BioShock is a game that I’ve had my eye on ever since it was
announced. I was a fan of the games from Irrational, so the developer’s street
cred alone was enough to get me excited. Sadly, I haven’t had a chance to pick
up a copy of the game yet – which I suppose isn’t too painful for me since I’ve
been too busy to have the adequate time to devote to it just yet.
Another challenge for me is to decide which platform to play
BioShock on. I’ve played through the demos on both the Xbox 360 and PC, so I have
a pretty good idea of how each will run the full game.
My PC with its Radeon X1950 is able to run the game quite
well, and the option to play with a keyboard and mouse is pretty big plus. But
then again, sitting on the comfy recliner to play the game on the big TV with
the Xbox 360 could make for a more enjoyable experience.
Even though I do not own a copy of BioShock yet, I’ve been
closely following the news of it since the release last week. Various
messageboards have been filled with talk about BioShock, most of which is
exceptionally positive, but there have been several issues that have a
noticeable group of gamers in an uproar.
Fans of the game are already well aware of the issues I’m
about to discuss, but for those of you who haven’t yet immersed yourself in
what is a sure contender for game of the year, read on.
One issue that immediately caught my eye was the debate over
the developer’s choice on how to implement various aspect ratios when playing
the game on a widescreen or standard display. While the common expectation is
that widescreen users would be privy to more information on the left and right
sides of the display, the developers of BioShock instead chose to provide more
vertical image for users of 4:3 displays. Another way that some gamers
interpreted this is that the developers took the 4:3 image and cropped off the
top and bottom parts to make the widescreen image.
The cropping point is debatable. If Lucasfilm mistakenly decided
to bring Star Wars on high-definition by just taking the “full screen” version
and cropping it to make the 16:9 image, then there’s definitely a reason to
head to the pitchfork and torch store. On the other hand, Stanley Kubrick’s
films were shot and framed with the wider theatrical aspect ratio in mind, and
later open matted with additional picture on the top and bottom for the home
video releases.
I’m thinking that the developers at Irrational (or 2K
Boston/Australia) were thinking more along the lines of Kubrick’s method. 2K
Games representative Elizabeth Tobey (who also participates in the excellent
Played Podcast) explained on the official BioShock website,
“Instead of cropping the FOV for 4:3 displays and making all 4:3 owners mad in
doing so, we slightly extended the vertical FOV for standard def mode: we never
wanted to have black bars on people’s displays. (This way, everybody is happy…)
This does mean that people playing on a standard def display see slightly more
vertical space, but, this does not significantly affect the game-play
experience and, we felt that it best served our goal of keeping the game
experience as close as possible to the original design and art vision on both
types of displays.”
Despite that, the dedicated members of the Widescreen Gaming
Forum weren’t satisfied at the notion of seeing less than their more traditional
and square counterparts. Widescreen aficionado Racer_S created
a hack for the PC version that expands the FOV, giving the keyboard and
mouse crew a soother for all their moans. And guess what – both the developer
and publisher of BioShock are supportive of the hack. 2K Games’ Elizabeth Tobey
expressed her thanks and offered a GeForce 8800 to Racer_S.
Ken Levine of Irrational (which is now called 2K Boston)
said in an interview,
“It [widescreen] was the way we want it to be, but clearly not every gamer
agrees with us or how the way it was implemented. Hey, they spent $50 on it,
they should have the right to play the game to their atheistic pleasure, not
our aesthetic pleasure... While this may make us cringe a bit to see people
play at different FOV than we intended to, it's their game.” The developer is
now working on an official patch for the PC version to open up more FOV
options. As for patch for the Xbox 360 version, that could take a little
longer.
From what I’ve played from the demo, it’s noticeable that
the developers intentionally framed parts of BioShock for a specific horizontal
FOV. For example, when taking the elevator down into Rapture, a slideshow of
Andrew Ryan plays. The original FOV, perfectly frames the slides against the
background – directing player’s full focus. With the expanded FOV hack applied,
the gamer sees more peripheral information, which could take a little something
away from the presentation of the slideshow.
I’m big on respecting the artists’ original intentions,
which is why I’m such an evangelist of widescreen movies (or whatever the
original aspect ratio is). For BioShock, however, it appears that the vertical
view-deficient widescreen mode is the way the developers intended it to be.
Moving along, another issue plaguing only PC gamers of
BioShock is its copy protection scheme. Rather than just using an easily
crackable encrypted executable, 2K Games laced BioShock with an
online-activation system that requires users to connect to the Internet before
installation. Unfortunately, an authentication server went down for about six
hours, leaving anxious new owners of the game denied of playing something they
just paid for. Frustrating, I’d imagine.
Levine feels their pain, saying to 1UP, “It was a screw up on our part. I don't think we were ready.
We didn't know the game was going to do as well as it did [and the] servers got
overwhelmed. Well, we're geniuses, so we didn't have a plan in place, so that
if it went down, we'd have a person quickly responding to it... So it went down
6 hours one night and that was really stupid. People had just bought the game,
spent $50 and they go home and find out they can't run it. That ain't good.”
Furthermore, BioShock originally shipped with an allowance
for two installations from a single copy. Apparently, this allowance was too
few for some users, which 2K Games graciously responded by upping the total simultaneous
installs to five. It seems like 2K Games is doing an excellent job of
responding to its customers.
Alright, this blog is running a bit long. Just one more
thing regarding BioShock woes and the support of the people behind the game: if
your Big Daddy is broken, 2K Games will fix it all expenses paid and
give you a free artbook for your troubles.
Kudos to the entire BioShock developer and publisher team –
you have raised the bar not only with your game, but also for your care of your
customer.