After the first trailer for "BioShock" was released, players were eager to talk about it, but didn't get much information.
After all, it was too short. But just when many players were 'challenging' Boss Lucas' riddles, something unexpected happened.
Only half a month later, Lucas released a second trailer, and this time it revealed much more information.
In this trailer video, the entire promotional scene uses real in-game scenes.
Obviously, it's to tell players that these are real in-game demonstrations.
Covered in clouds, the huge sky city of Columbia is shown to countless players.
The magnificent sky city, the blue sky, and the textured white clouds are like a fairy tale world.
In the countless white clouds, huge airships are slowly moving forward.
The white clouds in the sky seem to be within reach, like a dreamlike scene.
These cities are all floating in the air, with huge chains linking them together.
In the distance, there is also a huge island like an angel statue.
But the next moment, the entire scene in the video suddenly changes.
The sound effects also become gloomy.
Dark tones and splashing blood.
'The descendants of the prophet should sit upon the throne…'
'And stand in a fiery blaze before a sea of people.'
The war scenes from the first trailer flash by, and then switch to the dreamlike sky city of Columbia.
The scene keeps changing: battles, beautiful scenery, gloomy palaces, a world burning with war…
Unknown narration, Elizabeth's voice, and Dewitt Booker's voice.
'The false shepherd will come to steal the lamb.'
'Who are you?'
'I can save you!'
'Your shepherd's crook is already bent, your future is full of twists and turns.'
'What price will you pay?'
Booker and Elizabeth look into the distance on the airship.
The sky city of Columbia in the distance is like a fairy tale wonderland.
'We will find Comstock.'
The next moment, bloody and gloomy scenes appear.
'I will stop him, set her free.'
In the dark dungeon, Elizabeth's painful voice is heard, as if she is being tortured.
'This ending will be bloody!'
'Comstock! Tell me what you want to do?'
'Go back to your solemn place!'
'Elizabeth!'
The screen goes dark, and once again comes to the vast sea, with the ship carrying Booker to the lighthouse.
'Bring us the girl, and the debt will be wiped clean.'
In the pouring rain, the scene gradually disappears.
'Deal's off! Hey, deal's off! You hear me? Deal's off!'
With her arms crossed, looking at the department store in the distance, Elizabeth looks lost and confused.
'Booker, are you afraid of God?'
'No, I'm just worried about you.' (Because of translation issues, the early Chinese translation of the game was translated as 'I'm just afraid of you', and the meaning was distorted)
Accompanied by a rumble of thunder.
In the wilderness, Elizabeth looks directly at the camera, with a storm sweeping in the distance like the end of the world.
Again, with a flash of lightning, the screen instantly goes dark.
The name of the game "BioShock" is displayed at the end.
Compared to the previous promotional video, this animated scene shows more content.
Including the battle scenes in the game, and more scenes are shown.
Even in terms of the game's story, the game also reveals more details.
Groups of players seem to have turned into archaeological researchers, analyzing various information about the game called "BioShock."
Even some video websites have appeared with many videos specifically for analysis.
But one thing that can be said for sure is that although the art style of "BioShock" looks cartoonish.
But the content of the game is not cartoonish.
Because it has been fully shown to the players in the promotional trailer.
Gloomy scenes, dark tones, and splashing blood.
The corpse lying in the wheelchair, and the person tied to the wooden board being torn apart by crows, all show that this game actually has some violent content.
This is not a so-called family-friendly cartoon amusement park game.
In addition, according to the information released on the official blog, this time "BioShock" is actually divided into two parts for sale.
Just like the original "Call of Duty: Modern Warfare."
"Speaking of which, do you guys think this game will be similar to "The Last of Us"? An uncle with a little girl? It's just that Joel is escorting Ellie, but the guy here named Dewitt Booker is going to take Elizabeth away."
"Yeah, I also noticed! And there are some clues hinted at in the second trailer, like the photos in the wooden box at the beginning, and the word 'prisoner' written on it."
"Also, judging from the conversation on the small boat in the first trailer, Booker should have accepted some kind of deal, which should be to take Elizabeth away. Maybe later he will go through some things with Elizabeth, and take Elizabeth to kill everyone on both sides."
Players are talking a lot, and of course, in addition to these, players have many doubts.
What does the shepherd represent, and who is Comstock?
Players at home and abroad are discussing fiercely.
However, Lucas obviously doesn't intend to explain the outside discussions, but is still continuing to develop the content of "BioShock."
The entire game's art style uses the style of Victorian and visual art design, combined with a cartoon rendering mode, to show a steampunk world.
This cartoonish style makes the game's expressiveness also more inclined to the detailed performance of Broadway theater, which is slightly different from realistic-style storytelling.
Central City, Holy Island, Warrior Garden, and Finkton, and Prosperity Street, Lucas and the team carefully designed each area.
In his past life, "BioShock: Infinite" was able to move countless players, in addition to its excellent story, it can be said that it was because of the extreme details.
So Lucas will also show a vivid Columbia to the players.
In addition, in terms of story presentation, "BioShock: Infinite" in his past life was developed many years after the first game.
So in the first game, there is actually some content that conflicts with the Burial at Sea DLC in Infinite.
So here, Lucas will also add some related clues as foreshadowing, waiting for the moment when the truth is reversed at the end, to bring players a more shocking performance.
Of course, there is also the most important character, Elizabeth.
While players outside are still discussing.
At this time, Lucas was shopping in Columbia with Elizabeth.
Well... more accurately... it should be testing the AI performance in the game.
The actress for Elizabeth in the game is a well-known stage actress from Broadway.
This is also Lucas's intention, because compared to ordinary actors, the cartoon art style of "BioShock: Infinite" itself is somewhat absurd, so the stage performance of the stage actress, which is more powerful, is also in line with the content of the game.
'Booker! This is the women's restroom!'
Elizabeth looks at Lucas with an angry face, or rather, Booker in the game.
And Lucas chuckled.
Elizabeth in the game can respond to different behaviors of the player.
Walking too fast, walking too slow, or missing some items.
Elizabeth will provide feedback on these behaviors.
At the same time, Elizabeth's lines in the game can be said to be very numerous.
To present a vivid AI character to players, it obviously requires a lot of details, and not just a simple AI logic.
Lucas walked around Columbia City twice with Elizabeth, checked all the details, and then exited the game.
"How is it, Boss Lucas?" Hector, who was in charge of this area, asked excitedly.
Obviously, the performance of Elizabeth that has been made now also makes him feel very amazing.
Lucas smiled and nodded: "Very good, but pay attention to more detailed content. We need to make players feel that Elizabeth is not a simple AI, a simple NPC teammate, but their reliable partner."
In a certain part of the story of the game, players will temporarily lose Elizabeth and go on an adventure alone.
At this time, players should experience the sudden loneliness, and at the same time, let them understand how important Elizabeth is to them.
And if you want to make players feel that way, you must let Elizabeth occupy a certain weight in the players' hearts.
This weight requires players to like this character.
Finally, when something unexpected happens to the character, that unforgettable sadness can be completely engraved in the player's heart, becoming an unforgettable memory.
(End of this chapter)
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