BioShock Infinite's '1999 Mode' is harder, old school
Do you long for the days when games put the hard in hardcore? BioShock Infinite's newly announced "1999 Mode" is for you, then.
Do you long for the days when games put the hard in hardcore? BioShock Infinite's newly announced "1999 Mode" is for you, then.
"We want to give our oldest and most committed fans an option to go back to our roots," director Ken Levine said in the announcement. "In 1999 Mode, gamers face more of the permanent consequences of their gameplay decisions. In BioShock Infinite, gamers will have to sweat out the results of their actions. In addition, 1999 Mode will demand that players pick specializations, and focus on them."
1999 Mode will tweak Infinite to be more challenging and "old school," regardless of the set difficulty level. For example, you will not be able to magically respawn in 1999 Mode if you don't have the right resources. If you took advantage of the Vita-Chambers from the original BioShock, 1999 Mode is definitely not for you. 1999 Mode will also feature more demanding weapon, power, and health management.
Levine added: "I'm an old school gamer. We wanted to make sure we were taking into account the play styles of gamers like me. So we went straight to the horse's mouth by asking them, on our website, a series of questions about how they play our games. 94.6 percent of respondents indicated that upgrade choices enhanced their BioShock gameplay experience; however, 56.8 percent indicated that being required to make permanent decisions about their character would have made the game even better."
BioShock Infinite will be available on PC, PS3, and Xbox 360 later this year.
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Andrew Yoon posted a new article, BioShock Infinite's '1999 Mode' is harder, old school.
Do you long for the days when games put the hard in hardcore? BioShock Infinite's newly announced "1999 Mode" is for you, then.-
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I was thinking more of UT99 retrofitted with Dan Vogel's OpenGL driver, which IIRC was released in mid-2000. That mousecode was awesome, comparable to Quake 3.
My primary message here is that if Ken Levine wants to fix one problem from Bioshock (the Vita Chamber respawns making the game too easy), then he should seek to fix two other egregiously bad things from Bioshock (the activation DRM, and the execrable mousecode that the 1.1 patch only partially fixed).
I'm at the point where I want to give Ken Levine my Bioshock PC box with a note of "return to sender; unacceptable DRM". But I want to do it in a way that won't result in a panic or a lawsuit. This is not a joke; those parties who can help can contact me through the usual channels. -
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Not that it matters, but this just sealed the deal for me. I mean, let's be honest, I was going to buy the game anyway. But now I'm really, really excited for it.
The worst part about Deus Ex: HR for me was the fact that you can pretty much get every enhancement in the game. There are limitations, but it's certainly not as specialized as DE1, which is the guy to beat, really. -
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cover systems are just like any other gameplay mechanic when first introduced to the wild. it's overused for a few years, then toned down, then finally intelligently implemented. same as a lot of other features that got hammered to death in the 90's and 2000's.
not every game now released has a cover system. some do - probably more do than need it - but it's nowhere near as bad as 2006-2010 IMO. -
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It's a feature that was nowhere close to hitting critical mass till Gears and Rainbow did it (as well as GRAW 1 the year before, but that was a different sort of implementation).
Cover or wallhugging before that, like other dudes have pointed out, was a stealth game thing. It was Gears that used it as a shortcut to actually forcing the player to learn how to navigate and strategically read the environment.
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It's awesome, and when someone posted about it last night I was all :Ding about it, but really this should have been in the first game.
No really, Levine was posting on the TTLG boards a lot right before the last big media push for Bioshock, and the kids told him, "No your respeccing sucks, that will not work man" but of course what they got back was "You don't know, you have to play the game!"
They told Ion Storm the same thing about the DX2 interface... sometimes devs should just listen.