Chapter 1165: The Influence of Bioshock
The game produced by Nebula Games received an extremely high score.
In fact, for most players, as well as the game media and the industry.
Basically, it's not that new.
But "Bioshock: Infinity" still caused a lot of sensation.
Full score ratings almost mean that the game itself has reached its limit where it should be.
And it is not just a game, but also has deep meaning.
Including awards from major gaming industries.
Generally speaking, sales are just a relatively small factor.
A breakthrough in gameplay and a deeper plot meaning will add a lot of points.
It is different from the open worlds such as "The Legend of Zelda: Breath of the Wild" and "Red Dead Redemption".
"Bioshock: Infinity" is not an open-world game, but it creates a real enough NPC for players in the game.
Coupled with its own outstanding plot, the spirit of the entire game has been sublimated to a certain extent.
Religion in the game, metaphorical satire in the game, and dystopian stories.
And the world setting of steampunk, these can be said to be a common theme in games, including film and television.
Moreover, these themes seem to have a natural fit for plots that are more literary and artistic.
Similarly, "Biochemical Shock: Infinity" has a far-reaching impact on major game manufacturers.
Not only big companies like UEgame, but also some second- and third-tier game manufacturers with slightly inferior strength.
For major game manufacturers like UEgame, what they see is a level of how Nebula Games uses AI technology.
How to apply AI technology to games is still a relatively testament.
For major game manufacturers, the first thing they think of is the theme of open world games.
After all, higher intelligent AI is a perfect match for open world subjects.
Just like the Nebula Games "Red Dead Redemption: Redemption" that year, countless game manufacturers saw a way out, that is, the reality of details.
Why is it so real to players?
It's a pile of many details.
For example, what kind of reaction will the NPC in the game give when facing various actions of players?
All the games are already set.
And these details also make players feel a sense of reality.
Although "Red Dead Redemption" won a full score at that time, there were also many game media, and the game circle believed that "Red Dead Redemption" was more of a show-off and a financial victory.
In the later period, most open-world games on the market followed the logical settings of "Red Dead Redemption: Redemption".
That is a realistic enough picture and various piles of details.
It was not until Nebula Games launched the Legend of Zelda: Breath of the Wild and GTA, which changed the so-called pasted details and realism.
The former can be said to redefine the two words open in the open world, while the latter defines the two words world in the open world.
The same is true for "Bioshock: Infinite", which was successfully portrayed in the game.
It has inspired the game industry manufacturers.
Another point is the unique art style of "Biochemical Shock: Infinite".
If the "Legend of Zelda: Breath of the Wild" developed by Nebula Games was originally developed to promote switch for exclusive use, and due to the game's functions, it had to compromise on using that cartoon rendering style.
Then in "Bioshock: Infinite", it is obvious that it is not limited by the functions of the machine.
But it was done intentionally.
Steampunk, coupled with the Victorian architectural style, and the contrast of different tones in "Biochemical Shock: Infinite", it also taught all game manufacturers a lesson.
That is, the game's picture does not need to be created blindly.
With the development of games, more and more games are spending a lot of money on the screen.
But Bioshock: Infinity is not that real.
The dreamy Columbia Sky City and the cartoon rendering style are combined with a visual effect of bloody darkness, forming a strong contrast ratio.
…………
With the launch of "Bioshock: Infinity", players have been passing the level one after another, and their popularity continues to rise.
At the same time, more and more in-depth content in the game was gradually discovered by players.
Including some related hints in the game.
All of them make players feel a sense of familiarity.
That is, in games like "Dark Souls" and "Bloodborne Curse", we keep collecting information to understand the background of the entire game.
However, in "Bioshock: Infinite", these details make players feel more like hindsight.
Ah! It turns out that the game has already hinted through these details from the beginning!
Players who have passed the level once before will express such a feeling when they go back to experience it again.
For example, at the beginning, the Lutes duo were actually secretly helping players and Elizabeth to conduct various events, thus achieving the goal of letting Booker stop all this.
For example, the first dead person the player sees in the game, the guy who was killed in the lighthouse.
In fact, he was the killer sent by Comstock to kill Booker and prevent him from entering Colombia.
If players pay attention, they will find a sticky note nailed to the lower right corner of the map on the next wall, with the signature "C".
Prove it was sent by Comstock, and it says ‘Be prepared. He's on his way. You must stop him.-- C' (Be prepared, he is here, you must stop him)
There is also a coin throwing game that started in Columbia City. Booker controlled by the player is the 123rd coin throwing, which shows that 122 Booker has already come here to throw coins.
The results are all face-up, which also proves that the Lutes duo has made 122 attempts to ‘reset’ events.
At the same time, the password to enter the lighthouse at the beginning of the game is also 122.
There is also the AD mark on Booker's hand, and don't choose the 77 number.
The small details in these games are actually making hints.
Although these small details don't have much impact on the plot of the game.
But it gives players a special feeling.
That is a sense of course.
In the end, Booker's relationship with Elizabeth and Comstock did not decide suddenly.
But there are causes and effects.
Chapter completed!