and minimizing pain. Pushed to its limits, utilitarianism leads to the idea that all society/in༒dividual actions should be driven by a kind of utility calculus: roughly, just plug in the relevant potential pleasure/pain values for the relevant individuals, then do whatever results in the biggest number of 'pleasure points' (and the smallest number of 'pain points') regardless of the other consequences. This often conflicts with deeply held intuitions about the value and rights of individuals.

I'd love to see this rights-utility tension played out in the game, and suspect that Cloud Chamber would do a great job with it. As for setting, one fitting option would be one base🦩d on Industrial Revolution Britain. You could have a utility-focused AI running on Babbage's , installed in a version of Bentham's , controlling society and dictating how people should behave, poor children working 18 hours days in smoke-filled factories, old money conflicting with the nouveau riche... The options are endless!

 Virtue ethics - Shelby Moser, University of Kent 

(Image credit: 2K Games)

Philosopher Robert Nozick once claimed that if you were given the option to plug yourself into a "machine that would give you any experience you desired", you would ultimately reject the offer, still preferring the unpredictable experiences of real-life instead of guaranteed p♊leasurable sensations simulated by a machine, suggesting our well-being and desire for meaning are comprised of more than just pleasure.   

Many different worlds could explore the concepts brought forward by that thought experi🌞ment, but it would make the most sense to incorporate both 'real' and 'virtual' NPCs belonging to the game world who become friends (and enemies) of the protagonist. This sets interesting moral dilemmas, including opportunities where the player, after cultivating various relationships, must decide if they should save a✅ bio-organic friend over a robot friend, or whether they prefer the 'real world' versus simulated environments in the game world. 

Perhaps players have an opp🤡ortunity for the character to create virtual realms and NPCs in-game, thus making them reflect on the ethics behind virtual creatioꦑns. Such questions would be interesting for a video game such as BioShock to explore because they allow the player, knowingly or unknowingly, to 'do' philosophy as they play.

Artificial intelligence - Jere Surber, University of Denver 

(Image credit: 2K Games)

So far, BioShock has explored ethical, economical, political, and finally metaphysical themes, so it seems like the next logical step would be some combination of multidimensionality and artificial/super intelligence; Are we li❀ving in a digital simulation? How would we know? And what difference would this make?  

As far as setting, it could maybe🍷 involve time travel or parallel histories via the form of multi-settings where events in one dimension may somehow influence events in another or not. I teach a course called 'Extreme Philosophy", and have a module on this exact topic that is always popular, so it seems like a good case study for a video game. 

 Communism - Joshua Horn, University of Wisconsin 

(Image credit: 2K Games)

"I would swing the other way and try t🐲o problematiℱze different leftist utopian themes."

In the first game, they brilliantly explored themes in objectivism and the worship of human excellence (understood in one way) under the sea. In 澳洲幸运5开奖号码历史查询:BioShock Infinite, they explored jingoism and the worship of American founding fathers as deities in the sky. Both of these are far right political utopian ideologies (of different kinds, to be sure), but those themes are in some sense intuitively absurd and scary. 

If I were the developer, I would swing the other way and try to problematize different leftist utopian themes. How would people in this new city act if they shared everything in common and possessed no private property? How would people behave if they weren't worshipping… anything? In other words, where do we find values if n🥃ot in humans or the divine? 

 Eugenics - James McBain, Pittsburg State University 

(Image credit: 2K Games)

I take the core of the BioShock series to revolve around the issue of freewill, personal choice and its connection to social responsibility in a political-ideological setting. Each game has been eerily apt to describe a past social dynamic at just the moment 𓄧that the current US has faced such thinking from often powerful voices in the country. I thus think it would be perfect for the next BioShock story to explore the ethics and social problems of eugenics. 

While many games attempt to address eugenics, it often lacks sufficient reflection on what it wants to say. But BioShock could take previous attempts to justify the American eugenics movement of the late 19th/early 20th century, and juxtapose it with the future use of biotechnolo𓄧gy.

This would allow the player to move through social movementsꦐ of history (e.g., social Darwinism of the "gilded age" in the US) while asking the player to think about one's future decisions and what we owe our children and future generations in terms of health, wellbeing, biological prosperity, and the past dangerous reasoning of one's community members being a biological "burden" on others. This would preserve the retro-futuristic character that has always defined the series, but also address a current pressing issue. 

 Ecofascism - Rick Elmore, Appalachian State University  

(Image credit: Irrational )

I think that the next logical step is to take place under the backdrop of a failed attempt to deal with the climate catastrophe and the rise of an ecofascist society. Whether this is framed as a failed experiment, or one that has been successful but has a dark underside, I think that this theme would let the game explore not only the political ideology of fascism but also political ecology. It would allow for the continued exploration of the link between questions of freedom, economics, nationalism, racism, etc., which all the games explore, but would𒐪 also add questions of speciesism, globalization, transhumanism, posthumanism, and the limits reality puts on the possibilities of human society. 

As in all the games, I think the question of resistance would also be important. How did we get here? What could have been done differently? What chance is there to avoid this outcome? The BioShock games have always been great on these points, and I think this framing would allow for all of that to continue.  Since the theme I'm suggesting is a bit more global than preꩵvious installments, there is a lot of potential to have the setting change as one plays through the game. I think that some of the most interesting political philosophy being done at present asks how we humans are going to have to change in order to remain a viable species on this planet, and it would be 🅘great to see the BioShock series tapping into this work.

Democracy – Stefan Schevelier, Radboud University

(Image credit: 2K)

Obviously there is more than one way Cloud Chamber could go, but as a political philosopher I'd like to see the new BioShock take on our ideas about democracy. That concept is so 🐟fundamental to the self-understanding ofꦛ Americans that it is the perfect 'ideology' to examine in the next game. 

I imagine a game that magnifies our hopes and dreams about democracy and ask the player &apཧos;How can a people rule, if so many people are happy to be ruled by others?', 'How does my individual freedom relate to that of other people (players)?', 'How does my agency relate to that of the group?', or Rousseau's famous problem, 'Is democracy even meant for fallible beings like us?'. The first setting that comes to mind is ancient Athens, or a town hall meeting in the New England colonies, but I'm sure the developers can come up with something more interesting. In any case, the game should be about a man, who uses a lighthouse, to get to a city where every form of individual choice is supplanted by democratic decision-making.

Utopianism – Christopher Yorke, Open University

(Image credit: 2K)

Imagine if the setting of BioShock's new installment was a functioning utopia, rather than some twisted nightmare world. Further: imagine that the protagonist's main goal were to minimize their own impact on that environment, in order to conserve as mu♔ch of the utopia as possible. That would open up a ton of novel game design space, and woul𓆉d count as a story not read before.

Or, stranger yet, imagine an anti-dystopia wherein diabolical and tyrannical fiends are plotting their worst against the honest citizenry of their society in the hollow center of the Earth, but the results of all of their actions inadvertently make life better for everyone they intend to torment (a possible variant on The Good Place). Now picture that the protagonist's duty was to protect these inept fiends at all costs against their own self-destructive practices, for the overall good of the greater society, who rely on the unintentionally nourishing fruits of their ill-intended labors. This would be a genre-bus🥃tiꦗng development worth looking forward to, rather than yet another run-and-gun in an abandoned amusement park.

For more, check out the biggest 澳洲幸运5开奖号码历史查询:new games of 2020 and beyond still on the way, or watch below for our latest episode of Dialogue Options.

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//344567.top/what-subject-the-new-bioshock-game-should-tackle-next-according-to-philosophy-professors/ ca9XsMGcTc88usJLEP9EkW Thu, 12 Mar 2020 17:01:52 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> With so much history behind🦩 the sky city of Columbia, it would be impossible for the game to pack everything into the main story, which is why the BioShock Infinite telescopes and kinetoscopes are handy for fleshing out events and giving you extra information from the past. Kinetoscopes show you old timey video reels of significant historical happenings, while telescopes let you scope out symbolic city landmarks. Of course, there's also the bonus of unlocking the "Sightseer" trophy or achievement once you've peered through all 37 unique eyepieces, so read on and we'l show you how to find all of the BioShock Infinite telescope and kinetoscope locations.

Note: There are some kinetoscopes which appear more than once in the story – we've included them all for completeness but marked in italics any which you should have already collected if you're following this guide from the start.

New Eden Square

New Eden Square - "Father Comstock's Gift of Prophecy"

Take a right at the massive statue to enter Hudson's Suit Cloaks. ♋Your first Kinetoscope is on the left side of the counter.

New Eden Square - "Beware the False Shepherd"

Aft🐻er the parade goes by, cross the bridge and follow the stairs to spot this poster. Next to it is another Kinetoscope.

New Eden Square - Telescope #1

After t𒉰he boy gives you a telegram, head left to find the Telescope. Use if for a nice view of Monument Island.

New Eden Square - "The Envy of All His Peers"

Just before entering the Fairgrounds, you'll head up a set o🐷f stairs to find Jeremiah Fink peddling his wares. Opposite him is another Kinetoscope.

Comstock Center Rooftops

The Blue Ribbon Restaurant - "A Look Back at Opening Day!"
The Blue Ribbon Restaurant - "The Prophet Stands Up to Foes: Within and Without!"
The Blue Ribbon Restaurant - "We Secede from the So-Called 'Union'"

These three Kinetoscopes can't be missed. Upon enteringܫ the restaurant, the machines will be by the dining ro🧜om entrance.

Comstock Center Rooftops - "Danger on All Sides!"

Just after exiting the Montgomery Resid𒈔ence, head right and go p🔯ast the Dollar Bill vending machine. Behind the tent in this back area is another Kinetoscope.

The Fraternal Order of the Raven - Telescope #2 

Immediately after exiting the building, hop onto the gondola to t⛄he left. At its bow, you'll find a Telescope.

Monument Island Gateway - "Uncanny Mystery in Columbia"

Immediately upon𒅌 entering, t🏅urn right. This Kinetoscope rests against the wall.

Monument Island Gateway - Telescope #3

While riding your firꦛst skyline, dismount onto the archway where🧔 the enemy is firing at you. On the ledge here, you'll find another telescope.

Battleship Bay

Battleship Bay - "Battleship Bay"

After waking up on the beach, you'll soon enter a white building. Around the first ♏corner, yo🐓u'll spot this Kinetoscope.

The Arcade - "A Look Back at Opening Day!"
The Arcade - "The Prophet Stands Up to Foes: Within and Without!"
The Arcade - "We Secede from the So-Called Union"

Once you enter the Arcade proper, heꦬad toward the prize desk. Opposi🍷te it you'll find these three Kinetoscopes.

The Arcade - "Solving the Irish Problem"

Once you enter the Arcade proper, head꧑ to the other side of the Duke and Dimwit ma💯chines. Over here is a long hallway. You'll find this Kinetoscope at the end.

The Arcade - Telescope #4

This is found between stepping off the gondola and entering Soldier's Fiℱeld. Look to the ledge just above the docked gondola to spot a Telescope that gives you a nice view of Battleship Bay.

Soldier's Field

Soldier's Field Welcome Center - "A City in the Sky? Impossible!"

Once you enter the main building, head right. You'll find this K🦄inetoscope near a model of the park.

Soldier's Field - "Mighty Songbird Patrols the Sky!"

Cross the bridge to the park proper, then make two quick left turns. This Kinetoscope stands next 🌺to the walkway you just crossed✱.

Patriot's Pavilion - "Who Are the Vox Populi?"

Once you enter the large courtyar♔d area where the cops are getting a speech, enter the building to the rig💎ht - this is the Patriot's Pride Pavilion. In the back of the store on the ground floor, you'll find another Kinetoscope.

Hall of Heroes Plaza - "Who Needs the Power Company?"

𓃲Once you reach the courtyard entrance🤡 to the Hall of Heroes, battle your way to the doors. Before entering, turn right to find a Kinetoscope against the wall.

Hall of Heroes

The Courtyard - "The Lamb Is the Future of Our City"

Just before entering the Gift Shop, two Kinetoscopes w🦩ill be sitting on either side ofও the entryway.

The Courtyard - "Behold the Miracle Child! A Prophecy Is Fulfilled!"

Just befor🌺e entering the Gift Shop, two Kinetoscopes will be sitting on either side of the entryway.

Hall of Heroes Gift Shop - "A City Mourns..."

This is found🔯 in the room where you fight your first Motorized Patriot. It's right in the middle of the room.

Continue to Return to Soldier's Field

Jump to Section:

Return to Soldier's Field

The First Lady's Aerodome - "A City Mourns..."

Just after you get off the gondola, you'll battle some enemiꦕes in a lobby area. Centered under the stairs is another Kinetoscope.

Finkton Docks

Finkton Docks - Telescope #5

Near the end of the zone, a Handyman will throw you onto a suspended crate. After being rescued by Elizabeth, you'll be on a new docking area. Turn around to find a Telescope that gives you a nice v🅺iew of Fink Manufacturing.

Worker Induction Center - "The Path of the Vox Populi..."

The first area of Finkton Proper is the Worker Induction Center. Immediately upon entering the area🎃, 🌠look left to spot a blue hallway. Midway down the hall is another Kinetoscope.

Finkton Proper

The Good Time Club - "Crime Comes to 'Shanty-Town'..."

Once you head up the curved stairs to enter the club prop⭕er, turn around to spot this Kinetoscope next to a vending machine.

The Good Time Club - "The First Lady"

After battꦯling Fink's selection of minions in the main area, all the doors will unlock. In the back middle of the lower area is a newly opened hallway. At the end, you'll find this Kinetoscope.

The Good Time Club - "Gun-Smith Set Free!"

After stepping throug🀅h the tear, start making your w🌌ay out of the club. When you reach the entrance lobby, note that the Kinetoscope is now on the other side of the vending machine. That's because this is a different one.

Shantytown

The Bull Yard - Telescope #6

As soon as you enter the area, look up and to the left to spot a freight hook.🎉 Use it to reach the balcony above, where you'll find a Telescope along the railing.

The Bull House - "Fitzroy Spotted!"

As soon as you enter, look right to spot a desk area behind some windows. Head back there to find🥂 a Kinetoscope among the desks.

Return to Finkton Proper

On to the Factory - Telescope #7

You'll find this during the massive Vox Populi attack on the factory. After taking down the zeppelin, head up the stairs past the statue of Jeremiah Fink. At the top, turn to the center to see this Telescope. Hop on to get a vie🌼w of the enormous Fink statue in the distance.

The Office of Jeremiah Fink - Telescope #8

Wait for the battle to end, then head to the edge of the platform opposite the elevator. There's a Telesco💎pe over here that will🐭 give you a nice view of the burning factories.

Port Prosperity

Port Prosperity Station - Telescope #9

Just before taking the gondola to Emporia, head to the walkway opposite the Gun Automaton tearℱ. Over here is a Telescᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚope that will give you a great view of the gondola's destination.

The Salty Oyster - "Lutece's Brother Arrives in Columbia!"

On your way to Comstock's hous🅠e (just before𒉰 entering Grand Central Depot), you'll come to a small courtyard. On the right side from where you enter is The Salty Oyster bar. Have Elizabeth pick the lock to give you access, then head to the back right of the building. Between the bathrooms, you'll find this Kinetoscope.

Downtown Emporia

Victory Square - Telescope #10

This one is easy 🌊to m♓iss. It's just outside the gate for the path between Victory Square and Memorial Gardens.

Bank of the Prophet - "A Look Back at Opening Day!"
Bank of the Prophet - "The Prophet Stands Up to Foes: Within and Without!"
Bank of the Prophet - "We Secede from the So-Called 'Union'"

After the huge firefight in the Financial District, you'll be presented with several locked doors. The one in the central🏅 area leads to the Bank of the Prophet (you'll come here later anyway). Have Elizabeth pick it open, then head inside. Head to the lobby area to find several Kinetoscopes along the wall.

Comstock House

The Atrium - "Sunrise"

꧒After stepping off ꦚthe elevator to look for the warden's office, head left. A Kinetoscope rests against a column in this back area.

Where We Work - "Hummingbirds"

This one can't be missed - it's in the hallway on your way thr🌳ough Where We Work.

Where We Learn - "Battleship Falls"

Just before leaving𝓰 the area for the Warden's Office, this Kinetoscope will be along the opposite wall.

The Hand of the Prophet

Comstock House Roof - Telescope #11

Just before boarding the gond🍰ola to the airship proper, look left to spot the game's final Telescope💫.

Jump to Section:

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//344567.top/bioshock-infinite-telescope-and-kinetoscope-locations-guide/ fx9vhR5wKKZBysWjkXCYPV Wed, 05 Feb 2020 12:00:32 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> It can be hard to keep track of what's going on in Columbia, and the events that have lead the sky city to its current situation, which is why having a listen to the BioShock Infinite Voxophones can help fill in the blanks. There are 80 of these funky-looking recording devices hidden throughout the game, and activating them will build up a rich backstory to the events happening as well as granting you the Eavesdropper trophy or achievement once you'꧋ve bagged them all. As you'd expect with collectibles, you're going to have to go out of your way to hunt down every one of them, so follow our guide to all of the BioShock Infinite Voxophone locations and complete your listening experience.

Welcome Center

Welcome Center - "Love the Sinner"

ꦫOnce you've arrived, make a left at the l🅷arge statue of Father Comstock. In this large purple room, head into the alcove in the right corner to find your first Voxophone.

New Eden Square

New Eden Square - "Undeserving"

Take a right at the massive statue to enter Hudson's Suit Cloaks. This🀅 Voxophone is behind the counter.

New Eden Square - "Everyman, All at Once"

Once the parade goes by, head up the stairs and bear left. Cross ಌthe short bridge to the garden supply store, and head to the umbrella in the back. A Vo♎xophone lies under it.

Path of the Scroll - "For I Am Lonely, Too"

Early in the area, you'll pass a bench with a Songbird toy on it. A Voxo🧔phone also sits on the bench.

Raffle Park - "Solution to Your Problems"

After receiving your first pistol, 🐬you'll be near a vending 🌟machine. Next to it is two cages, where you'll find a Voxophone sitting on a table.

Comstock Center Rooftops

The Blue Ribbon Restaurant - "Half a Jew"

Immediately after receiving the shield upgrade, you'll enter the kitchen. This sits on the🌊 counter to your left.

Lansdowne Residence - "Otis' Nimble Fingers"

After crashing through the roof into the beౠdroom, head down the steps. To the right at the end of the hallway is another bedroom with a large locked chest. On the desk across from the chest is another Voxophone.

Comstock Center Rooftops - "A New Hunt!"

Just after exiting the Montgomery Household, 🙈head down the stairs to find a stage. This sits atop a small table on the 💯left side of the stage.

The Fraternal Order of the Raven - "The Gift of the Emancipator"

Upon entering area, take a left at the stat꧅ue of John Wilkes Booth. You'll find this atop t🧸he bar at the far end of the large room.

The Fraternal Order of the Raven - "The Lie of the Emancipator"

After encountering Zealots🐷, you can find this in a pew in the center of the room.

The Fraternal Order of the Raven - "Symbols of Our Lady"

After riding the elevator, you'll be in a room with a projector. Head left to find a room full of desks. One near the back (the one with the green lamp) holds another Voxophone🐭.

Monument Island Gateway - "Another Ark for Another Time"

Ride the sky🍃line until you reach the top of the tower, where a gondola blocks your way. Head to the right👍, then turn right again to find this Voxophone atop a desk.

Monument Island

Monument Island Tower - "Tiger by the Tail"

As soon as you enter the tower proper, turn left to find a set of lockers. You'll f🔜ind this inside the open one.

Monument Island Tower - "To: R. Thompson Re: Fuses"

Just after passing the three switches labeled "Siphon Passive," you'll enter a long hallway. Turn left at the first opportunit𒀰y and move through the door to enter a laboratory. This sits on the desk just ahead of where you ente🐟r.

Monument Island Tower - "A Reward, Deferred"

Continue un🐼til you reach a chalkboard in front of a huge electronic device. This one is hard to miss - it's dead🌺 center on the table.

Specimen Observation - "The Source of Her Power"

This is one is hard to miss. Continue moving through the observa💞tion rooms until you spot this Voxophone on a chair near the lever.

Battleship Bay

Battleship Bay - "Born in the River"

When you wake up on the beach, there will be several red striped wagons around. Under the one by the closed stand, you'll find another Voxoph𒐪one.

The Arcade - "Heaven"

After you reach the Dollar Bill vending 𒅌machine where Elizabeth tosses you a coin, head straight ahead and through the double doors. You'll find a Voxophone in the wicker basket in the corner of the room.

The Arcade - "A Dog's Loyalty"

Once you enter the Arcade proper, head to the other side of the Duke and Dimwit machines. Over here is a long hallway with bathrooms. Enter the men's ro🔯om on the left, and you'll find this on the desk inside.

Park Ticketing - "Take Her Alive"

After Elizabeth runs away and the cops💧 open the gate, exit and mo🧸ve right. You'll find this Voxophone atop a desk.

Park Ticketing - "The Golden Path to Heaven"

Now turn around and follow the hallway left around the corner. Keep straight ahead and enter the white doubleꦦ doors. Follow the ♔steps all the way down, and keep left to find a little alcove under the stairs. A Voxophone sits atop a box down here.

Soldier's Field

Soldier's Field Welcome Center - "A Place in the World"

Once you enter the main building, ꦉhead left. Over here is a lo💯cked door Elizabeth can pick. Have her do so, and head to the right of the room. You'll find a bunch of guns, a locked safe, and an open safe. This Voxophone rests inside the open safe.

Soldier's Field - "I Am His Mirror"

Once you've entered the park proper, move left and enter Dimwit & Duke Ice Cre🤪am Shoppe. This sits atop a table inside.

Soldier's Field - "Viewing the Infinite"

This lies in a building across the park from the ice cream shop. When you spot Founder's Books, enter. Inside, you'll f๊ind this𓃲 Voxophone atop the ledge in the back of the store.

Soldier's Field - "Never Seen the Face"

Continue ♔to make your way to the Hall of Heroes. Once you exit the elevator, you'll be in a room with some mechanical patriot displays. In the left corner of the room is a locked door. Have Eliza🎉beth pick it, and head to the desks in the back. A Voxophone rests atop one.

Patriot's Pavilion - "A True Soldier"

Once you enter the large courtyard area where the cops are getting a speech, enter the building t▨o the right - this is the Patriot's Pride Pavilion. Climb the stairs to the second floor, and you'll find a Voxophone along the railing.

The Fellow Traveler - "Vox Contraband Inventory"

Exit the Patriot's Pavilion and enter the build⛦ing across the street - this is the Fellow Traveler. Head to the back left of the bar to find th൲e kitchen. Hanging on a cabinet in here is another Voxophone.

The Fellow Traveler - "Their Sun Is Setting"

On the ot🌼her side of the bar, you'll find the bathrooms. Inside one, a Vox Populi cipher is scribbled onto the w൩all. Elizabeth can decode this, but you'll need a code book to do so.

The code book is found in the cannon on the ground floor of Patriot's Pavilion. The code book is found in the cannon on the ground floor of Patriot's Pavilion. Grab it, return to the cipher, and activate the hat in the next bathꦛroom to open a secret chamber. You'll find this Voxophone on a table inside.

Hall of Heroes Plaza - "A Final Stand"

As soon as you arrive via the skyline, head down the stairs to the ⛦doc✃ked airship. Inside the bow of the ship is another Voxophone.

澳洲幸运5开奖号码历史查询:Continue to Hall of Heroes

Jump to Section:

Hall of Heroes

Hall of Heroes - "Comrades of Necessity"

Once you enter the Hall o🔯f Heroes🐠, follow the hallway as it heads left to reach the dead ticket taker. Just a little further is a door. Head through, then immediately cut left to find this atop a desk.

The Murder of Our Lady - "Unconditional"

As sooཧn as you enter this diorama, make a right. This sits atopꩲ a chair near the faux fireplace.

Return to the Courtyard - "A Soldier's Death"

During the battle with Slate, some soldiers will burst through a Shock Jockey door on the ground level of the battle area. Enter the door and go to the back of the room to find a Voxophone 🔯atop the desk.

Return to Soldier's Field

Return to Soldier's Field - "Calling You Out"

Once you've gained t꧋he Shock Jockey power and returned to the main area of the park, look for the large hotel in the middle of the area. Attach to the hooks above and use Shock Jockey on the power sphere to open the doors. Inside, follow the r꧙ooms to the bloodied bed where a Voxophone sits atop the sheets.

Finkton Docks

Beggar's Wharf - "God's Blueprint"

Once you arrive, make a left to spot the red brick building labeled "Delivery Center." Enter and move left to find a pair of desks with a 🐷Voxophone between them.

Fort Franklin - "Shame of My Service"

Once Elizabet🦂h is snatched up by the cops, you'll need to find another way in. Instead of heading right, look left to find a series of desks. This rests atop one of them.

Worker Induction Center - "A Product Like Any Other"

Quite soon after starting the zone, you'l⛦l spot a large glass containment area. Inside, a Voxophone rests on a desk.

Worker Induction Center - "Seed of a Lie"

Proceed until you head to the lower area to access the service elevator. When you reach the elevator, look for the green lockers. Inside the open door is another Voxophone (Elizabeth will late🍌r single this spot out as Slate's locker).

Finkton Proper

Plaza of Zeal - "The Invisible Color"

Once you step off the elevator and into Finkton, you'll🌜 be in the Plaza of Zeal. Head to the far back right, beyond even the double doors marked "Shantytown." In the farthest part of the area, you'll find this against a crate.

Plaza of Zeal - "A Truer Allegiance"

Once you step off the elevator and enter Finkton, you'll be in th♐e Plaza of Zeal. Turn right, head forward, and turn right again to find some docks. Over here is a locked door Elizabeth can p❀ick. On the far wall inside is a Vox Populi code.

Continue on your adventure until you reach the Good Time Club. In the lower rooms, Elizabeth will point out Chen-Lin's prison cell. In the very next room, the code book for Vox Populi spot rests on a stack of posters for Chen-Lin's💝 shop. Pick it up, and return to the spot in the Plaza of Zeal. The secret safe will contain a Voxophone.

The Great Chen-Lin, Gunsmith and Machinist - "We've Need of a Shepherd"

Just before entering the shop proper, look to the co🎐unter near the entrance to spot this Voxophone.

The Good Time Club - "Changing My Tune"

After battling Fink's selection of minions in the main area, all the𝓀 doors will unlock. The main curtain will also rise, so head back there to find the backstage area. You'll find this on a mirror desk back here.

The Good Time Club - "His Design for Cruelty"

Proceed through the level until you reach the prison area below. In the room immediately after the projector 𝓀screen, you'll 𝐆find this atop a stool.

Shantytown

The Graveyard Shift - "Fanning a Flame"

Once you step off the elevator into the Bull Yard, head straight forward until you reach the Graveyard Shift bar. Entᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱😼ᩚᩚᩚer and head down to the basement. On the other side of the wooden shelf near the guitar, you'll find this Voxophone.

The Bull Yard - "Trapped"

During the huge firefight before 💃entering the police station, pay attention to the skylines. One runs higher than the others, and it loops behind a bu💮ilding. Ride that one to the rear of the building and hop off. You'll find a Voxophone back here.

The Bull House - "That Goddamn Key"

Once you enter the police station proper, head upstairs. In the center is a large area filled with desks. Head to the back left offi🅠ce to find this next to a locked chest.

The Bull House - "Terminated"

On the main floor of the station, head to the back left corner to find the interrogatio🌌n room. Neﷺar a series of lockers sits another Voxophone.

The Impound - "Kindling"

As you ascend the stairs after 🍃stepping throughꦬ the tear, you'll spot this on a desk on your way back from Chen-Lin's tools.

Return to the Bull Yard - "That Eternal Shore"

When you leave the police station, you'll be in an alternate version of Shantytown. Return to the Graveyard S🍸hift bar to find a dead Handyman outside. In its grasp is another Voxop𒆙hone.

Return to the Graveyard Shift - "Drawing Dead"

꧃Now enter the bar proper and appro🦂ach the counter. You'll find a new Voxophone here.

Return to Finkton Proper

Return to the Great Chen-Lin, Gunsmith and Machinist - "All Debts Paid"

When you ride the elevator up from Shantytown, you'll be in a 🐟third version of Finkton you haven't yet seen. Cross the Plaza of Zeal to Chen-Lin's shop and enter to find a new Voxophone by the newly blocked door.

Office of Jeremiah Fink - "A Child Needs a Protector"

Once you've stepped out of the elevator and cleared✅ the room, head to the right of the locked door. In front of the small chalkboards lies another Voxophone.

Office of Jeremiah Fink - "Apology"

After the huge gunfight in the outer area, you'll have access to t💟he central tower. Enter and head🅘 through the double doors on the right to find this Voxophone on the floor.

Port Prosperity

Port Prosperity Station - "Coming for Comstock"

Once you disembark from the gondola, follow the path to the hallway with two discarded trunks. Atop one lies a corpse (in front of the window that reads "The found𓆏ers will bleed!"). Next to it, you'll find another Voxophone.

The Salty Oyster - "One and the Same"

On y🔯our way to Comstock's house (just before entering Grand Central Depot), you'll come to a small co🍌urtyard. On the right side from where you enter is The Salty Oyster bar. You'll have to have Elizabeth pick the lock to enter, and you won't be able to find the room where this Voxophone waits until you find the "Sally" Voxophone.

Once you do so, you'll learn about the switch by the cash register. Hit that switch to open a kitchen area. In h💦ere, you'll find this Voxophone in a bucket.

Grand Central Depot - "Whispers through the Wall"

Once you enter the area, prepare for a large firefight. When things die down, head to the left of where you entered the area to find the door to a ticketing office. Head inside, then follow the room to another door. In here,🍸 a Voxophone rests atop a stack of crates.

Founder's Books - "A Window"

Just before heading through the turnstile to exit Grand Centra▨l Depot, look for a blue hallway under the bridge. At💮 the end is a locked door Elizabeth can pick. Have her do so, and enter the store - Founder's Books. Once you enter, look right to spot this Voxophone on a countertop.

Founder's Books - "Sally"

Now head to the basement. After taking out the Vox Populi that come in after you, look for tw𒉰o green sofa couches in the middle of the room. Th𓄧is sits on an end table near them.

澳洲幸运5开奖号码历史查询:Continue to Downtown Emporia

Jump to Section:

Downtown Emporia

Financial District - "A City, Suspended"

🧔This area will present you with a huge firefight and several locked doors. Have Elizabeth pick open the door on the highest platform. In here, you'll find a Voxophone among some crates.

Harmony Lane - "Beyond Redemption"

Harmony Lane* is clearly marked by a locked gate in the Financial District. Proceed until yo♐u spot an open shop under a piece of cover Elizabeth can tear. Enter and head to the basement to find a few more Vox Populi. Nestled in a shelf near them is another Voxophone.

*Note: After the battle in the Financial District, you can take either Harmony Lane or the Market District to reach the Comstock House. We recommend using the Harmony Lane route, as you must enter the Market District later in the game anyway.

Downtown Emporia - "The True Color of My Skin"

Proceed down the Harmony Lane route until you spot♔ a store beside a large green awning. Have Elizabeth pick the lock, then head inside to find this on the 🐷main counter.

Magical Melodies - "Out of the Thin Air"

This can be found on the path from the Market District.* Just before entering Victory Square (alternatively, before entering Memorial Gardens to find L🍌ady Comstock's cry🎀pt), a building hovers next to a split sidewalk. Hop into the hole in the wall to get inside. In here, a Voxophone rests atop a piano.

*Note: After the battle in the Financial District, you can take either Harmony Lane or the Market District to reach the Comstock House. We recommend using the Harmony Lane route, as you must enter the Market District later in the game anyway.

Victory Square - "Pen Pal"

You can't miss the memorial to Lady Comstock in this area, but you could miss the Voxophone hidden there. It's next to her ﷽portrait by the candles.

Laboratory Lutece - "Child of Science"

Once you open the first tear 🔜on the ground flo♎or, this will appear on the floor in the same spot.

Laboratory Lutece - "On the Entropy of Genes"

Connected to the room with the first tear is a kitchen. You'll find this💫 on a covered table inside.

Laboratory Lutece - "A Theory on Our 'Death'"

Now head upstairs 🦄to the bedroom. This lies between the bed and♏ the nightstand.

Bank of the Prophet Main Hall - "The Imagination of God"

Rather than heading down into the vault, head down the hallway to the opposite area. In the back, under the bloody words that say "Hoarder," is a Vox Populi cipher written on 𓂃a notepad.

The code book for this cipher is just inside the entrance to the Market District from the Financial District. In this spot is an open store called Hudson's. Head to the basement to find the code book atop a shelf i🦄n the corner room. Now return to the cipher and use the typewriter to open a secret chamber containing a bunch of goodies, including this Voxophone.

Bank of the Prophet Vault - "No Longer"

When you reach 🦩the second tear, head to the back left of the൲ area. Behind a small safe, you'll find this Voxophone.

Bank of the Prophet Vault - "A Broken Circle"

This appears on the statue behind 🃏the second tear.

Cunningham Photography - "The Customer Is Late"

This appears on a desk behind the third tear.

Comstock House

Her Loving Embrace - "A Leash"

Once you call the elevator for the warden's office♌, you'll spot this one on the floor inside.

Where We Weep - "The Value of Choice"

Once you enter the lab area with ꦆgreen lighting (Where We Lie), look left to spot a morgue area. Head there, and you'll 💜find a Voxophone in the coffin nearest the incinerator.

Where We Work - "Debts"

Bꩲefore leaving꧂ this area for the Atrium, head to the back of the room. You'll find this one a table back here.

Security Center - "A Last Chance"

Upon entering, 🉐you'll be on the lower level of the office. In a smaller corner office - the opposite corner from where you entered - is a projector. This൩ Voxophone lies next to that projector.

Warden's Office - "Smothered in the Crib"

This is one is easy to ꦐspot. Once you reach the office proper, it will be sitting in the wooden chair by the switch you need to throw.

Atrium - "Ending It"

This appears in the elevator when lea🐲ving the area.

The Operating Theater - "Pavlov's Bell"

After freeing Elizabeth, head to the locked door 𒀰in the back of the area - this leads to the w✤ay out. Before leaving, have her pick the locked door opposite this one. Head up the stairs to find a bunch of goodies atop a desk, including this Voxophone.

The Hand of the Prophet

Comstock House Roof - "An Ultimatum"

During the massive firefight up here, you'll notice a large locked door on you𒊎r way toꦜ the airship. Have Elizabeth pick the lock once the fighting ends, and enter. Head left and through the doors to find another Voxophone atop a stack of papers.

The Hand of the Prophet - "What's Done Is Done"

At the center rear of the second deck is a locked door - it's marked by a sign that says "Engineering." Hav💃e Elizabeth pick it, then head strꦏaight ahead (around the headless patriot) to find a Voxophone atop a table.

The Hand of the Prophet - "The Mirror of Sin"

After confronting Comstock, head up the right staircase and enter the first𝔉 door you come to. This is Comstock's office. In here, a Voxophone sits on his desk.

The Hand of the Prophet - "The Prophet Is Dying"

The next door on the walkway leads to Comstock's bedroom. The game's final Voxophone sits on Comstock's bed. C꧅ongratulations – you've found all of the BioShock Infinite Voxophones.

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//344567.top/bioshock-infinite-voxophone-locations-guide/ zNkvPDbUjBy8MXVvVrsBpW Tue, 04 Feb 2020 17:53:04 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> As you journey and battle your way around Columbia, you're going to rely heavily on your health, shields, and salts to get you through – the good news is you can boost🌳 Booker's levels of those three qualities by consuming BioShock Infinite Infusions. Each of these magical bottles you find will let you choose one ability and let you upgrade it a maximum of ten times, so finding all of them will really give you a competitive edge over y💦our enemies, as well as unlocking the "Infused with Greatness" trophy or achievement in the process. If you want to push your stats to the limit, follow our guide to all of the BioShock Infinite Infusion locations and you'll be stronger than ever!

Comstock Center Rooftops

Lansdowne Residence - Infusion #1

After crashing through the roof into the bedroom, followඣ the stairs and hallway. On the right at the end is another bedroom. Inside you'll find a locked chest, which holds your first Infusion. The key is found near the second Infusion.

The Fraternal Order of the Raven - Infusion #2

After encountering the Zealots, you'll find this power up at the🌸 altar in the center of the room. Grab the key at the same altar. Now you'll be able to backtrack to the locked chest and grab Infusion #1.

Monument Island Gateway

Monument Island Gateway - Infusion #3

Ride the Sky-Line to an upper platform with a telescope on it, then head inside and aꦏround to the right to find Infusion #3.

Monument Tower

Monument Island Tower - Infusion #4

Continue until you reach a chalkboard in front of a huge elect🅺ronic device. Between the chalkboard and the deskꦦ lies another Infusion.

Battleship Bay

Park Ticketing - Infusion #5

After Elizabeth r🤡uns away and the cops open the gate, exit and follow the hallway around the corner to the left. Make another left to enter the ticketing office. You'll find this power up on a desk in the middle of the room.

Soldier's Field

Soldier's Field Welcome Center - Infusion #6

Once you enter the main building, head left. Over here is a locked door Elizabeth can pick. Have her do so, and head to the back of the🌱 room. You'll find an Infusion on a desk.

The Fellow Traveler - Infusion #7

Across from Patriot's Pavilion is the Fellow Traveler. Head to the back right to find the bathrooms. Inside one, a Vox Po♔puli cipher is scribbled onto the wall. Elizabeth can decode this, but you'll need a code book to do so.

The code book is found in the cannon on the ground floor of Patriot's Pavilion. Grab it, return to the cipher, and activate the hat in th🌠e next🔯 bathroom to open a secret chamber. You'll find this Infusion on a side table inside.

Hall of Heroes

Hall of Heroes - Infusion #8

As you make your way through the stage, Slate will speak over the intercom �💜�and send some soldiers through a set of double doors to attack you. Enter the room they came from and head to the back. You'll find an Infusion back here.

Hall of Heroes Gift Shop

Return to the Courtyard - Infusion #9

During the battle with Slate, some soldiers will burst through a Shock Jockey door on ♋the ground level of the battle area. Enter the door and go to the back of the room to find a toolbox atop the desk. Expertly hidden inside the toolbox is another Infusion.

Return to the Hall of Heroes

The First Lady's Airship - Infusion #10

After riding the elevator, you'll be at the airship proper. 🌃Board and turn right to find this power up on a writing desk.

Fort Franklin Pier

Fort Franklin Pier - Infusion #11

Once you are tasked with rescuing Eli✃ꦡzabeth, move to the glass wall you saw her through. There are two doors in this hall that lead to a jail cell area. You can grab this Infusion through the bars inside.

Finkton Proper

Worker Induction Center - Infusion #12

Walk past the blocked elevators and keep left to find a ༒locked door. Have Elizabeth pick it, and you'll find this Infusion atop a desk just right of the door.

澳洲幸运5开奖号码历史查询:Continue to Infusions #13-24

Jump to Section:

The Good Time Club

The Good Time Club - Infusion #13

After battling Fink's selection of minions in the main area, all the doors will unlock. Look for the one near the D🦄ollar Bill vending machine on the lower level. In here is a large bar where the next Infusion waits.

The Plaza of Zeal (Return)

Plaza of Zeal - Infusion #14

Once you step off the elevator and enter Finkton, you'll be in the Plaza of Zeal. Turn right, head forward, and turn right again t🍬o find some docks. Over here is a locked door Elizabeth can pick. On the far wall inside꧙ is a Vox Populi code.

Continue on your adven෴ture until you reach the Good Time Club. In the lower rooms, Elizabeth will point out Chen-Lin's prison cell. In the very next room, the code book for Vox Populi spot rests on a stack of posters for Chen-Lin's shop. Pick it up, and return to the spot in the Plaza of Zeal. The secret safe will contain an Infusion.

Shantytown

The Bull Yard - Infusion #15

Once you step off the elevator, bear left. You'll find this atop a table covered in rotten fruit, just past the si♒gn that reads "Keep yer guns, we need food."

Bull House Impound

The Bull House - Infusion #16

Once you enter the police station proper, head upstairs. In the center is a larg🍃e area filled with desks. Head to the back left office to find a locked chest. Y🎐ou'll need to find the keys to get the Infusion inside.

The keys can be found in the basement of the Graveyard Shift bar. The bar is a straight shot from the elevator from Finkton, so head there and descend the stairs. The keys are sitting on a barrel in the corner opposite the guitar. With keys in hand, you can return to the loꦆcked chest and claim the power up inside.

The Bull House - Infusion #17

Once you enter the police station proper, head upstairs. To the left is a locked d🌠oor Elizabeth can pick. Head through to find this atop a table in the small room.

The Factory

Office of Jeremiah Fink - Infusion #18

After the huge gunfight in the outer area, you'll have ac♊cess to the central 💧tower. Enter and head through the double doors on the left to find this on a table by the window.

Emporia

Port Prosperity Station - Infusion #19

Once you enter the station, make a left at the fallen statue. Over here is a large locked gate Elizabeth can pick. Do so, and follow the hallway to the right. At the end, you'll find a🅷n Infusion in a bucke✱t.

Port Prosperity

The Salty Oyster - Infusion #20

On your way to Comstock's house (just before entering Grand Central Depot), you'll come to a small 🅺courtyard. On the right side from where you enter is The Salty Oyster bar. You'll have to have Elizabeth pick the lock to enter, and you won't be able to find the room where this Voxophone waits until y๊ou find the "Sally" Voxophone.

Once you do so, you'll learn about the switch by the cash register. Hit that switch to open a kitchen area. In here, you'll find this power-up atopꦰ the center taꦑble.

Downtown Emporia

Market District - Infusion #21

After the huge firefight i🍷n the Financial District, you'll have several locked doors you can investig🌄ate. Head to the one clearly labeled for the Market District* and have Elizabeth pick her way through.

Follow the path until you spot Wilson Bros. & Company Bottling Works. Have Elizabeth pick the locꦐked door, then look left to find this Infusion by the window.

*Note: After the battle in the Financial District, you can take either Harmony Lane or the Market District to reach the Comstock House. We recommend using the Harmony Lane route, as you must enter the Market District later in the game anyway.

Memorial Gardens

Laboratory Lutece - Infusion #22

Once you r༺each the lab, head upstairs to the bedroom. You'll find this atop a desk in the corner of the room.

Bank of the Prophet Main Hall - Infusion #23

Rather than heading down into the vault,⛄ head d𓆉own the hallway to the opposite area. In the back, under the bloody words that say "Hoarder," is a Vox Populi cipher written on a notepad.

The code book for this cipher is just inside the entrance to the Market District from the Financial District. In this spot is an open store called Hudson's. Head to the basement to🃏 find the code book atop a shelf in the corner room. Now return to the cipher and use the typewriter to open a secret chamber containing a bunch of goodies, including this Infusion.

Operating Theater

The Operating Theater - Infusion #24

After freeing Elizabeth, head to the locked door in the back of the area - this leads to the way out. Before leaving, have her pick the locked door opposite this one. Head up the stairs to fꦇind a bunch of goodies atop a desk, including this Infusion. Congratulations – you've found all of t𓃲he BioShock Infinite Infusions!

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//344567.top/bioshock-infinite-infusion-locations-guide/ 74U2ZzYk4oKM5pDvYXn7HV Tue, 04 Feb 2020 16:28:33 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> We all know how collectibles work by now, and although many of them are merely a checklist exercise that unlocks a trophy or achievement, there's much more to the BioShock 2 audio diaries than that. These hidden recordings basically reveal the entire story of the game, so if you ignore them then you're missing out on a huge part of the plot line and the reason your journey is happening in the first place. It's absolutely worth your while finding these devices in Rapture's dark corners to learn the🌺 full truth about the city’s history, including the origins of the Big Sisters, the Little Sisters, and the Big Daddies. There are 129 of them in total, which means tracking them all down yourself can become a real slog, and that's why we put together this guide to every one of the BioShock 2 audio diary locations 🌼so you can get the full story.

BioShock 2 Audio Diaries: Adonis Luxury Resort

Audio Diary #1 – “Attention Workers!”

Located in the large pool room where you first see a Big Sister. On the lef💟t side of the room, right next to the sparking generator that you us🐎e to restore power.

Audio Diary #2 – “Fitness”

🀅Inside the locked steam room. Just use the code written on the wi🉐ndow to enter.

Audio Diary #3 – “To My Daughter”

After restoring power and entering the unlocked area, you’ll walk b💯y two restrooms. The audꦫio diary is at the back of the women’s, or “Dames,” room.

Audio Diary #4 – “Return”

Inside the room with the wading pool and fancy arched bridge. Find the corner with the “Best and Brightest” poster and look on the bench below f🐻or the audio diary.

Audio Diary #5 – “They Called It Rapture”

Before moving into the room with the Little Sister, go through the door marked Rapture Metro. The audio diary is on the floor with some teddy bears. 🍒The other end of this hallway holds a body with “Stay Away” graffiti🥂 scrawled above it.

Audio Diary #6 – “Generation”

Following𒀰 the first Big Sister fight in the spacious foyer, check the corner of the bar for this audio diary.

Audio Diary #7 – “Escape from Rapture”

During the first underwater walking segment, watch your left for a crashed bathysphere pod. It’s right before the Ad꧒onis pillar forces you to jump. Search the corpses inside to grab the audio diary.

BioShock 2 Audio Diaries: The Atlantic Express

Audio Diary #1 – “The Great Chain Rattles”

You’ll enter a large station and watch as a traiಌn car falls to the ground. To the left of that wreckage is a door leading to a Train Workshop. The audio diary is on a desk inside.

Audio Diary #2 – “Mr. Tape Recorder”

Once you’ve obtained the Telekinesis plasmid, return to the area where you emerged from the 𓄧water. Next to those steps is a huge fan, with the audio diary hidden behind it. You’ll need toꦡ use your newfound power to pull the diary towards you.

Audio Diary #3 – “Just a Fad”

On an upper balcony lined with gas tanks. The game is stro♒ngly suggesting that you use your newfound Telekinesis power to throw those tanks at a gathering 🍸of Splicers below. Before doing so, grab the audio diary off the drafting desk.

Audio Diary #4 – “What Happened to the People?”

This audio diary is in the second large train station – the one in which the train car doesn’t fall to the ground. To the right of that train car, up some stairs and near a mattress, is t꧃he tape.

Audio Diary #5 – “Ryan vs Lamb: Reality”

Go to the ver🌱y back of the cafeteria, past the k🦄itchen with the burning stoves. The audio diary is in a dark storage room with windows looking out on water.

Audio Diary #6 – “Know the Beast”

Once you’ve removed the wrench from the gears using Telekinesis, a big door will open. Go through and turn left, circling through some short hallways back towa𝓡rds the room with the gears. Along that path is the 🦹audio diary.

Audio Diary #7 – “Improving on Suchong’s Work”

Upon exiting the lengthy elevator ride, you’ll be in a room with Trap Rivets.🅠 Up some stairs and to the left is a Manager’s Office with the audio diary tucked in a filing cabinet.

Audio Diary #8 – “The Situation”

Talk to Tenenbaum, then fight off the Splicer group attack. Before leaving on the train, however, search the bencꦉhes for an audio diary.

BioShock 2 Audio Diaries: Ryan Amusements

Audio Diary #1 – “Eleanor’s Progress”

This one’s hard to miss. It’s part of the “We Will Be Reborn” candle altar as you makeജ your from the train station into the park.

Audio Diary #2 – “The Old Sheepdog”

🌳In the security basement, immediately before you remote hack through a broken𒐪 window to gain access to the park ticket.

Audio Diary #3 – “Volunteer”

The middle of the Rapture Museum, beneath a bench that is directly between the door�🐠�s to the Gift Shop and to the Hall of Future.

Audio Diary #4 – “Eat Dog”

Can’t miss this one. It’s in t🎶he sa🍃me gift wagon as the Drill Power tonic Eleanor leaves for you.

Audio Diary #5 – “’Child’ and Guardian”

Located near the far windows ꩲof the🐽 El Dorado Lounge, where you fight your first Big Daddy.

Audio Diary #6 – “You, Me, and 1959”

Before entering the Journe🍌y to the Sur🐷face ride, head to the Ride Maintenance room on the left for this audio diary.

Audio Diary #7 – “Escape Plan”

On floor next to the second harvest corpse.

Audio Diary #8 – “Lamb the Problem, Sinclair the Solution”

Across from the last audio diary is a pil🌳e of crates with an Eve Hypo, .50 Caliber Rounds and another audio diary. It’s right behind some falling water, and also༒ near a large neon arrow sign that says “Conformity & Co.”

Audio Diary #9 – “Truth is in the Body”

This one’s well hidden. Near “Chaos Corner” and just a bit before the second Andrew Ryan robot is a stairway leading to a series of balconies overlooking the track. Diary is on a workbench between two of those balconies. If you reach th𓄧e Scientist and Artist animatronic dioramas, you’ve passed the staircase and should go back.

Audio Diary #10 – “Deterioration”

To the right of the animatronic s🍸cene with the parents and child is a storage room full of giant hands. Climb the one in the center as if it were a ramp and you’ll find the audio diary on an uppeꦛr balcony. (Thanks to reader “EngieIndeed”)

Audio Diary #11 – “Working for Sinclair”

Past the animatronic scene with the parents and chi𝓀ld watching television is a water-filled room with a Power to the People weapon upgrade station. In a room to the right is an ammunition vending machine and the audio diary.

Audio Diary #12 – “Doctor Lamb”

Near the end of Journey to the Surface, under a security camera, is a Ride Maintenance passage with a Bot Shutdown panel. Continue in here and to the left to find 🍰a door covered in woo🐭den boards. Break the boards with melee to reveal a hidden room with the audio diary.

Audio Diary #13 – “Efficacy”

At the end of Journey to the Surface is a miniat🦹ure lighthouse scene. The door to your left holds a pile of rubble and an audio diar🌠y.

Audio Diary #14 – “Dating Tip”

You might have noticed this door before entering Journey to the Surface. Once you’ve opened / unlocked all maintenance doors in order to exit Journey to the Surface, this door ꧃will finally open. Head inside for the audio diary.

Audio Diary #15 – “A Father’s Love”

Halfway through the Hall of the Future, next t𒈔😼o a Vita-Chamber.

Audio Diary #16 – “Cutting Corners”

Back of the Gift Shop, near a safe.

Audio Diary #17 – “Rapture is Deliverance”

Restroom of the Gift Shop… “Dames” side. You have to E🦋lectro Shock the locked door to enter.

Audio Diary #18 – “Disappeared”

Trapped in ice near the beginning of the level. Once you have the Incinerate plasmid, you can 🐻melt the ice and get it.

Audio Diary #19 – “Wooden Nickels”

When Sinclair boardไs the train, you’ll be attacked by a Splicer swarm. Finish them off, then look for a newly opened door to the left of the previously frozen door. It was locked when you were here before. Inside is an audio diary – make sure to grab be𝄹fore leaving the level.

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BioShock 2 Audio Diaries: Pauper's Drop

Audio Diary #1 – “Ryan vs Lamb: Religious Rights”

Inside Marlene’s Flower Emporium.

Audio Diary #2 – “Better Times with Lamb”

On the ceiling of Marlene’s Flower Emporium. Access this area by c♔limbing the wooden ramp at the back of the Fishbowl Diner, then crossing the roof and another wooden ramp.

Audio Diary #3 – “Wrong Side of the Tracks”

Thꦕe front office of the Sinclair Deluxe. You can collect this audio diary before clear🍬ing the Brute Splicer’s debris.

Audio Diary #4 – “The End of the Line”

At the mak🐠eshift altar to Prentice Mills, in the corner of the large Downtown area wit༒h the upended train car.

Audio Diary #5 – “Clinic Code at the Fishbowl”

Sitting right💞 outside the door to Fontaine Clinics, below the code inpu♉t.

Audio Diary #6 – “Camera in Hock”

On the desk of R. Flanagan. Hisꦏ 𓂃office is on the second floor of the Hamilton.

Audio Diary #7 – “Arrangements”

After exiting the top floor of the Hamilton, on your way to the Pawn Shop, you will encounter another Little Sister altar fu൩ll of blue butterflies. The aud🙈io diary is there.

Audio Diary #8 – “Therapy With Grace 1”

Beforꦦe dropping through the hole in the roof of the Pawn Shop to get the research camera, cross the wooden walkway t🅰o the Luxury Rooms. An audio diary is here.

Audio Diary #9 – “Blood and Lamb”

Go to the “Books” store in the Skid Row section of the level. The door will be locked until you access and hack through a hole i🐷n thꦇe back of the neighboring Pharmacy.

Audio Diary #10 – “Mole”

The Skid Row section of this level has a hallway connecting the Pharmacy and Books area to the Limbo Room area with the researchable Brute🔯 Splicer. In the middle of the hallway, with a dead Big Daddy and a bunch of fire, is this audio diary.

Audio Diary #11 – “Sunday Services”

Next to the ha�꧒�rvest corpse in the upper apartments of Skid Row. Same room as a record player and Tonic.

Audio Diary #12 – “Pauper’s Drop”

In a hidden room off the roof of the Pharmacy. Get there by taking a wooden walkway from the Skid Row apartments where you got the last ♏audio diary.

Audio Diary #13 – “Closing the Limbo Room”

Grace’s dressing room in the Limbo Room.

Audio Diary #14 – “A Gift From Lamb”

Bathroom at the back of Room 106, 🧸which is on the first landing (second floor) ofဣ the Sinclair Deluxe. Go here before heading down the long, dark hallway.

Audio Diary #15 – “Profit Coming, Profit Going”

Before moving to the second landing (third floor) of the Sinclair Deluxe via a collapsed floor ramp, head right and go up some stai🌟rs. You’ll find yourself above the room with the sacrificial corpse and Little Sister vent. Jump across to grab the audio diary.

Audio Diary #16 – “Where Has Harry Gone?”

An apartment room with a safe and turret, on the second lan♔ding (third floor) of the Sinclair De⛦luxe.

Audio Diary #17 – “The Butterfly”

Right before climbing to the third🍬 landing (fourth floor), you should notice this blue-hued butterfly room. The audio diary is inside.

Audio Diary #18 – “What A Snap”

On the third landing (fourth floor) balcony. Op🏅posite end as Grace’s ✤apartment door.

Audio Diary #19 – “Barbarism”

Tucked under Eleanor’s bed in Grace’s apartment.

Audio Diary #20 – “Failing Lamb”

Lying on Grace’s bed in her apartment.

Audio Diary #21 – “Field Trial #1”

While escaping Pauper’s Drop after dealing with Grace, kill the Brute Splicer you encounter in th🐬e Fishbowl Diner area. Search hisꦫ corpse for an audio diary.

BioShock 2 Audio Diaries: Siren Alley

Audio Diary #1 – “A Silent God”

Hanging nex🎶t to the painting of the first BioShock’s plane crash. On your left as you enter Little Eden Plaza from the airlock.

Audio Diary #2 – “Misbehaving”

The counter of the Poisoned Apple bar in Little Eꦗden Plaza. To get inside, you must climb up any of the nearby staircases and drop𝓡 through the roof.

Audio Diary #3 – “The Rumbler”

Inside the restroom of t𓆏he Mermaid Loung🍬e, under a mound of frozen ice.

Audio Diary #4 – “Plasmid Shipment”

On a table in the slot machin𓄧e room. Upper floor of Mermaid Lounge.

Audio Diary #5 – “Farther to Fall”

Right next to the Mermaid Lounge’s weapon upgrade (Power to the People) station. To access, go upstairs, shoot a hack dart through the bar window to unlock🦩 the door and drop through the hole in the floor.

Audio Diary #6 – “’Father Simon Wales’”

I𝔍n an office on the first floo🌌r of the Pink Pearl brothel.

Audio Diary #7 – “Double Standard”

Second floor of the Pink Pearl,𝓡 in the centra🎃l room with the bed, dead hooker and purple flickering light.

Audio Diary #8 – “Wales ‘an Wales”

Daniel Wales’s desk on the highes💞t floo💯r of the Pink Pearl. His office is next to the hole in the floor that Daniel drops through.

Audio Diary #9 – “The Date is the Code”

Search Daniel Wales’s corpse after defeating him.

Audio Diary #10 – “Lamb’s Salvation”

Outside the entrance to Plaza Hedone, propped next to the door you’ve spent the first ♛half of this level trying to open.

Audio Diary #11 – “The Pair Bond Mechanism”

In Plaza Hedone, the second 🍬shopping center of Siren Alley. Near the door to the Little Sisters Orphanage, as well as a Gat♕herer’s Garden and security camera.

Audio Diary #12 – “Bury Her Memory”

Second level of Pl🐬aza Hedone, in a northwestern room with a desk and a f♋ridge.

Audio Diary #13 – “The Requirements of Utopia”

In the southwest, ground-level corner of Plaza Hedone are two small alleys that meet in a loop. One side of this loop drops down to a watery sewer with a Vending Expert tonic hanging from a noose… and the audio diary right a🌌fter that.

Audio Diary #14 – “An Empty Niche”

Find the illegaꦛl plasmid lab by hitting the “conspicuous switc🌸h” at the Green Grocery. At the very back of this area, in a dark room with dead bodies in bathtubs, you’ll find the audio diary on a table.

Audio Diary #15 – “Lamb’s Operation”

Located in the smugglers’ hideout, which is above the G𝕴reen Grocery, past a turret 🔜and through a steel door. Most any walkway on the 2nd or 3rd levels of Plaza Hedone will lead you to this area eventually.

Audio Diary #16 – “My Name is Eleanor”

Last bunk bed in the group sleeping quarters of𓃲 the Little Sisters Orphanage.

Audio Diary #17 – “Shackled to the Great Chain”

Enter the first part of Pump Control Substation #5. On the upper level, in the northwestern corner, is a locked office. Hack th🏅e door through the grate and grab t🌳he audio diary.

Audio Diary #18 – “Guidance of Lamb”

At the candle altar, before heading into the “Temple of Lamb.” It’s underneath the paintings of the first BioShoc﷽k protagonist’s hands.

Audio Diary #19 – “Therapy with Grace 2”

In the last hallway before Father Wales’s church, there’s a do🌃or on your left leading to Sofia Lamb’s office and a Power to the People weapon upgrade station. The audio diary is tucked in a filing cabinet.

Audio Diary #20 – “The Creed of the Faithful”

At the main altar of Father Wales’s church, beneath the large painting of the butterfly-headed woman. Gra༒b before the place floods.

Jump to Section:

BioShock 2 Audio Diaries: Dionysus Park

Audio Diary #1 – “Patronage”

Fight the first Hou🤪dini Splicer in the large room with the covered statues. East of that room, in the area that leads to the exit staircase, is 𒈔the audio diary.

Audio Diary #2 – “A Gift From Billy”

Climb up the stairs to exit the first big room with the covered statues and Houdini Splic𒈔er encounter. Before leaving through the door here, however, continue bac𓂃k down the stairs on the other side. This way ends with rubble, but also the most unlistenable audio diary in the game.

Audio Diary #3 – “Lamb’s Time is Over”

When you use Billy’s code to unlock the door above, you’ll find a rose (aww), a weapon upgrade station and another audio dꦰiary.

Audio Diary #4 – “Lamb’s Idea of Art”

In the room after climbing a frozen stairwell, but before reaching the carousel. Some Splicers will be arguing over a ruined vending 🌞machine. The audio diary is at the feet of one of the statues.

Audio Diary #5 – “Lost and Found”

Center of the carousel.

Audio Diary #6 – “Lamb Flouts the System”

In the arched promenade that connects the three a🤡rtisti🐓c areas. The audio diary is near the central statue, tucked under a fallen trash can.

Audio Diary #7 – “Learning Poker”

Head to th💜e Triton Theater, then to the basement lounge. At the back, through a locked door that you must hack open, is this audio diary.

Audio Diary #8 – “Growing Up”

In the Triton Theater, follow si꧃gns up to the Projection Booth. Across from the booth room’s door is a pile of rubble with the audio diary.

Audio Diary #9 – “A Spy”

The edge of the theater balcony.

Audio Diary #10 – “A Secular Saint”

Go through the door🎀 to the left of the theater screen. The audio diary is at the end of the hallway.

Audio Diary #11 – “The Voice of the Self”

On the piano in the Piano Bar.

Audio Diary #12 – “Falling Into Place”

Inside the frozen Imago Gallery, near the Little Sister vent in the back. You’ll have to thaw some ice to grab the audio 💧diary.

Audio Diary #13 – “Gotta Keep It Together”

Back of the J. Fischer Gallery, ne💧xt to the Drill Specialist tonic.

Audio Diary #14 – “Dionysus Park’s Weakness”

In the first room of Basement Sto👍rage. Climb up the short stairs on either side and you’ll find the audio diary propped against a flooding door.

Audio Diary #15 – “A Plan”

At the very end of the level🅰, in the newly opened security booth with Sta🐼nley Poole.

BioShock 2 Audio Diaries: Fontaine Futuristics

Audio Diary #1 – “Alone at Last”

Wal🌳k through the first door of this level and the audio diary is immediately to your left.

Audio Diary #2 – “Agnus Dei”

Pretty sure you won’t miss this one. It’s the password🐈 from Gil Alexander that you use to progress through the level.

Audio Diary #3 – “Means of Control”

After “Alex the Great” prevents you from 💃accessing the security office, a door will open behind you leading to the rest🧸 of the level. The audio diary is on a couch immediately upon entering this door, to the right of the “Fired” corpse hanging from the wall.

Audio Diary #4 – “Prototype”

When you’re first entering the Plasmid Showroom (Fontaine’s Plasmid Spectacular Theatre), you can look through a hole in the wall and see a corpse tied to a chair with a code ꦆwritten in blood. Access that area and you’ll find the audio diary.

Audio Diary #5 – “Life After Sisterhood”

On the secoꦚnd floor of Fontaine Futuristics Tower. You’ll notice it next to the Little Sister vent as soon as you climb ✤the central stairs.

Audio Diary #6 – “A New Cognitive Model”

In the Plasmid Presentation Room with the voice recording𒐪 of the doctor talking to the patient. To get inside, go to the second floor and look for a hole torn in the wall. Crawl through, follow the passage and drop🧸 into the presentation room.

Audio Diary #7 – “Source of Volunteers”

Head to the Marketing Department of Fontaine Futuristics – the area with the Splicer board meeting that comes to life. The room to theꩵ left of this area is flooded with electrified water. The audio diary is on one of the submerged desks.

Audio Diary #8 – “Goodbye to Fontaine”

Inside 𝕴the Office of Frank Fontaine. Turn the boar head to reveal a hidden safe, as well as this audio diary.

Audio Diary #9 – “Abort the Experiment”

After shutting do𓆏wn security and entering the Plasmid Laboratory, this table with an audio diary and Big Daddy helmet will be immediately upꦰon your left. If you enter another underwater section, you’ve gone too far.

Audio Diary #10 – “Solving for X”

Under one of the circui🅺t breakers you use to restore powe🐓r in Gil Alexander’s giant tank room.

Audio Diary #11 – “Gil’s Place in the Plan”

Next to the Gatherer’s Garden in Gil Alexander’s giant tank r🌊oom.

Audio Diary #12 – “Outlived Usefulness”

“Pacification Chamber”ꦺ side of the laboratory. On the control deck of theꦓ observation room.

Audio Diary #13 – “Goodbye, Dr. Alexander”

“Holding Cells” side of the laboratory. Below one of the Little Sister vents… on your map, it’s the left vent in this ar🌃ea.

Audio Diary #14 – “Big Sister”

“Holding Cells” side of the laboratory. Next🍒 to the Power to the People weapon upgrade station in the locked Surveillance Office.

Audio Diary #15 – “Betrayal”

“Holding Cells” side of the laboratory. Below your feet in the Live Test Facili൩ty is a hallway full of prison cells. The northwestern cell (when looking at the map) contains the audio diary, but is also frozeꦚn shut. Go through the back of the northeastern cell and Incinerate the ice through the bars.

Audio Diary #16 – “Meltzer’s Choice”

“Holding Cells” side of the laboratory. When you kill the Big Daddy in this area, make 🐻sure to search 𝐆his corpse carefully. There’s an audio diary with a nasty surprise.

Audio Diary #17 – “The People’s Daughter”

Use ✅the genetic key at the Oxy-Fill station to open the entrance to Lamb’s hideout. The audio diary is in the hallway leading to the level-end🍌ing elevator.

Jump to Section:

BioShock 2 Audio Diaries: Persephone Outer

(Note: These audio diaries are categorized under “Lamb” in the Messages section of your menu.)

Audio Diary #1 – “Selling Ryan Short”

Before reaching the Control Room with Eleanor’s cell, you’ll pass by a couple of examinaꦍtion rooms with banks of televi♛sion monitors facing chairs. The audio diary is near the Little Sister vent here. You’ll wake up in this room later, so don’t worry if you miss it at first.

Audio Diary #2 – “Withholding Visitation”

After you pull the lever in Sofia Lamb’s office, continue down the hallway past the bookshelves. The audio diary is sitting on this chair at this desk. If 🔯you start climbing a long set of stairs, you’ve gone too far.

Audio Diary #3 – “Blessing in Disguise”

In a toy♒ submarine to the left of the red Dr. Alexander statue.

Audio Diary #4 – “Behind Mother’s Back”

On the same desk as the Big Sister helmet you acquire f𝐆or El𝐆eanor.

Audio Diary #5 – “Freeing Father”

Check behind Eleanor’s bed when ꦏyou’re bringing her the three pieces of the Big Sister suit. Do so before giving her the pieces.

BioShock 2 Audio Diaries: Inner Persephone

(Note: These diaries are categorized under “Persephone” in the Messages section of your menu.)

Audio Diary #1 – “Out With the Old…”

In the same room (Security Checkpoint A) as the panel you hacked through a broken wiꦐndow. Once you’ve unlocked the doors, justꦿ make sure to circle back around to this area through the glass tunnels before hitting the Prisoner Admittance Button.

Audio Diary #2 – “The Definition of Despair”

One of the cafeteria tables near the window.

Audio Diary #3 – “First Two Digits”

The next six audio diaries are located in the Holding area where you fig🥂ht Sinclair. 🐻This one is on the upper level, in a Cell Block D toilet.

Audio Diary #4 – “A Trade”

Also in Cell Block D. This tim෴e, in the cell next to the turret.

Audio Diary #5 – “No More Hope Left”

Search the hanging corpse in Cell Block B, which is only accessible through a hole in tܫhe wall of 🐻Cell Block C.

Audio Diary #6 – “A Generous Offer”

In Block A, first cell on the left as you enter. Ther🌱e’s a corpse stuck in a wall hole.

Audio Diary #7 – “Last Two Digits”

Lower level of the Ho𒁏lding / Sinclair area. Follow the signs to Cell Block South Quad and look for the dark cell in the corner. The audio diary is through the glowing hole.

Audio Diary #8 – “Magic Sauce”

Inside the locked security tower with Sinclair.

Audio Diary #9 – “Legs, Mouths, Arms, and Eyes”

The next five audio diaries are located in the Therapy section of Persephone. This one is in the Recreationaওl Therapy room, where you’ll see a Splicer painting. ꧟Behind her is a corpse lying on a couch. Search the body for the audio diary.

Audio Diary #10 – “A Simple Question”

Across from the Recreational Therapy room is the Intensive Therapy room. The audio diary is♌ near one of the electric chairs.

Audio Diary #11 – “Destructive Learning”

Also in the Therapy section. Before heading down🅺 the hall to the Pediatric Ward, check the door you see above, surrounded by falling water. The audio diary is inside.

Audio Diary #12 – “Sacrifices”

Also in the Therapy section. Follow the✱ signs to the Administration Office and, once there, go through the first door you see to find t💫his room full of white cabinetry.

Audio Diary #13 – “A Stratagem for Sinclair”

Also in the Therapy section, on the bottom floor of the Administration Offices. 🧜Look left of all the Pneumo mail tubes.

Audio Diary #14 – “Such Freedom”

The final four audio diaries are located in th🐷e Infirmary section of Persephone. To grab this one, follow the signs to Ward A. You’ll pass through a long hallway with hospital room doors on either side. The last room on the left, next to the window, holds the audio diary.

Audio Diary #15 – “My Prison”

The Quarantine Area of the I🦹nfirmary. The audio diary is in the same room as the Power to the People weapon upgrade station. To get the door open, look for a switch on a column… but beware, hitting the switch will release two Alphas from their padded cells.

Audio Diary #16 – “They Feel Pain”

The Surgery section of the Infirmary. Located in the dark room with all of the bizarr𒐪e X-rays on the wall.

Audio Diary #17 – “Alleviating Pain”

The Autopsy section of the Infirmary. On a draining table in the middle of the dark room, behind the hanging doctor corpse. Congratulations, you'v🌺e found all of the BioShock 2 audio diary locations!

Ready for a new adventure? Good news – the next BioShock game is officially in the works from a brand new studio at 2K Games.

Jump to Section:

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//344567.top/bioshock-2-audio-diary-guide/ VEQK4UjJfzefdGvwAiMwRJ Tue, 04 Feb 2020 12:23:40 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> BioShock is back. The beloved first-person shooter series is 澳洲幸运5开奖号码历史查询:officially returning with another installment from Cloud Chamber Studio, a new team at 2K headed up Firaxis Games' alumnus Kelley Gilmore, alongside several key members of BioShock's original development crew. This is big, big news for BioSho𝄹ck fans, who've been waiting for the arrival of a new chapter for over half a decade since the release of 20🎀13's BioShock Infinite. 

While specifics of where and when this new BioShock game will take place are light (although you could certainly interpret Cloud Chamber's logo as a potential setting tease), we got to speak with Gilmore about what this next chapter might look like in the hands of her talented team. Wꦇe touch on everything, from next-gen to the question of Ken, so read on for everything you need to know about this surprise new chapter in 2K's acclaimed shooter series.

(Image credit: 2K Games)
Profile: Kelley Gilmore

(Image credit: 2K Games)

Kelley Gilmore has spent over two decades working in the games industry, with more than 40 shipped titles to her name. Since 1999, she has overseen production on multiple games in the Civilization and XCOM series at Firaxis, but this new role at Cloud Cham🧸ber makes her the first woman in 2K history to lead a development studio.

What was it that drew you to this opportunity to lead Cloud Chamber on the development of a new BioShock project?

Kelley Gilmore: I've had a wonderful gaming career in the 2K family through my 18 years at Firaxis. When the company decided to make the next BioShock and started assembling a new team, I was thrilled to be asked to consider leading the studio. The chance to shepherd such an iconic franchise and become the first woman to lead a studio for the company was eꦯxciting, a bit daunting, and an opportunity of a lifetime. I'm incredibly grateful and honored to be in this position and look forward to building the next great 2K studio. 

What does BioShock mean to you, and how does that inform the kind of new BioShock experience you want to make at Cloud Chamber? 

Gilmore: BioShock defined what a compellin𒊎g narrative and🌄 immersive world can bring to a video game. Players interact with it in their own unique ways and have unforgettable experiences. That will remain at the core of our design vision for the next BioShock, and we have a myriad of ideas on how best to achieve it. 

Why is now the right time for a new BioShock game? 

Gilmore: 2K has been thinking a☂bout extending the BioShock franchise for some time. The company has a stable of great studios that are already dedicated to working on some amazing games. When the decision was made to make the next BioShock, 2K began assembling a new group of talent to make it happen. 

It's been awhile since the last release, but BioShock is still one of the most popular, critically praised and highest-rated franchises of the lജast console gene💎ration. The franchise has a lifetime sell-in of over 34 million units, and Cloud Chamber is honored and excited to create the next great game in the series. 

(Image credit: 2K Games)

Bioshock has famously dissected different philosophical theories through its storytelling. Is this a tradition you plan to continue and, if so, is there any particular subject matter you'd like to explore? 

Gilmore: Narrative has been ﷺone of BioShock's most notable strengths throughout its history. We already have several amazing storytellers on our team who will have much more to share down the road about where we're taking the next game. 

How do you think your previous work at Firaxis might influence this new instalment of Bioshock? 

Gilmore: Firaxis has been recognized over the years as one of the ꩲbest video game developers in the world, as well as a wonderful place to work. In my time there, I gained a very important understanding of what makes it great, and that's putting people first.

Steve Martin and Sid Meier have created a place where people genuinely enjoy coming to work every day, and as a result, the studio continues raising the bar on making amazing games that we all want to play. My nearly two decades working on Firaxis' award winning AAA franchises like Sid Meier's Civilization and XCOM have prepared me well for the exc⛎iting challenges ahead of us at Cloud Chamber.

How do you hope or plan to utilise next-gen technology to enhance and further explore the core pillars of BioShock?

Gilmore: One of the great things about our industry is how much it evolves on a regular basis. We constantly have new technology and ⭕innovations to explore, as well as expanding ways to reach and interact with our fans. We can't discuss any specifics yet, but we're excited about the possibilities. 

(Image credit: 2K Games)

"It will be incredibly important early in our development proc🐓ess to listen to our audience.🔥"

A lot has changed since BioShock: Infinite, most notably with the growth of live service games focused around replay value and online interaction. Is this something you've considered for this new project? 

Gilmore: This is another area of our industry that continues to evolve as players are looking for more from th💎eir gaming experiences. There isn't a 'one-size-fits-all' solution, so it will be incredibly important early in ou🐷r development process to listen to our audience and understand what they're hoping to see in the next BioShock. 

How important was it to bring back many of those involved in the original creation of the BioShock series for the development of this next iteration? 

Gilmore: We're excited to have some BioShock DNA in our roots. Several members of our team played key roles in other 𝓀BioShock titles and are now leading development at Cloud Chamber, including Hoagy de la Plante (Creative Director), Scott Sinclair (Art Direc🔯tor) and Jonathan Pelling (Design Director). 

Our team also has game dಌevelopment veterans from high profile franchises like Call of Duty, Assassin's Creed, Star Wars, Battlefield and Walking Dead. As part of our recruiting efforts, we're looking for people from many different backgrounds and experiences. I'm confident that the depth and variety of game development experience at Cloud Chamber will lead to another unforgettable BioShock experience. 

(Image credit: 2K Games)

Have you considered consulting Ghost Story Games, and particularly Ken Levine, to assist in the formulation of this new story?

Gilmore: Ken and his team at Ghost Story Games are fully engaged in developin♌g a new experience that will surely be another incredible game for all of us to enjoy. He is not affiliated with Cloud Chamber or the development of our BioShock title. 

So far, the BioShock series has submerged itself underwater and risen above the clouds. How challenging is it to land on an equally inspired setting for the next chapter? 

Gilmore: Environments have played a critical role throughout BioShock history a✨nd are incredibly important to the gameplay experience. There are many creative directions to explore, but you'll have to wait a bit longer to see where we go next.

Check out the biggest 澳洲幸运5开奖号码历史查询:new games of 2019 and beyond still on the way, or watch the video below for our latest episode of Dialogue Options. 

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//344567.top/we-have-a-myriad-of-ideas-cloud-chambers-kelley-gilmore-reveals-everything-you-need-to-know-about-the-next-bioshock-game/ ymNdB8KcX8pUgMk7uYfZB7 Mon, 09 Dec 2019 13:00:06 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> “Would you kindly?” On the surface, it was always a simple quandary to wrestle with. We answered the call dutifully, locking ourselves into a wicked sense of forward momentum at the whim of an omnipotent narrator, pushing ourselves ever deeper into a submerged metropolis steadily taking on more and more water. But, as BioShock players would soon discover in the autumn of 2007, the question itself was loaded. A smoke-and-mirrors tactic that has come to define a certain era of fir♍st-person shooters – particularly in the hearts and hands of console-bound gamers.

One of the greatest magic tricks game developers ever pulled off was making it feel as if you ever were free inside of their worlds. There is, in any player-driven narrative experience – be it linear or otherwise – merely the illusion of choice and control. The medium is inevitably limited by the amount of content a team is able to create and implement; making players believe that they have even the slightest amount of influence on how events and story unfolds is all a part of a good narrative. BioShock turned this on its head entirely. It turned a trusted narrator against us; it forced us to confront the relationship between the sent🌸ience of the protagonist and the invisible guiding hand of the developer.

While the late game twist fo⛎rced players to consider their own agency – to weigh up the numerous violations of trust and our inherent inability to question them throughout – the world of Rapture is appropriately established to drive reactive player emotion from the moment that the bathysphere first opens its doors. It’s a beautiful, wondrous place; its rusting 1950s aesthetic inviting us to explore the chaos beneath the waves, begging you to hope that the wrench you get your hands on will one day have another use besides beating in skulls – that perhaps by the end of this you can restore Rapture to its former glory. But soon that feeling is replaced with something else entirely: oppressive, aggressive fear. As, one by one, the layers are peeled back on the city, its citizens and the dark politics fuelling the disarray, any hope you have is quickly replaced by a desire to escape it all as quickly as humanly possible.

On your way to freedom, guided by the warring of words between Atlas and Fontaine, empathy with the citizens of Rapture is established, largely through environmental storytell🌞ing. It’s the first of many emotional tethers Irrational Games creates throughout the experience as it builds towards its twist reveal. While this manifested i🥃tself in fairly rote fashion – rooting through bins and listening to scattered audio diaries across the world – it helped the world feel real, like it had existed before you arrived and that it would continue to be after you eventually left it all behind. Forcing you to empathise with the very villains you were so intent on crushing only made the emotional moments – between deciding whether you would save the tortured Little Sisters or harvest them for resources – all the more impactful. 

Deep seas, and an even deeper game 

BioShock brought the immersive sim to console in a way that we hadn’t quite experienced before. The game does invariably share its DNA with the likes of System Shock and its sequel, on which director Ken Levine first cut his teeth, and that ensured that BioShock had a procien𝔍cy to its core systems lost on many other genre games of the time. The feel of the weapons, their combination with the array of otherwo🔥rldly Plasmids at your disposal, was a real delight. 

The action was fast and kinetic, but nu🦂anced enough to let us experiment with the tools you had found along the way – the enemy AI smart and aggressive, the depth to the combat system only expanding the further you dared push it. Seeing a Big Daddy wade into battle was for💜ever a thrill, particularly as the various warring factions would converge as if by completely accident. BioShock offered some of the biggest thrills the infant console generation had seen, and its impact on the story-driven shooter is difficult to quantify.

Its lacklustre ending aside, BioShock was able to convincingly tell a story that any other medium would struggle to deliver. Irrational capitalised on the strength of the interactive format and delivered a narrative that is as challenging as it is unique; in playing with perception, trust and consequence, BioShock made players more aware of their agency than ever before. To be betrayed by your own actions – your own lack of awareness or perception – was startling. The action and combat sublime, the character dev🦹elopment and world-building unrivalled.

A decade on and it’s as wonderful today as it was then; BioShock is a startling example of what can be achieved when a bold vision is achieved wholeheartedly by a group of pas💙sionate creati𒊎ves. 

This article originally appeared in GamesTM magazine. For more great coverage, you can .

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//344567.top/10-years-on-its-clear-bioshock-wasnt-just-a-great-shooter-but-a-new-standard-of-self-aware-literate-gaming/ UDsZPNWWeCAxbz5DDoP6zJ Fri, 12 Jan 2018 18:31:30 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> You may think you have a tight grip on the storyline threaded through your current game, but things are not always as they seem and developers love pulling the rug from under you to subvert your expectations. From fake protagonists to existential subplots, here are 10 staggering Xbox plot twists that will teach you never to trust games ever again. Spoilers incoming, obviously!

10. Spec Ops: The Line

Spec Ops is a tricky one. Some people revere it as one of the smartest shooters ev🤡er made – others feel that the rough combat isn’t worth the emotional payoff. Even if it doesn’t cohere into something wholly satisfying, it’s still one of the most thoughtful investigations of warfare in games, based largely on Joseph Conrad’s Heart Of Darkness. Playing as Captain Martin Walker, you battle through a war-torn Dubai to reach rogue Colonel John Konrad (geddit?). When you get there, you discover that he’s actually dead and the whole thing is a figment of Walker’s damaged imagination. A smart take on how we rationalise violence in war.

9. Mass Effect

This is one of those twists that makes you want to put down the controller and give up, but in a good way. It’s enough of a shock to learn that Sovereign isn’t just a weird ship, but an ancient, implacable cosmic squid. It’s another to learn that he’s one of many, and everything every sentient creature in the galaxy does is part of a hopeless cycle of destruction. It’s a brilliant way of making you feel wholly insignificant, tempering everything Shepard does in the following games with a vivid sense of desperation. 澳洲幸运5开奖号码历史查询:Mass Effect proves that cold indifference is sc💦arier than pure evil𒐪.

8. Call of Duty 4: Modern Warfare

It’s hard to look at 澳洲幸运5开奖号码历史查询:Call Of Duty 4: Modern Warfare now and imagine a time when it surprised anyone. These days it’s just immaculate multiplayer and numbing bombastics. The first Modern Warfare was different. Just as you’re getting to grips with Sgt Paul Jackson🌟, you experience the horror of an atomic bomb firsthand. You see your colleagues wiped out before you and have to watch as Jackson slowly expires, all the while thinking that some deus ex machina will save you from nuclear annihilation. Jackson’s shock death gives a fresh dramatic impetus to the campaign that follows, and teaches you that anyone in CoD can die.

7. Castlevania: Lords of Shadow

There was something obvious missing from Mercurysteam’s superb, brooding reboot of the classic Konami adventure. 澳洲幸运5开奖号码历史查询:Castlevania: Lords of Shadow had something capey, wit❀h fangs. As the doomed Gabriel Belmont, you emote your way through a savage fantasy storybook, accidentally murdering everyone who gets close to you. In the end, you even kick Satan’s ass, but there’s a price: after the credits roll, you learn that Gabriel has become Dracula – the very thing the rest of his offspring will spend their lives fighting – and he’s still around in modern times. Look closely and you can even see famous Castlevania boss Slogra in🐎 the carvings leading to Drac’s domain. A cool touch. 

6. Silent Hill 2

The twist in 澳洲幸运5开奖号码历史查询:Silent Hill 2 is so good it makes all other horror games look like thoughtless, mewling chimeras. James Sunderland enters the Toluca Lake town after reღceiving a letter from his dead wife. What follows is a sticky muddle of confusing-sexy monsters and Freudian demons. The truth is fascinating: Pyramid Head, a bad tempered phallus in an apron, was created by James to punish him for euthanising his dying wife. The lithe, scuttling monsters are the manifestation of James’ sexual frustrations. It all ties together wonderfully, making Silent Hill seem almost benevolent in the way it forces people to confront their demons.

5. Braid

Braid feels like scant reward for hours of thoughtful puzzle-solving, but sweet lord it’s clever. You control spongy cartoon man Tim, on a quest to rescue a princess snatched by ‘a horrible and evil monster’. As you approach the final level, you work together as she flees a presumably evil knight and helps disarm traps in your way. Except that you don’t. Reach the end and the whole scene plays in reverse, revealing that the princess is actually fleeing from Tim, laying trap𝔉s to hinder him, and escaping with the gallant knight. A slightly smug twist, perhaps, but what do you expect fꦐrom Jonathan Blow?

4. Red Dead Redemption

澳洲幸运5开奖号码历史查询:Red Dead Redemption has the best post-final boss section of any game, ever. Except that Dutch isn’t the final boss – returning to your family is, and it’s a fight you can’t win. The final hours of Red Dead show a glimps🦩e of the life John Marston has been struggling to preserve, before it’s ripped away when he’s gunned down by the people who he’s been helping. You take control of his son Jack in the epilogue, leaving you with a challenging decision: do you avenge your dad and go down the very path he died trying to protect you from?

3. Bioshock

It’s easy to now scoff at anyone making a ‘would you kindly?’ reference, but few who played Bioshock saw this one coming. It’s brilliant because everything🌊 around it connects and confuses. Rapture becomes a more threatening and alien p꧑lace when you realise you’ve navigated it according to the whims of someone you can no longer trust. Ten years on and the specifics of who’s doing what to whom have blurred, but the impact on player agency remains strong.

2. Knights of the Old Republic

Few twists hit as hard as this, and it’s all down to the perfect pacing of 澳洲幸运5开奖号码历史查询:Knights Of The Old Republic. By the time you start your Jedi training, you feel like you’ve already had an adventure. You’ve met dashing hero Carth Onasi; you’ve ‘rescued’ Bastila Shan; you’ve fought crime lords and won Swoop races. You’ve probably lost loads of credits pla🍒ying Pazaak, too, but let’s not talk about that. The threat of Darth Malak, and the lingering evil of Darth Revan, make your newfound powers feel unwieldy and precarious.

Then, just as you begin to understand who you are and what you’re doing, the truth is revealed. You’re Revan, d💜readed Dark Lord of the Sith, turned from the Dark Side and stripped of your memories. Do you revert to your old ways, or fight evil despite the deceit of your allies? It’s a fantastic moment that’s wonderfully veiled, which changes what you do and how you treat your companions. It’s the most nuanced and thoughtful examinations of the Light and Dark Side in games, and a powerfully memorable twist.

1. Metal Gear Solid 2

Every Kojima game could be on this list, but MGS 2 gets the nod because of the immaculate construction and sheer, yes-I’m-actually-doing-this brio of it. Back in 2001 anyone with a pas💖sing interest in Metal Gear played the demo, in which you infiltrated a tanker as Solid Snake. It was brilliant. You could smash bottles, hold up enemy soldiers, shoot fire extinguishers – the works.

Imagine the confusion, then, when people got their hands on the finished game and you were playing as waifish, nudey-cartwheeling milquetoast Raiden instead of sandpaper-rugged Snake. It’s delicious. No other developer would have the audacity to pull off such a twist, and we’ll never see anything like it again. Even as you reach the end of the game and Snake reappears, there’s a lingering sense that you’re being toyed with, because... well, you are. Perhaps not the most enjoyable twist on this list, but certainl🌄y the most cerebral.

This article originally appeared in Xbox: The Official Magazine. For more great Xbox coverage, you can .

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//344567.top/the-10-most-shocking-plot-twists-in-xbox-history/ TGs2JTs6apTxJaDFfhnQqL Fri, 29 Dec 2017 10:15:05 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]>

BioShock is still such an iconic game - the Little Sisters, the ♏Art Deco style, the unforgettable plot twist - that it's hard to believe it's been a whole damn decade since we first went to Rapture. Publisher 2K is doing a few things to mark the occasion: a at the upcoming Seattle gaming event PAX West, a new channel, and a $200 BioShock 10t♓h Anniversary Collector’s Edition that makes other special editions look like Happy Meals. 

For your cash, you get all three remastered BioShock games (BioShock, BioShock 2, and BioShock Infinite), all the various bits of DLC, and an ꦉ11" collectible Big Daddy and Little Sister statue. It lights up, the drill moves, and it speaks 🥂lines of dialogue from the game. We might never get another BioShock game, but at least you can relive moments from the games while sat at work forever more. Or until Steve in accounting complains and has you fired.

You can pre-order the Anniversary Collector’s Edition nꦉow at the or at ꦑ, and it's available in PS4 and Xbox One flavors. If you don't have $200 in Rapture dollars lying around, then keep an eye out: 2K is promising retailers will be having their own anniversary deals for the BioShock Collection. 

As for Ken Levine, one of the driving creative forces behind BioS🌞hock? He's fielding fan congratulations on the anniversary on social media and hinting at his next project: a top secret game from his new studio Ghost Story Games. 

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//344567.top/bioshock-is-10-and-were-all-so-old-but-at-least-we-can-distract-ourselves-with-this-10th-anniversary-collectors-edition/ 4Fxt9WZyTNe6sztaXdtxK Mon, 21 Aug 2017 22:43:05 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> With 2016's BioShock Collection comes the opportunity to revisit arguably the most interesting series to ever grace Xbox. Even when a BioShock game is flawed – because of ♎annoying pipe puzzles, having to retread a setting or an exhausting boss fight with a ghost lady – it’s always worth talking about. But it also gives you the chance to play BioShock Infinite’s superior DLC, which unfortunately got a little lost in the Xbox generation gap. If you’ve been wishing for a fourth game but have never played Burial at Sea, the good news is you basically have one.

To summarise the end of Infinite, (and there are obviously spoilers coming) Elizabeth kills her father, Booker DeWitt, after learning that he and Father Comstock, villain and founder of the floating city of Columbia, are one and the same pe🍎rson (from alternate timelines). Following his grim participation in the Battle of Wounded Knee, Booker undergoes a baptism ritual, where he must choose between being reborn as Comstock or rejecting God. Elizabeth drowns Booker before either reality comes to pass. In Burial at Sea, the Elizabeth you spent hours with in infinite comes to kill the last Booker, who’s been hiding in the underwater city of Rapture.

What happens over the next seven to eight hours connects the timeline of Infinite to that of the original BioShock in a way that’s considered controversial among many fans. A DLC that begins with allusions and references to the events of the first game soon becomes a full-on prequel. But I don’t think you should overthink whether Burial at Sea is meant to be canon or not. Instead, it should be taken as what it is: the most lavish and novel piece of fan service ever created for a game, and a chance to revisit an iconic setting and fight colourful vil🐎lains. What could be better than that?

Burial at Sea’s second chapter also has the best gameplay outside of the sandbox combat options presented in BioShock 2. It ret🌸ools Infinite’s relentless shooting into a proper stealth game, where Elizabeth has to avoid the gaze of enemies and use her tools to get the better of them. I can fire a noisemaker dart against a wall, drawing splicers to its location, then follow up with a gas dart, dropping them all, or a blast of ice so I can shatter them with the wrench. Figuring out the best ways to use these tools becomes more like a puzzle than an FPS, and I’m actively engaging with it in a way I couldn’t while spamming vigors at enemies in Infinite. It’s tightly put together and a lot of fun, and makes me think Infinite could’ve benefitted from the option to approach most areas in Columbia in stealth. That, and removing the whole ghost lady bit, which was rather turd.

Andrew Ryan, Rapture’s creator, makes scarce appearances in Burial at Sea - a wise creative choice, maintaining his mystique. The best sequence sees him appearing motionless on a black-and-white screen in the lab of Dr Suchong, who created the Plasmids special serum in BioShock. He threatens Elizabeth and sends in his forces to deal with her. I fail it five times, until I learn the exact combination of possession traps and surprise Old Man Winterꦫ freeze attacks that get me the drop on Ryan’s men. It’s moments like this, where Elizabeth has to survive a collapsing dystopian landscape with just basic tools, and without Booker or her pꦏowers, that Irrational Games really shine.

As for the ending, Jack’s arrival in Rapture is largely down to Elizabeth’s own actions in the DLC’s second chapter. She’s blackmailed into working with Atlas, the so-called ‘hero of the people’ and Ryan’s enemy in the war for the city. We, as players of the original BioShock, know who he is and what he wants. Atlas – who, in a nice touch, reverts to his real American accent when blinded with rage in Burial at Sea’s finale - gets his ‘ace in the hole’ 🧸to help h𝕴im win whatever is left of Rapture. Like us, Elizabeth knows he’ll ultimately fail.

So, is that really how it happened? Were Booker and Elizabeth really in the background of the first game in some small way? It can beღ if you want it to be, but I don’t think so. I think Burial at Sea should be enjoyed as a ‘what if?’ scenario, a comic book-y mash-up designed to please people invested in the t♏wo worlds of these games.

It would feel hackneyed for me to tie this into Infinite’s ‘there’s always a lig𝄹hthouse’ possibilities conceit, so I won’t, and I’m sure tons of dweebs have already pointed that out. But I will say this: don’t waste time thinking about whether Burial at Sea is canon, and instead take it as the ambitious and surprising farewell that the BioShock series deserves.

This article originally appeared in Xbox: The Official Magazine. For more great Xbox coverage, you can .

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//344567.top/bioshock-infinite-burial-at-sea-dlc-a-game-in-its-own-right/ XPcJrZiFewwifzAnFtWQtR Wed, 15 Feb 2017 13:00:12 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> Ask people which of the BioShock games is best and, increasingly, they’ll choose BioShock 2. At the time of its release, however, it was met largely with indifference. People felt it was retreading old ground, telling the story of a city that had already been told perfectly. Nobody really wanted it. But time has been kind to 2K Marin’s sequel. As I replay it I’m surprised by how well it holds up – and how, in many respects, it’s a much better game than its acclaimed predecessor. Maybe people are right; maybe it is the best one in the series.

In BioShock we visited the underwater city of Rapture in the wake of a civil war, and the place ꧋was just about hanging together. Eight years later, in BioShock 2, it’s really falling apart. The ruins are being reclaimed by the sea, with leaks springing from every surface, and the Splicers –🔯 hocked up on the superpower-granting ADAM substance – are even more feral and violent.

Returning to the same location does BioShock 2 no favours. It means the sequel can’t hope to recreate that feeling of exp🎃loring a completely new place, the likes of which you’ve never seen in a game before. I still get goosebumps during the bathysphere descent at the start of the first game; as the introductory movie featuring Rapture’s founder, Andrew Ryan, slides away, the stirring music swells and the city is revealed in all its g꧂lory. In the sequel it feels too familiar.

But at least you get a new perspective on the city this 🎃time. That’s partly because you play as a Big Daddy – not one of the lumbering, groaning diving suits you fought in the first game, but Subject Delta, an early, experimental version who is more capable in combat and can think for himself. That’s a dangerous combination, asও icy new villain Sofia Lamb discovers after she tries – and fails – to have him killed.

You also get to explore new parts of Rapture. While BioShock took you on a tour of the wealthy, high-class areas – including the adult playground, Fort Frolic – the sequel reveals its darker, dingier corners. You visit Pauper’s Drop, a bleak housing estate built for the working class, and Siren Alle♊y, a shrine to gambling, booze and prostitution. After all, even idealistic cities under the sea need a seedy underbelly.

A new hero, new locations and a distinctly more dilapidated look can’t help you shake the feeling you’ve been here before though, because, well, you have. While the fresh levels, from Dionysus Park to Fontaine Futuristics, are superbly designed and reveal more about the stricken underwater city’s fascinating politics, history and culture, it’s in the moment-to-moment play that BioShock 2 really shines. Fundamentally, this is a much more satisfying shooter, thanks to one important tweak: you can now dual-wield plasmids and weapons. Simultaneously firing my gun and flinging balls of fire at Splicers is something I always wanted to do as Jack, and it’s brilliant. And instead of a rusty old wrench, Delta uses the famous Big Daddy drill-arm as a brutal melee weapon, giving you combat that’s weightier and... crunchier.

As Delta you can adopt a Little Sister. The girl will sit on your shoulder until she spots a corpse, then she’ll begin extracting ADAM from it. The smell of the magical red gene-juice attracts nearby Splicers and they attack in frenzied waves, ཧbut you get a couple of minutes to prepare, by hacking security turrets to turn them friendly or laying traps near doorways.

These sections are fantastic, because they let you experiment with the game’s systems, encouraging you to use as many pl🌃asmids and other abilities as possible. Watching your perfectly orchestrated traps, turrets and buzzing security bots deal with the Splicers as they charge towards your Little Sister is a great feeling, although eventually you have to wade in, drill swinging. You can avoid these sections altogether – they’re an optional way to get more ADAM – but they bring out the best in the combat.

BioShock 2 is a fantastic game, but it stands in the shadow of one that made a much bigger impact on the world. Because the story never reaches the same heights and the setting packs less of a puওnch, it’ll never be as fondly remembered as the original, which is a shame.

So is it the best BioShock? Maybe. While none of its story shocks match the legendary “Would you kindly...” reveal and it doesn’t have any levels as good as the sublime Fort Frolic, its focus on the Big Daddies and Little Sisters – specifically Subject Delta and Eleanor – makes for a much more human, heartfelt story. And mincing up Splicers is so much more fun.

This article originally appeared in Xbox: The Official Magazine. For more great Xbox coverage, you can .

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//344567.top/revisiting-the-underrated-bioshock-2/ p8nS7HQj4Dv5XzBgauuJFN Thu, 29 Dec 2016 13:00:15 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> The complete BioShock saga is on Xbox One, meaning you can now fire up your copy of BioShock, 澳洲幸运5开奖号码历史查询:BioShock 2, and/or 澳洲幸运5开奖号码历史查询:BioShock Infinite on your fancy new Xbox One. This could inspire those who held onto their Xbox 360 copies to take another tour of Rapture and Columbia, and give those who bought 澳洲幸运5开奖号码历史查询:BioShock: The Collection maybe just a teensy bit of buyer's remorse.

The addition of the BioShock trilogy also puts the list of games that are backwards compatible on Xbox One over 300. Considering that the program launched mid-November of last year, that's a pretty impressive rate of games being converted; almost one per day. Of course, there are mo🅺re than 1,100 Xbox 360 games in existence (and that's not even counting download-only titles), so there's still quite a ways to go.

Maybe by the time you&a🐈pos;ve replayed all three BioShocks there will be something new to take up youܫr time all over again?

Seen something newsworthy? Tell us

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//344567.top/all-three-bioshocks-now-backwards-compatible-on-xbox-one-bringing-the-bc-total-to-300-games/ KAxgs6Hpdk78AYpuooQLkR Wed, 14 Dec 2016 16:15:22 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> Ah, my first day with PlayStation 4 – the agonising wait for the DHL van, the behind-the-telly swearing during setup... and then, I fire up my new console, only to ♏be gr🎀eeted by an empty games library. Thank God for that Knack pack-in.

If I’d bought myself a new PC, the situation would have been very different. The purchase of a new gaming rig isn’t just an opportunity to play new games – it’s also a chance to revisit your vast library of purcha🦩sed titles and give that shiny new graphics card a workout by cranking up every visual preset you can find. Buying a new PC setup injects new life into your games library, rather than wiping it out entirely.

Exactly why loyal Pl🌸ayStation owners shouldn’t be afforded the same tr😼eatment is something of a mystery to me. If I’ve purchased Heavy Rain and Beyond: Two Souls for PS3, why should I have to fork out so much money to run them on my PlayStation 4? Unfortunately, it’s a situation that shows no signs of changing any time soon.

If publishers really want to repackage their ageing wares in the hopes of a second sale, it’s about time the🍃y started offering something beyond the basic 🅰HD spit-and-polish. After all, anyone purchasing a new PC is already able to boot up their older games at higher resolutions, and they don’t have to pay a penny for the privilege. Instead, console remasters should aim to bring something new to the table: bonus features, development commentaries and documentaries... perhaps even playable pre-release prototypes that provide fans with a reason to get excited over a re-release.

And, in fairness, some companies are beginning to realise this. The recent Bioshock: The Collection, for example, offers not only the trilogy of games alongside all accompanying DLC, but also a digital ‘museum’ of canned content and a suite of developer commenꦆtaries. Instead of a hasty repackaging, it offers an attempt to provide fans with a window into the games’ creation. And ultimately, that does more than any swanky visual touch-up to get me excited about a return to Rapture.

This article originally appeared in Official PlayStation Magazine. For more great PlayStation coverage, you can .

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//344567.top/theres-only-so-many-times-ill-keep-paying-for-the-same-bloody-game/ yHTULFSNBnnjA67QWjSaeE Thu, 29 Sep 2016 13:02:06 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> BioShock: The Collection is released today but, sadly, we didn’t receive review code in time to publish a verdict. In any case, based on our extensiv💛e hands-on with BioShock: The Col⛎lection at GamesCom 2016 the games are essentially the same, bar the obvious visual upgrad💟e and the addition of DLC – although it isn’t quite the s༺hooter your remember. 

Is BioShock: The Collection Worth Buying?

You can split that decisionꦛ into three groups, depending on your exposure to the series:

1) If you've never played a BioShock game before, this is nigh-on an essential purchase – at least two of the games are classics, and the thirdꦬ is ambitious, if divisive. 

2) If you've played some of the games, but missed an entry🍃 or some of the DLC, it's slightly harder to blanket recommend, so the original reviews below may help your decision. 

3) If you've played every game, and every DLC pack, then this is only worth buying for the visual upgrade which, again, you'll need to make your own peace with. Our suspicion is that nicer visuals alone aren't enough to warrant a re-purchase, but it all depends on your price sensitivity.

You can find a here, but it's basically the three main games, with all their DLC (but no BioShock 2 multi-player mode), remastered in 1080p, with a bonus director's commentary.

We’ve listed our original review of each game in the collection below, and some further reading if you want to explore the mythology, universe and creation of this acclaimed series. When we’ve had time to play more of BioShock: The Co🐻llection, we’ll be updating this article with how the visual upgrades aff﷽ect the experience (if at all) plus any performance issues worth flagging. 

BioShock

Review Published: August 15th, 2007 Rating: 5/5 

BioShock's story is the best we've witnessed on this console generation to date. The concept, characters and pacing are all leagues above the competition; the genuinely shocking twists are worthy of a feature film. Unlike a movie, however, the experience here is always a personal one – a quest of discovery, a search for identity. Most remarkably, while the answers you desire do exist, the game does not give them away easily. You can play through once, neglecting a particular audio tape or scratched message on the wall, and miss an entire layer of the plot. The more time you give to BioShock, the more it rewards you” 

Read our full 澳洲幸运5开奖号码历史查询:BioShock review here.

What we say now:
Time hasn't dimmed but magnified BioShock's bravura introduct🎀ion (one of the finest game openings of all time, alongside Half-Life, Kingdom Hearts and Uncharted 2), and peerlessly realised universe – even if the mechanics don't quite measure up t🙈o today's expectations.

Further reading:
澳洲🧔幸运5开奖号码历史查询:The 29 best pieces of ༺BioShock fan art

BioShock 2

Review Published: Feb 9th, 2010 Rating: 5/5 

“Is it better than BioShock? We never, ever imagined we’d be writing this, but… yes. In some fairly significant ways, including combat diversity, enemy variety, character depth and emotional attachment to the story, BioShock 2 is superior to BioShock 1. Plus, fans’ biggest criticisms of the original – the pipe hacking and the sagging third act – have been addressed and fixed for this sequel.  But in many ways, the first BioShock can never be surpassed. Everything – the world, the philosophies, the surreal oddity – was new then, and unlike anything we’d experienced before. 🃏BioShock 2 can only hope to match that genius. Fortunately for us, it succeeds.” 

Read our full 澳洲幸运5开奖号码历史查询:BioShock 2 review here.

What we say now:
Looking back, critical opinion seems to have shifted from people whisperin𝔍g that BioShock 2 might be the best in the series, to that view almost becoming accepted as de facto. 

Further reading:
澳洲幸运5开奖号码历史查询:BioShock 2 Minerva’s Den DLC review
澳洲幸运5开奖号码历史查询:BioShock 2 was 🌟almo🤡st a semi-prequel hybrid
澳洲幸运5开奖号码历史查询:The Top 7 ways BioShock 2🦄 is better than BioShock

 BioShock Infinite 

Review Published: Mar 25th, 2013 Rating: 5/5 

“BioShock Infinite’s narrative stretches far beyond a mere face-off between the forces serving the s🎃elf-righteous Father Comstock and the freedom fighters of the zealous Vox Populi. The 15-to-18-hour campaign doesn’t limit itself to the ideas of right and wrong, or force you to make dichotomous moral choices; instead, it’s the kind of tale that subverts your🦩 expectations time and time again. Infinite deserves your attention, and it’s the kind of landmark experience that happens only a few times in a gaming generation.” 

Read our full 澳洲幸运5开奖号码历史查询:BioShock Infinite review here.

What we say now:
The critical backlash to BioShock: Infinite was savage, interesting and – frankly – a bit OTT, but wh🧸atever you think of the game's politics, or its clearly padded third act, the opening of the game inspires wonder like few AAA games that have followed since, and the conclusion is still quite wonderful, even if it suffered under th🎃e weight of expectation.

Further reading:
BioShock Infinite's inte🌌resting p🐠arallels to BioShock

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//344567.top/bioshock-the-collection-why-its-worth-playing/ qH84evkQXERzrDBcEAZeg3 Tue, 13 Sep 2016 11:40:14 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> 澳洲幸运5开奖号码历史查询:BioShock: The Collection will be out September 13 in North America (September 16 worldwide), bringing 1080p, 60fps versions of BioShock, 澳洲幸运5开奖号码历史查询:BioShock 2, and 澳洲幸运5开奖号码历史查询:BioShock Infinite to PS4 and Xbox One. But if you want to feel like a part of the action right now, publisher 2K Games has created a series of short Let's Play videos featuring YouTuber GhostRobo as he plows through each game,🔜 one-by-one: 

The original BioShock is still my favorite of the trilogy, so I was quite happy to see it looking sharper than ever, with new touches like bet🅺ter lighting and more environmental objects - as GhostRobo points out while 𒉰coming down the bathysphere, the school of jellyfish is new to The Collection.

I'm not sure it'll be enoug𒉰h to tempt me into spending another $60 / £40, but hey, that's what these videos are for, righ🔥t? As long as you feel more informed after watching 'em, I'd say they did their job.

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//344567.top/bioshock-the-collection-gameplay-1080p-60fps/ UyBaQV3aCdzdoY6ZfL5SC5 Fri, 26 Aug 2016 15:02:12 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> Your gaming memory always runs at 1080/60. Nostalgia is invariably well optimised. It doesn’t matter how old the game, how fuzzy the pixels, ꦇor however much the frame-rate juddered like a jalopy on cobbles. If you loved the game, your brain will always be 🔴playing the remaster. And that’s what makes real-life remasters such a tricky proposition. The developers can rework as much as they like, fine tune as many visuals, and smooth out as many kinks as can be found, but their efforts will always be battling with the false perfection already imbued upon the game by your mind.

That truth becomes immediately apparent upon playing BioShock: The Collection at Gamescom 2016. The pre-demo spiel is exciting. BioShock and its first direct sequel have been tuned up to the holy grail of pixels and frames. Tex♐tures have been up-resed. Character models have been improved and replaced where necessary. ‘Holy hell, this is going to look great’, says my brain. And objectively, when viewed side-by-side with the actual original games, it does. But unfortunately, that very same brain is not comparing The Collection to the actual originals, but to the made-up remaster it’s been quietly working on for nine years.

But on the flipside, knowing this means that my self-deluding lack of monocle-popping awe is actually a testament to the quality of the job that has been done. If a remaster is indistinguishable from the version in one’s stupid, rose-tinted brain, then it is a good remaste🅷r indee𝓰d.

Actually, it’s not entirely true that BioShock: The Collection looks exactly the same as the mind’s eye version. Go looking for the improvements, and you will find them. The geometry of Rapture’s buildings is sharper and more distinct in the murk of the Atlantic. The Splicers’ nightmarish, mannequin rictus grins are even more unsettling now that the edges and shadows of BioShock’s chunky, stylised art are better defined. In fact, in that regard, there’s an interesting tangential effect th𝄹roughout. With its artistic abstraction now presen🤪ted more clearly, the feel of Rapture has changed slightly.

While the world feels a little more tactile, and player presence a little more robust now that everything’s running more smoothly, the fabric of Rapture feels a little more dreamlike, more unreal. Rapture was always a fantastic ghost train, but while increased awareness of its stylisation feels a little jarring at first, this slightly amplified sensitivity to the game’s aesthetic artifice eventually makes it feel, if anything, a tad more uneasy. Especially when those Spider Splicers are hurtling around the ceiling at 60 frame🌸s-per-second.

One area that definitely feels different upon a revisit though, is BioShock’s combat. It’s no secret that the first game’s strength never lay in the quality of its shooty-bang contingent. It didn’t matter at the time, because there was so much more going on, so much depth and complexity – both in the game’s narrative and in its dynamic, emergent, systems-driven world – that a whole generation of players who missed out on System Shock, Deus Ex and Thief the first time around were over-awed by the sheer amount of ideas at play. And justifiably so. But with familiarity and nearly a decade of FPS evolution bedding in since 2007, it’s now rather clear that BioShock’s gunplay – with its rigid control and distinctly underplayed feedback - is functional rather than fun in its ow💫n right.

But that’s okay. Because jumping a little further into the game – by way of the multiple save points 2K has conveniently left on my machine – rationalises things with rather more clarity. You wouldn’t notice it so much when playing through the game for the first time in a linear fashion, weapons and abilities steadily stacking up, and complementary, symbiotic strategies slowly emerging and branching. But jumping straight from ‘Electro Bolt and pistol’ to ‘Shotgun with incendiary rounds, chemical thrower with three types of ammo, stealth crossbow with electric snare-cable arrows, and five completely different offensive Plasmids’, the shift in the game’s focus becomes remarkably obvious. The game’s real intent becomes obvious.

BioShock was ♔never r꧒eally an FPS. It was never supposed to be.

Perhaps the shooter-dominated landscape of the original game’s launch year confused us. Perhaps we were just lumping every first-person game into the FPS camp back then. That would be u🥂nderstandable, because all of this occurred long before the re-rise of the ‘immersive sim’ action-RPG. There was no new Hitman back then. There was no Dishonored, or Human Revolution. BioShock was the first game to start the resurrection. It was the first one to wave the flag that started the race to where we are now. So of course we didn’t quite define it properly. Of course we saw it as a horror shooter with cool other bits, rather than an immersive, reactive, RPG world that just happened to have a bunch of guns in it if you fanc🐎ied the full-frontal attack option.

And of course BioShock’s true nature is obvious today, now that everyone is used to the sight of Corvo stopping time, teleporting about, rewiring a Tesla coil, and possessing a few fish in order to drop a room full of guards in less than half a second. ไOf course it’s clear, leaping straight from ‘Welcome to Rapture’ to Fort Frolic, that the latter area is where BioShock is really BioShock. Of course this game isn’t really a shooter, but is actually about surveying your surroundings, and setting traps, and scurrying from turret, to security scanner, to flying turret. Of course it’s about hacking each device’s loyalty at exactly the right time to catch your prey, as your pre-loaded booby traps – be they petrol pool, lightning cable, or otherwise – soften and herd it to your designated kill-zones without you needing to fire a single direct shot.

Of course that first, face-to-face-to-shotgun-to-face fight with a Big Daddy is, in truth, really there to display the unfortunate beasts’ immediate, close-range power, showing you precisely how not to fi💃ght them. Of course it’s entirely deliberate that your first big kill in the game comes about as a result of combining water, electricity, and a wrench. Of course the shooting is lacklustre. It was never really the point. 

That doesn’t excuse the fact that those who do like shooting won’t find a great deal of instant gratification here, and I’m certainly not going to go as far as to infer that the chuggy, lazy aiming was ever a deliberate move to push players to more creative options. But it does make BioShock’s prioℱrities clear. And that offers a tantalising tease of the real fun that lies ahead later in the campaign. A sharp reminder of why we all ended up loving BioShock, whatever kind of act✱ion we initially started playing it for.

So the really exciting questi🅰on is, how will BioShock’s real game stack up when we revisit it after the followers whose path it paved? Will we see it differently? Will we play it differently, now more informed as to – and practiced in - its intended genre? And while BioShock will al💦ways be one of the best games of its generation – and almost certainly the most important – will its crown be tarnished by age and usurpers, regardless of how fresh the version in The Collection still looks? It’s an interesting proposition, and whatever the answer turns out to be, it’s certainly going to be a hell of a lot of fun to discover. 

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//344567.top/bioshock-the-collection-looks-like-you-always-thought-it-did-but-it-isnt-the-shooter-you-remember/ 8H5vAhCtF7CYy2Q2jAxMdg Tue, 23 Aug 2016 11:05:02 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> After nearly a year of leaks, The BioShock Collection has finally been officially announced. The visually upgraded, all-in-one BioShock package will be released on September 13 in North America and September 16 around the world on PC, PS4, and Xbox One for $59.9💃9 (UK price TBA).

The package includes every BioShock game and their single-player add-ons: the Challenge Rooms and Museum of Orphaned Concepts for BioShock; Minerva's Den and the Protector Trials for BioShock 2, though the multiplayer "Fall of Rapture" mode has been omitted; and both episodes of Burial at Sea, the Clash in the Clouds pack, and the Columbia's Finest pack for 澳洲幸运5开奖号码历史查询:BioShock Infinite. It also has a video series called "Director's Commentary: Imagining BioShock" fea𝐆turing insight from creative director Ken Levine and animation lead/director Shawn Robert⛦son.

Each game will have upgraded visuals from their older counterparts, excepting BioShock Infiniteﷺ on PC since it "already meets current-g🔯en console standards". That's fine, I guess - I'm really just looking forward to seeing the leaky halls of Rapture in extra-fine detail.

Seen something newsworthy? Tell us!

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//344567.top/bioshock-the-collection-release-date-set-for-september-after-so-many-leaks/ 5GF9ppFsJ8ie9mm9DLNMaT Thu, 30 Jun 2016 12:00:56 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> Ratings classifiers must be the bane of publisher's lives. All that effort getting NDAs signed and all the has to do is list Bioshock: The Collection and word is out. The collection, presumably a nice shiny HD version of all three, is listed for release on PS4, Xbox One and PC as well as last gen consoles so it𒁏 looks like we might all get the chance to go back to Rapture again. Last year the collection popped up on a South African website Raru so it's not too much of a surprise that this is incoming.

An HD version definitely seems to be the only way we're going to get a glimpse of anything Bioshock shaped any time soon. 2K still own the franchise name and although it said last year that it is "unquestionably a permanent franchise" there's been no sign of any new trips to places that happen to have lighthouses. As we know, original creator Ken Levine is off creating his 澳洲幸运5开奖号码历史查询:narrative based open world game so anything new would be entirely 2K's project. 2K Marin was previously said to be attached to a new Bioshock but things have been very quiet from the studio since the release of 澳洲幸运5开奖号码历史查询:The Bureau: XCOM Declassified. We'll keep you updated.

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//344567.top/ratings-board-kindly-reveals-bioshock-collection/ AtPBtTbxsBn2iCibCWFgwK Mon, 22 Feb 2016 11:10:20 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> A (predictably) now removed listing on South African website suggests that we won't have to wait long for a trip back under the sea. The Bioshock Collection for PS4 and Xbox One is cited for a November 27th release date and the fact that the listing was hastily erased means it might just 𒁏be real. Add in the fact that Raru spilled the beans earlier in the year on the Splatoon Amiibo and we could be in Rapture in time for Christmas.

The below picture from Endless on shows the listing in all its not-so-informative glory. It's unclear whether this just means the original Bioshock and its sequel but it would make sense to include 澳洲幸运5开奖号码历史查询:Bioshock Infinite. All are prime🦋 fodder for a super🎃 HD lick of paint. Hopefully we'll hear something slightly more official soon.

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//344567.top/listing-spotted-bioshock-collection-ps4-and-xbox-one/ m52xCfMZbNDgFkAEtLZQi4 Mon, 21 Sep 2015 10:30:04 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> So BioShock is coming to iOS. Interesting. Sort of. Announcements like this usual🐼ly split the internet into two camps of reaction, one of them all ‘gosh-wow-super-cool-gee-golly-wizz’ about❀ the sheer fact that such a thing simply exists, the other resoundingly ‘Meh’ about the supposed excitement value of playing a seven year-old game on a tiny screen with crappy controls.

Traditionally I fall into the latter camp. And indeed, my enthusiasm for BiOShock (you can use that if you like, but I demand a credit each and every time you do) does not see me busting cartwheels in a sequined leotard. Not on 🎐a Monday. But that’s just me. I don’t get on with mobile gaming, and I doubt I ever will. But I’m not going to bash BiOShock (Yeah, I’m proud of that one). Not for the usual reasons, anyway.

The inherent logistical problems of running ‘core’ games on mobile prod-screens are nothing new. You play without buttons, you accept that you’re going to get a certain sort of experience. And by all accounts, pocket Rapture plays as well as c♚ould be expected, particularly if you’re dedicated enough to iOS gaming to fork out for one of the add-on controllers that it supports.

But I’m still struggling to think of a convincing reaso🍃n I’d want to play it. I adore BioShock. Always have, always will. But is there a compelling reason for me to play it again? It’s one of the finest, narrative-focused, single-player experiences in gaming, but as such it’s not the sort of game I find myself compelled to drop back into if there’s nothing new to se𒅌e or do.

And I think that’s the real source of my confusion regarding BiOShock. I’m probably be༒ing greedy to question such an achievement for ‘only’ providing the full, original game. But any ‘new’ BioShock on mobile could (and probably should) be much more than a port.

We are, after all, now living in what f🐬uture historians will doubtless dub The Everyone-Who’s-Interested-Has-Already-Played-BioShock Age. Is there a secret cabal of gamers-in-denial waiting for it? The kind of people who l𒁏oathe console and PC hardware with a fiery passion, but secretly covet our games, waiting day and night for them to finally appear on their magical digi-slates? Possibly, but I doubt it. And if anyone is waiting to give BioShock an additional play-through, do they really want to do so with a not-quite comparable version at an additional buy-in cost?

So I think an iOS edition needs something extra in order to be truly relevant. Maybe it could have been some kind of special edition, with a few bonus areas or powers thrown in. Or better, it could have been an alternative Rapture experience, not a full-sized BioShock 2.5, by any means, but a m🌳ore focused, more tailored, first-person horror-adventure set in the gaps between the two games. Taking that approach could actually have worked to the game’s advantage if a modified gameplay model--perhaps something less combat-focused--had been designed to provide both a fresh, more essential experience and a neat way to avoid the problems of controlling fast action games on a mobile machine. Give me a new, mobile-optimised take☂ on BioShock--maybe something more akin to a Gone Home, or even Amnesia--and I’d be bona fide jealous that I have nothing to play it on.

Hell, iOS would beಌ a perfect home for that long-promised but rapidly-aborted BioShock game for the PS Vita. Touted as a🎃 Final Fantasy Tactics-style role-playing adventure set before the fall of Rapture, that thing had immense potential for expanding the BioShock story in a meaningful, refreshing way, playing to its intended platform’s strengths with great integrity. It’s a shame it never appeared, but on the iPad it could explode.

But of course, all of the above would require new dev teams and full-length development cycles, from concept planning, to production art, to final polish. With the original BioShock, all of that work is done. All that’s needed is some downgrading🐼 of assets and a bit of (admittedly vicelike) compression. It’s understandable that a straight port would be 2K’s choice.

With BioShock’s future now uncertain, following its creator Irrational’s dissolution after Infinite, the publisher needs a way to keep its biggest and most lauded brand alive in the public consciousness. A re-release of the series’ most universally praised, arguably most important entry is the most economical way of doing that. Particularly with the ‘Holy shit!’ factor of its chosen platform thrown in. It’s a smart tactical move. Maxi💙mum bang, minimal bu🌞ck. And it looks like it’s turned out as well as anyone could have hoped.

But I just wish that it had been something more. Because as great as it may well be, BiOShock feels more like a stunt than a meaningfu𝕴l addition to the franchise. It could have been unique and important, a fantastic new taste of a part of BioShock lore that many miss, as well as a great example of how AAA studios can and should treat their big games on small platforms. As it is, it just feels ‘good’.

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//344567.top/ios-bioshock-stunning-achievement-could-have-been-much-more/ mnGf9ciJ2ZMFcLxthzf66Z Mon, 04 Aug 2014 16:39:32 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> After Ken Levine and his team at Irrational Games shipped the original BioShock in 2007, everyone was waiting for the next big thing from the studio. 澳洲幸运5开奖号码历史查询:BioShock Infinite finally launched last year after a lengthy (and no doubt very costly) development process, garnering accolades and . Now, in the wake of that undeniable success, . Levine is transitioning to smaller games after all but 15 of IG’s massive staff were laid off. For outsiders, the scariest part is just how unsurpri🌳sing this all is in today’s gaming market.

As Ken Levine explained in a , the “winding down” of his studio seems to be his choice, with no mention of pressure from 2K or fiscal disappointment in Infinite. As Levine tells it, retail games with massive budgets aren’t as appealing to him as “content deliv🀅ered digitally” from this point forward. His vision of “narrative-driven games... that are highly r꧙eplayable” needs a staff of just over a dozen, not hundreds--which is bad news for the hundreds of people no longer employed by Irrational.

This move reflects a trend that’s becoming 澳洲幸运5开奖号码历史查询:incredibly common ꧂these days. Key staff membe𝓰rs (or entire teams) exit the increasingly corporate development world to create smaller titles with smaller budgets. Levine’s peers like Warren Spector, Will Wright, David Jaffe, and Cliff Bleszinski are at the forefront of important people leaving major publishers for new, more focused frontiers. It’s a creative drain on AAA gaming, a field that’s pushing away talent as costs keep making publishers more risk averse.

Way back in October 2012, I 澳洲幸运5开奖号码历史查询:voiced worries about Infinite’s status--and while my quality concerns were off, my fears for the future of Irrational weren’t. The game was massive, alt🍰ered numerous times to fit Levine’s artistic vision, and the timeframe between announcement and release was far wider than most marketing efforts can stretch. Infinite--and perhaps BioShock as a series--was an anomaly in an increasingly corporate world of carefully managed intellectual properties and annualized franchises.

The only outlier from the standard creative lead exits company to make smaller games story is 2K’s involvement as publisher. 2K Games' parent company Take-Two Interactive will continue to support and finance Levine’s new effort. From a distance, the message from 2K to Levine is clear: if the choice is working with you on smaller stuff or not working with you at all, we prefer making Ken Levine games. Could this represent an acceptance of a new trend--the seeming inevitability of 澳洲幸运🐠5开奖号码历史查询:AAA ༺development driving off talented people? ﷽Will more companies do th🧔e same to keep creative team leads from going independent in the future?

♊From an artistic and business model standpoint, Levine’s next game is exciting--but not for anyone who wants a sustainable model for imaginative, risky titles with top-of-the-line production values. In particular, I empathize with the army of developers that work on a big-budget game (even a nominally successful one), then get laid off once the project ships--only to join another massive company to start the cycle all over again. And the implied closure of Irrational Games means one less studio in that continually shrinking job pool.

It all points to an unsustainability of anything other than the most insanely successful franchises in gaming: the GTAs, Call of Dutys, and Need for Speeds. Anything less seems to result in studio closures, whether its by choice like Levine, or (more often) by the publisher themselves. Levine made it clear that the BioShock name will continue on without him, but it makes you wonder if the original would even get made in today’s business world. If visionaries like Levine want no part in the world of AAA, then gamers can look forward to excꦺeptional creativity and expensive visuals becoming wholly separate from one another.

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//344567.top/if-irrational-games-cant-make-next-bioshock-who-will/ MQjyBZA6aQNbtpfsTHrGwJ Tue, 18 Feb 2014 23:03:25 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> The most disappointing moment of BioShock Infinite: Burial at Sea - Episode 1 is when Booker, after an hour of exploring🐠 a bustling, living Rapture, lifts up a gun. I actually let out a disheartened sigh when it slowly came into view, as if I'd seen an infinite number of realities and one I was about to experience one that I didn't want.

Up until that point, Burial at Sea was one of the best gaming experiences of the year; a fun, immersive trip through gaming’s mo💞st iconic location. But then, once the gun came into view (complete with the Unreal Engine's signature texture pops), it was another shooter. No more wandering Rapture and learning about the city pre-downfall. No more seeing groups of citizens chatting or groups of Little Sisters being taught how to gather Adam. No more gazing out the thick windows at the Rapture we all wanted to see, but never did. Instead, it was another shooter.

When it’s a shooter for the fina🍌l half of the two-hour episode it’s a fine shooter. You aim guns at Splicers and shoot them until they fall over in a heap, or you blast them with Plasmids until they writhe on the ground. Elizabeth continues her role of emotional core and “person who throws you stuff sometimes” throughout the game, making the few hectic encounters more manageable. Burial At Sea takes all of the things that made Infinite’s gameplay stronger than BioShock’s and tosses them into Rapture, and it functions quite well. Problem is, it's all a little forced.

Don’t get me wrong, I wasn’t part of the camp that thought Infinite was too violent. Columbia was engorged in a bloody revolution and Booker need🐟ed to find the girl and wipe away the debt, gosh darn it, even if it meant putting a few hundred bullets in a few hundred heads. Rapture has a similar excuse in Fontaine and Ryan's civil war, but that’s n𒅌ot the direction Burial At Sea chooses to sail in. Instead, it finds a different justification to send Booker on a bloodthirsty rampage, and it really feels like it only does so because it’s obliged to.

Up until that moment the game wasn’t just good, it was outstanding. The winks and nods were almost unbearably well implemented, and it did a remarkable job at feeling like a violent, beautiful merger of Rapture and Columbia. But more importantly, it was a wonderful experiment in adventure storytelling, wherein a AAA game left behind its bullets in favor of conversation and exploration. Rapture, in its new coat of stylistic paint, is more beautiful than ever, and all I wanted to do was explore it more. Worse yet, it knows how much you want to experience i𒆙t untainted and gives you ample opportunities to dꦆo so, making the shift to combat all the more out of place.

Sure, there’s at least some obligation to stay the course (it is a BioShock game, after all) but what better excuse to experiment than DLC?𒊎 Who is buying BioShock: Infinite DLC because they want another few hours of combat? It’s still absolutely worth playing for the incredible mindfuck i🃏t provides, but I’m really hoping that Episode 2 puts down the gun and lets us experience a side of Rapture we haven't already destroyed.

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//344567.top/bioshock-infinite-burial-at-sea-review/ VTHvXnSoSypss4W4HZgPq8 Mon, 11 Nov 2013 13:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]>

2K Games will launch part one of 澳洲幸运5开奖号码历史查询:BioShock: Infinite’s 澳洲幸运5开奖号码历史查询:Burial at Sea DLC on November 12. Infinite’s campaign expansion sees Booker🐻 and Elizabeth return to Rapture before the fall of the underwater city that served as the setting for the original BioShock and its sequel.

While the first part of the story sees players resume the role of Booker, the second will see them step into Elizabeth’s shoes for the first time. Playing as the female protagonist will be less combat-focused and more strategic, with Irrational Games boss Ken Levine describing Elizabeth's chapter as 澳洲幸运5开奖号码历史查询:“almost survival horror”.

The Burial at Sea add-ons will each be priced at £9.99 / $14.99, but both can be picked up as part of a £13.49 / $20 DLC season pass. The pass includes additional content called Clash in the Clouds, which offers 60 challenges set across four new areas of Columbia and provides players with the opportunity to access new Voxophones and Kinetoscopes. Watch the first five minutes of Burial aܫt Sea here.

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//344567.top/return-rapture-bioshock-infinite-dlc-november-12/ PzwqvAoymCobRej75BmgHT Fri, 25 Oct 2013 13:10:59 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]>

澳洲幸运5开奖号码历史查询:BioShock Infinite: Burial at Sea will star the sam𝄹e Elizabeth and Rapture as always, but neither are the same as before. Elizabeth has changed from the forces she was caught between in Infinite, creator Ken Levine told our friends at , and she's no longer the girl who danced on the beach at Battleship Bay.

It sounds like Levine wants to address criticism that the series uses heavy topics like racism and American exceptionalism as little more than window dre🎃ssing. BioShock aꦅnd BioShock Infinite painted their social problems in broad strokes, but Burial at Sea will show their impact.

"It's not enough to🍌 say, 'okay, this week we're looking at oligarchy,'" Levine said about the themes players will encounter. "You have to have something to say about it, so in this instance we're looking into the human impact that these philosophies have, specifically on Booker and Elizabeth."

The DLC's story takes place a year before the events of the first BioShock. With the underwater city yet to fall into complete chaos, where will you find splicers, Little Sisters, and Big Daddies running am𒈔ok? In the sunken Fontaine's Department Store, of course, where Booker and Elizabeth's search for a missing girl will undoubtedly take them.

Levine has said only that the release date for Burial at Sea is "soon to come." Until then, you can enjoy this alternate universe mockumentary of an 澳洲幸运5开奖号码历史查询:alternate universe mockumentary.

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//344567.top/ken-levine-talks-bioshock-infinite-burial-seas-themes-and-characters/ 2ytmZNRwLZmf6UVK5HfRA7 Fri, 04 Oct 2013 17:30:51 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]> Welcome to the third video in our Inappropriate Censorship series where we're forced to bleep out some of the dialogue in the original--and still fantastic--BioShock. Why are we bleeping it out? Because you may not remember it, but the dialogueꦯ at the start of the game is chock full of swears. We didn't remember it either. But as you're about to see, it's a good job we have the bleep button...

If you enjoyed this, then why not subscribe to ? You'll get to watch all the new videos as soon as they're up, enjoy our series and laugh at some English people (GamesRadar UK) preten🍌ding to be even more English in our of your f🌄avourite games.

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//344567.top/inappropriate-censorship-bioshock/ NLm6YByXvTUDRwSdhNqeym Tue, 13 Aug 2013 11:06:48 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]>

Irrational Games has explained how playing as Elizabeth will differ from playing as Booker in upcoming 澳洲幸运5开奖号码历史查询:BioShock: Infinite DLC. The recently announced 澳洲幸运5开奖号码历史查询:Buried at Sea will be a two-part campaign add-on which sees Booker and Elizabet🐓h return to Rapture before the fall of the underwater city that served as the setting for the original BioShock and its sequel.

While the first part of the story will see players resume the role of Booker, the second will see them step into Elizabeth’s shoes for the first time. Irrational boss Ken Levine described Elizabe🐼th's campaign as “almost survival horror” in an interview🐼 with , while lead level designer Amanda Jeffrey playing as the female protagonist will be less combat-focused and more strategic.

"Liz is such a different character to Booker, and if we𒉰 were to just put Booker in a dress, then that would be the most awful betrayal of what we're doing for Liz, and players would just feel like it was a cheap way out, and that's not something that we want to do,” Jeffrey said. “She needs to be kind of thinking in a roundabout way of how to deal with her enemies. And, sometimes, that might mean completely bypassing the enemy entirely. It may mean, in another situation, using the enemy﷽'s strength against them.

"We're still trying to work out exactly how extensive Liz's tear abilities will be. I will say, though, that Elizabeth and her tear abilities are not necessarily a 'win button.' So she's not entirely godlike in her abilities. She will have far more powerful ways of interacting with the world than we saw in Infinite proper, but at the same time, it won't just be a case of walking tꦑo a space and going, 'I'm just going t🔜o press a button, and now happy ending for everyone!'"

BioShock Infinite’s Buried at Sea campaigns will each be priced at £10/$15 (1200 Microsoft Points).ღ Release dates have yet to be confirmed.

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//344567.top/bioshock-infinite-elizabeth-dlc-almost-survival-horror/ jLzKv2sM2uoGrDSzHe677m Mon, 12 Aug 2013 12:45:24 +0000
<![CDATA[ Latest from GamesRadar+ in Bioshock ]]>

Four million isn't Call of Duty numbers, but it's not half bad for a semi-political, semi-historical shooter: Take-Two Interactive CEO Strauss Zelnick shed some insight on 澳洲幸运5开奖号码历史查询:BioShock Infinite's sales since M😼arch in a conference call with investors today (via ).

"BioShock Infinite is North America's best-selling multiplatform release so far this year, according to NPD," Zelnick said. "The title has crossed the 4 million units selling mark, and we expect it to become the t🍃op-selling release in the BioShock fra🔥nchise."

Earlier today, BioShock Infinite fans got some more good news when 澳洲幸运5开奖号码历史查询:three new pieces of DLC were revealed: arena-fighting Clash in the Clouds, which launches today, and Burial at Sea, a two-part narrative through Rapture starring familiar faces from 💝both storyli𝓀nes.

Take-Two reported $142.7 million in net revenues for the three mon𝓡th period which ended on June 30, compared to $226.1 million for the same period of 2013. Its profit ♔grew to $48.8 million from $39.4 million.

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//344567.top/bioshock-infinite-sells-more-4-million-march/ LXgmGHpHF7Uq9rLk6rXUgb Tue, 30 Jul 2013 21:50:51 +0000