Chapter 1165: The impact of BioShock

The game produced by Nebula Games received a very high score.

In fact, for most players, as well as the game media and the industry.

Basically it is not a new thing.

But "BioShock: Infinite" still caused a lot of sensation.

Full score evaluation almost means that the game itself has reached the limit where it should be.

And it's not just a game, it has a deep meaning.

Including awards from major game industries.

Generally speaking, sales of this kind of thing only occupy a relatively small factor.

For a breakthrough in gameplay and a deeper storyline, a lot of points will be added.

It is different from the open worlds of The Legend of Zelda: Breath of the Wild and Red Dead Redemption.

"BioShock: Infinite" is not an open-world theme game, but in the game it creates a realistic enough NPC for the player.

Coupled with its own brilliant plot, the spirit of the whole game has been sublimated to a certain extent.

The religion in the game, the metaphorical satire in the game, and the story of dystopia.

And the world setting of steampunk, these can be said to be games, including a theme used in movies and novels.

Moreover, these themes seem to have a natural fit for plots that are more literary.

Similarly, "BioShock: Infinite" has far-reaching influence for major game manufacturers.

Not only are big players like this, but also some second- and third-tier game makers that are slightly less powerful.

For game makers like the same, what they see is how Nebulas Games uses AI technology at a level.

How to apply AI technology to the game is still a more challenging point.

For major game manufacturers, the first thing that comes to mind is the theme of open world games.

After all, the more intelligent AI is a perfect match for the open world theme.

Just like the "Red Dead Redemption: Redemption" by Nebula Games that year, countless game manufacturers have seen a way, that is, the reality of the details.

Why is it so real to the player?

It's just a pile of details.

For example, what kind of reaction the NPC in the game will give when facing various actions of the player.

The game has been set up.

And these details also make players feel a sense of reality.

Although "Red Dead Redemption: Redemption" won a full score at the time, there are also many game media. And the game circle believes that "Red Dead Redemption" is more of a dazzling skill. Kind of victory in money.

Including in the later period, most of the open world games on the market followed the logical setting of "Red Dead Redemption".

That's a realistic enough picture, and there are all kinds of piled details.

Until later, Nebula Games launched "The Legend of Zelda: Breath of the Wild" and "GTA", which changed the previous so-called detail stacking and realism.

The former can be said to redefine the word "open" in the open world, while the latter is to define the word world in the open world.

The same goes for "BioShock: Infinite", where Elizabeth was successfully shaped in the game.

It gave an inspiration to game industry manufacturers.

Another point is the unique art style of BioShock: Infinite.

If it is said that "The Legend of Zelda: Breath of the Wild" developed by Nebula Games was to promote the exclusive use of switch, but limited by the function of the game, it had to compromise to use that cartoon-like rendering style.

So in "BioShock: Infinite", it is obvious that it is not limited by the function of the machine.

It was intentional.

Steampunk, coupled with the Victorian architectural style, combined with the different tonal contrast in "BioShock: Infinite", directly taught all game manufacturers a lesson.

That is, the picture of the game does not need to blindly create reality.

With the development of the game, more and more games are on the screen.

But "BioShock: Infinite" is not so real.

With the dreamlike Columbia Sky City and the cartoon rendering style, it is expressed in a **** and dark visual effect, forming a strong contrast ratio.

…………

With the launch of "BioShock: Infinite", after players have cleared the levels one after another, the popularity has continued to rise.

At the same time, more and more in-depth content in the game is gradually being dug out by players.

Including some related hints in the game.

All make players feel a sense of familiarity.

That is, in games like "Dark Soul" and "Curse of Blood", constantly collecting information to understand the background level of the entire game.

It's just that in "BioShock: Infinite", these details are more to give players a feeling of hindsight.

what! It turns out that the game has already hinted through these details at the beginning!

Players who have cleared the level once before, when UU read www.uukānshu.com to experience it again, they will send out such a feeling.

For example, at the beginning of the Lutes duo, in fact, they all secretly helped the player and Elizabeth to carry out various events, so as to achieve the purpose of letting Booker stop all this.

For example, the first dead person the player sees in the game, the guy killed in the lighthouse.

In fact, he was the killer Comstock sent to kill Booker to prevent him from entering Colombia.

If the player pays attention, he can find a sticky note pinned to the lower right corner of the map on the wall next to it, signed ‘C’.

Prove that this is from Comstock, and it says ‘Beprepared.He’sonhisway.Youmuststophim.--C’ (Be prepared, he’s here, you must stop him)

There is also the coin tossing game in Columbia City at the beginning. The player controlled Booker is the 123rd coin toss, which shows that 122 Bookers have come here to toss coins before.

The results are all heads 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 little details in these games are actually hinting.

Although these small details do not have much impact on the story of the game.

But it gives the player a special feeling.

That's what it should be.

In the end, Booker's relationship with Elizabeth, and Comstock was not decided by a sudden pat on his forehead.

It has a cause and effect.