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Bioshock Infinite Will Be More Open, But Not Like GTA

Bioshock titles are pretty linear, although they often boast decent-sized maps that require a little exploration.

But as we've seen in some gameplay footage of Bioshock Infinite , the world definitely seems more open than normal, and this has been verified by developer Irrational Games. We'll have more freedom when it comes to wandering around that immersive, fascinating environment, but that doesn't mean we're looking at an open-world game. Lead artist Shawn Robertson clarified this point in a recent interview :

"As far as exploration, the amount a player can explore and the amount of narrative we’re going to present to the player, it’s going to be roughly the same as we had in the original BioShock. In terms of open space, we’re not creating a Grand Theft Auto game, it’s not like everywhere in the city will be open to the player. Narratively, where we want the player to go will definitely be open. A specific example: the skylines that you saw. Yes, there are rails that you’re traveling on, but you saw a few different rails and all of those represent different options you can jump to. You’re also not stuck on one rail you’ve jumped on. You can turn around, jump off at any point, and there are roofs you can get onto. So you can use those rails to get to other places, or you can just ignore them and stick to the narrative. They’re just another tool that we’re providing to the player.

We certainly don't need every game to be open-ended and in fact, we enjoy the excellent narrative found in this franchise. That tends to take a definite backseat to exploration in sandbox adventures, and we'd hate to lose the Bioshock Infinite storyline amidst a huge Fallout -like world. At any rate, we know we want this game. Badly.

Related Game(s): Bioshock Infinite

Uncharted 3 And Batman Lead Game Critics E3 Awards

There were a ton of great games on display at E3, and the Game Critics Awards nominations for the event have been released .

Uncharted 3: Drake's Deception and Bioshock Infinite led the charge with four nominations each, while many other titles (including Batman: Arkham City , The Elder Scrolls V: Skyrim , Battlefield 3 , and Tomb Raider ) picked up three apiece. As for publishers, EA and Sony each got 14 total nominations, Microsoft netted 11, Ubisoft had 7, and Nintendo and Warner Bros. each landed 6. If you're wondering, the Game Critics Awards Best of E3 2011 nominations are determined by a group of judges from 35 different publications.

Uncharted 3 was nominated for Best of Show, Best Console Game, Best Action/Adventure Game, and Best Online Multiplayer Game. For the record, here are the nominations for Best of Show:

There may not have been a lot of huge surprises at E3, but the software lineup for this year is pretty damn impressive. Sure, we already knew about all of them before E3 but in this day and age, it's almost impossible to keep big projects secret for the express purpose of revealing them at E3.

E3 2011: Bioshock Infinite Moves, New Bioshock For Vita?

Okay, we can't be sure about that NGP project, but at least we know it takes place "in the Bioshock universe."

Firstly, Ken Levine just showed up at Sony's E3 conference to announce that the upcoming Bioshock Infinite will support PlayStation Move. Ironically enough, this comes after comments from Levine that called the effectiveness of motion sensing gaming into question. On top of which, PS3 owners who purchase Infinite will also receive the original Bioshock title for free; it'll be on the same Blu-Ray disc. Lastly, Levine announced they're currently working on a project for the NGP (Next Generation Portable or PSP2 or PS Vita or whatever). We don't get a title so it remains a mystery project, but Tretton said it was within the Bioshock universe, so that's good news. We're big fans of the series in question; we just love the stories and action.

Now, onto more good news from E3…

Related Game(s): Bioshock Infinite

Irrational: Don’t Worry About Bioshock Infinite On PS3

While Bioshock 2 was better in terms of stability, the PlayStation 3 version of the first Bioshock did suffer from some drawbacks.

But now that the revered franchise is back in the hands of original designer, Irrational Games, we've been assuming they'd correctly optimize the ultra-promising Bioshock Infinite for Sony's machine. Thankfully, it seems we were right about that assumption: check out the reply made by Irrational Technical Director Chris Kline at the developer's official forums . The whole thing is extraordinarily encouraging for PS3 owners and Kline's first clarification is the most important of all; Infinite won't be a port, as the team is developing all three versions simultaneously in-house. Here's more elaboration:

"We all know that the PS3 is a powerful but unique console with its own strengths and challenges. But compared to the PC, the Xbox 360 is challenging too. So instead of declaring a "lead platform" and porting the game to the others, we've instead changed the game engine so that all platforms look (to a programmer) more like a PS3. This means implementing a task-oriented task processor that assumes a NUMA (non-uniform memory access) design that mimics the PPU/SPU split of the PS3. Writing code this way is more difficult for us, but has a key advantage: it's both optimal for the PS3 *and* gives speed improvements on other platforms due to increased cache coherence and more efficient use of multiple processing units."

He goes on talk a bit about what we've heard before, including the switch to a "deferred lighting scheme." He also says they're "constantly testing our code on the PS3" and all their programmers have both PS3 and 360 dev kits at their desks. And check this out-

"To make sure we find and fix problems as quickly as possible, we have a "continuous integration automated build system" that rebuilds the PS3 version and runs basic tests on it every time a programmer or artist makes a change to the game. It even emails them right away if they break something. In addition, we've also built tools that allow artists and designers to instantly check whether or not their levels will fit in memory on all three platforms, without ever leaving the editor."

These days, there are few visible differences between most multiplatform efforts but even so, why can't all developers do what Irrational is doing? We love these guys. "A" for effort, at the very least, but we're definitely expecting Bioshock Infinite to be one of next year's best.

Related Game(s): Bioshock Infinite

Irrational On Making Bioshock Infinite’s Visuals Shine

Some developers can simply do more with any given engine.

The original Bioshock looked incredible and it used the aging Unreal Engine 2.5 of the time. So how did the guys at Irrational pull off such a convincing, top-quality visual presentation? Well, Chris Kline speaks in-depth about the subject over at Irrational's forums , and as it turns out, the team created various elements on their own (like the water). Now, with Bioshock Infinite using Unreal Engine 3, you can bet the designers will once again take an aging engine and tweak it; make it do fantastic things above and beyond the call of duty. Wrote Kline:

"Right from the outset we realized that this was going to be a monumental undertaking on the tech side, but decided it was a challenge that we simply had to take on in order to give gamers the kind of quality experience they've come to expect from Irrational Games and BioShock."

He goes on to say that Irrational considered using Unreal Engine 2.5 again, but it was simply "too underpowered and unwieldy for the depth and complexity of the gameplay and narrative we had planned." So, they moved up to the Unreal Engine 3, which has its fair share of detractors these days. But Kline says the team is working hard to bypass any shortcomings; the new lighting system should be amazing, and they'll also implement a "custom sound propagation system (so voice properly echo down corridors and around buildings) and a dynamic wind audio system that reinforces the dynamic weather in the world."

Yes indeed, perhaps there's no such thing as small, underpowered engines, but only small, under-talented developers. Just watch this gameplay sample and try not to be impressed. This game is going to be incredible .

Related Game(s): Bioshock Infinite

Bioshock Infinite Gameplay Proves Atmosphere Importance

When we tell you Bioshock Infinite will be a Game of the Year nominee in 2011, we've never been more serious about anything ever.

The original team is back, the game looks amazing, and although we still have to wait, we already have around 10 minutes of gameplay right here. In addition to fantastic controls and the depth and diversity offered by Plasmids vs. standard weapons, Bioshock is best known for its atmosphere. And within the first three or four minutes of this video, you'll understand why. Was anyone else sufficiently freaked out by that woman sweeping in the midst of an inferno? And how's about the over-the-top freakiness of the city in general?

Tough to take aim through a flurry of bothersome crows. The entire thing is just epic , and I'm once again reminded of why I loved the first two games so much. There's an environmental originality in these games we don't really see anywhere else; it's a matter of emotion and immersion, although it's a little difficult to pinpoint. But anyway, this is looking fantastic and we just can't wait to play it. How's about you?

Related Game(s): Bioshock Infinite