Chapter 1165: The Impact of BioShock

The game produced by Nebulas Games has received a very high score evaluation.

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

It's not really a new thing.

But BioShock Infinite still caused a lot of sensation.

A perfect score almost means that the game itself has reached its limits where it should be.

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

This includes awards from all major game industry awards.

Generally speaking, sales volume is only a relatively small factor.

A breakthrough in gameplay, as well as a deeper plot meaning, will add a lot of points.

Unlike the open worlds of The Legend of Zelda: Breath of the Wild and Red Dead Redemption.

BioShock Infinite is not an open-world game, but 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.

Religion in the game, metaphorical irony in the game, and dystopian stories.

and the world setting of steampunk, these can be said to be games, including a theme used in film and television.

And these themes seem to have a natural fit for plots that are more literary and artistic.

Similarly, BioShock Infinite has a far-reaching impact on major game manufacturers.

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

For game manufacturers like UEgame, what they see is a level of how Nebula Games uses AI technology.

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

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

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

Just like Nebula Games' "Red Dead Redemption" back then, countless game manufacturers have seen a way, that is, the truth of the details.

Why is it so real to the player?

It's a lot of detail.

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

The game is already pre-set.

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

Although Red Dead Redemption won a perfect score at the time, there are also many game media and game circles who believe that Red Dead Redemption is more of a show-off and a monetary victory.

Including some time later, the vast majority of open-world games on the market followed the logic of Red Dead Redemption.

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

It wasn't until later that Nebula Games launched "The Legend of Zelda: Breath of the Wild" and "GTA", which changed the so-called detail and realism before.

The former can be said to redefine the two words of openness in the open world, while the latter defines the two words of the world in the open world.

And the same is true of "BioShock Infinite", in which Elizabeth was successfully portrayed.

It is an inspiration for manufacturers in the game industry.

Another point is the unique art style of BioShock Infinite.

If "The Legend of Zelda: Breath of the Wild" developed by Nebula Games was originally to promote the exclusive use of the switch, it was limited by the function of the game and had to compromise on the use of that cartoonish rendering style.

Then in "BioShock Infinite", it is obvious that it is not limited by the functions of the machine.

It's intentional.

Steampunk, coupled with the Victorian architectural style, combined with the different color contrasts in BioShock Infinite, is a direct lesson for all game manufacturers.

That is, the graphics of the game do not need to be blindly realistic.

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

But BioShock Infinite isn't all that real.

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

…………

And with the launch of "BioShock: Infinite", players have cleared the customs one after another, and the popularity has also been rising.

At the same time, more and more in-depth content in the game has been gradually excavated by players.

Includes some hints related to the game.

All make the player feel a sense of familiarity.

That is, in games like "Dark Souls" and "Bloodborne", it is like constantly collecting information to understand the background of the whole game.

It's just that in "BioShock Infinite", these details are more of a sense of hindsight for players.

Yes! It turns out that the game is already hinting at it through these details from the beginning!

Players who have cleared the level once before will feel such an emotion when they experience it again.

For example, at the beginning, the Lutes duo actually secretly helped the player and Elizabeth with various events, so as to achieve the goal of getting Booker to 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 sent by Comstock to kill Booker and thus prevent him from entering Colombia.

If you pay attention, you will be able to spot a sticky note nailed to the lower right corner of the map on the wall next to it, signed 'C'.

Proof that it was sent by Comstock and it said 'Be prepared. He's on his way. You must stop him.-- C'

There is also a coin toss mini-game in Columbia City, where the player-controlled Booker is the 123rd person to toss a coin, which means that 122 Bookers have come here to toss a coin before.

The results were all heads-up, proving that the Lutes duo had made 122 attempts at 'reset' events.

At the same time, at the beginning of the game, the password to enter the lighthouse is also 122.

There is also the AD mark on Booker's hand, and don't choose the number 77.

The small details in these games are actually hinting at.

Although these small details don't have much of an impact on the game's plot.

But it gives the player a special feeling.

That's a feeling of course.

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

Rather, there is a cause and an effect.