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Download BioShock Infinite: Mind in Revolt by Ken Levine, Joe Fielder PDF

By Ken Levine, Joe Fielder

BioShock limitless: brain in rebel is an booklet published on February thirteenth, 2013, for the Amazon Kindle and serves as a prequel tale to the sport, BioShock limitless. Written via Irrational video games author Joe Fielder, in collaboration with enter from Ken Levine, this novel bargains an perception tale and historical past of Columbia, in addition to motivations for key characters, comparable to Daisy Fitzroy.

A actual reproduction was once later published with mock-handwritten textual content and additional images. this isn't that model, simply the unique unlock.

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Additional info for BioShock Infinite: Mind in Revolt

Sample text

Worried that having the anti-gravity boots active all the time may prove to be a gameplay problem, discussion continues about how to limit their functionality and make that limitation become part of the gameplay. A short burst of anti-gravity would shoot the player character into the air, but they would then be subject to the pull of gravity and fall back to the ground. This is a good development, but there is now a concern that the player will simply keep jumping their character continually. The next suggestion involves a modification to the boots so that they take thirty seconds to recharge and the battery packs for them only have ten charges.

Suddenly, looking and moving around the 3D environments became so much more intuitive, particularly when combined with other aspects of movement controlled through the keyboard. Intuitive interfaces are very important because they allow the player to start interacting with the game as swiftly as possible and achieving their enjoyable experience without the hard work of learning a complex interface. This intuitive control should also transfer through to the interface which allows the player to interact with dialogue scenes.

Often the games’ levels are portrayed as missions the player must complete and sometimes a loose background story exists to offer flavour and context. A few years ago a writer would have found it difficult to find work in the shooter genre and for many games this may still be the case. We are seeing, though, an increase in the number of development studios that want to offer a richer game experience to their players as they strive to be successful in an increasingly competitive field. The opportunities for the writer to work with the design team on such games is on the increase and if done well can be incredibly rewarding.

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