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	<title>Comments on: &#8220;BioShock&#8221; did shock.</title>
	<link>http://susheel.freehostia.com/blog/?p=73</link>
	<description>Susheel's personal blog.</description>
	<pubDate>Fri, 24 Apr 2026 02:32:26 +0000</pubDate>
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		<title>By: susheel</title>
		<link>http://susheel.freehostia.com/blog/?p=73#comment-24</link>
		<author>susheel</author>
		<pubDate>Sun, 07 Oct 2007 11:12:22 +0000</pubDate>
		<guid>http://susheel.freehostia.com/blog/?p=73#comment-24</guid>
		<description>Yeah I think BioShock is more like System Shock 2. Others who have played the two games draw parallels between them too. I personally think that the team tried to fill in the gaps left out in SS2 and I liked that, period. I must admit I still haven't played any sizable portion of the game though, just about under 2 hours and that to on a day when India was winning against the Aussies in the t20 semis, so you can guess ;)).

About the dialogue thing, Oblivion does a good job at that. You can talk to any character in the world and it forms an integral part of the gameplay. But sometimes it can get boring, too much talking. I am trying the new Shivering Isles expansion and I am must say it is every bit as good, if not better than Oblivion.

About Deus Ex, getting hold of that game isn't easy, but I am trying to get it anyways. One or two of my other friends also were of the opinion that Deus Ex was a good game. Funny, I never got around to having a go at it earlier.</description>
		<content:encoded><![CDATA[<p>Yeah I think BioShock is more like System Shock 2. Others who have played the two games draw parallels between them too. I personally think that the team tried to fill in the gaps left out in SS2 and I liked that, period. I must admit I still haven&#8217;t played any sizable portion of the game though, just about under 2 hours and that to on a day when India was winning against the Aussies in the t20 semis, so you can guess ;)).</p>
<p>About the dialogue thing, Oblivion does a good job at that. You can talk to any character in the world and it forms an integral part of the gameplay. But sometimes it can get boring, too much talking. I am trying the new Shivering Isles expansion and I am must say it is every bit as good, if not better than Oblivion.</p>
<p>About Deus Ex, getting hold of that game isn&#8217;t easy, but I am trying to get it anyways. One or two of my other friends also were of the opinion that Deus Ex was a good game. Funny, I never got around to having a go at it earlier.</p>
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		<title>By: Sandeep K</title>
		<link>http://susheel.freehostia.com/blog/?p=73#comment-23</link>
		<author>Sandeep K</author>
		<pubDate>Sun, 07 Oct 2007 06:29:03 +0000</pubDate>
		<guid>http://susheel.freehostia.com/blog/?p=73#comment-23</guid>
		<description>BioShock IGDA Montreal Presentation: Saying "Yes" to the player: http://video.google.com/videoplay?docid=-4508664361400518462   (84 mins) A talk about the evolution of BioShock. 

I haven't been able to watch that yet, have got streaming issues at home and at office too :(.

I had seen some gameplay videos of BioShock and it seems really cool - giving you quite a bit of freedom in overcoming obstacles. The demo was a bit too short to explore these I think. If I compare BioShock to Deus Ex, it feels a lot more streamlined, and there aren't that many NPCs in the world of Rapture. I think BioShock follows the path of SS2 in removing the NPCs. Games which claim to give you freedom can properly incorporate NPCs only if they support interactive dialog with the NPCs. In some games the interactive dialogue really ruins the experience. It worked pretty well in Deus Ex though. Having a lot of NPCs (many of them are not at all central to the game) each having their own little problems and motives really added a lot to the immersion in the world of Deus Ex. Very insignificant actions in Deus Ex had mostly insignificant consequences - their purpose being increasing the immersion. This was through NPCs - they care about insignificant actions - you take a peek inside the ladies toilet and the woman there will "report" that to your boss who talks to you about it :).</description>
		<content:encoded><![CDATA[<p>BioShock IGDA Montreal Presentation: Saying &#8220;Yes&#8221; to the player: <a href="http://video.google.com/videoplay?docid=-4508664361400518462" rel="nofollow">http://video.google.com/videoplay?docid=-4508664361400518462</a>   (84 mins) A talk about the evolution of BioShock. </p>
<p>I haven&#8217;t been able to watch that yet, have got streaming issues at home and at office too :(.</p>
<p>I had seen some gameplay videos of BioShock and it seems really cool - giving you quite a bit of freedom in overcoming obstacles. The demo was a bit too short to explore these I think. If I compare BioShock to Deus Ex, it feels a lot more streamlined, and there aren&#8217;t that many NPCs in the world of Rapture. I think BioShock follows the path of SS2 in removing the NPCs. Games which claim to give you freedom can properly incorporate NPCs only if they support interactive dialog with the NPCs. In some games the interactive dialogue really ruins the experience. It worked pretty well in Deus Ex though. Having a lot of NPCs (many of them are not at all central to the game) each having their own little problems and motives really added a lot to the immersion in the world of Deus Ex. Very insignificant actions in Deus Ex had mostly insignificant consequences - their purpose being increasing the immersion. This was through NPCs - they care about insignificant actions - you take a peek inside the ladies toilet and the woman there will &#8220;report&#8221; that to your boss who talks to you about it :).</p>
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