![]() After being informed that 2K saw BioShock as a big shooter franchise, along the lines of Gears of War or Call of Duty, direction changed and grew out of the way Thomas saw FPS characters as lumbering and vehicle-esque. Very Silent Hill.", focusing much more on a horror-oriented pace and vulnerability. After being informed that he had to return to Rapture, the idea changed to "playing as a former Little Sister, in an underpowered return to Rapture, full of fertile trauma that would be uncovered as you went. The idea for the design was "white, red, curved, and more Art Nouveau than Art Deco", very similar to the design of the Little Sister sequence near the end of the final game. "The parasite that Andrew Ryan talks about so often in a philosophical sense". The last version of this idea ended up still being underwater, but it was a city floating above Rapture that moved in and scavenged off of it after the collapse. Saving you from yourself." A few different ideas for setting were discussed, such as a city floating on the surface of the sea, a flying city, and space. The opposite of what Andrew Ryan would want. ![]() ![]() Some people would say kind of more communist, a nanny state gone wrong. According to Jordan Thomas, "It would have been a utilitarian utopia, based on the idea of minimizing suffering. The initial ideas that didn't get far because of development time and demands were based in a different city with a different philosophy. 8.2 Unused and Alternate Advertisements.4.1.3 "Splicers Fearing The Drill" Mechanic.
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