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Thread: Cut Content From BS:I

  1. #401
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    There have never been any mods for any Bioshock game, aside from a few lighting ENBs.

    At most, you can change the .ini files for difficulty settings.

    The games aren't mod friendly since it requires decompiling and repackaging the .xxx files. Even extracting the files is a bit of pain.

    In any case a lot of these things are missing textures or models or are simply words in a text file.

    There was someone attempting a recreation of the Major's Notions, Sundries and Novelties store from the demo.

  2. #402
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    I'm going to upload something cool in the next hours :-) hint https://www.dropbox.com/s/7g5sojvnjr...00025.jpg?dl=0
    Last edited by AndrewG-; 02-13-2016 at 02:53 AM.

  3. #403
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    Quote Originally Posted by AndrewG- View Post
    I'm going to upload something cool in the next hours :-) hint https://www.dropbox.com/s/7g5sojvnjr...00025.jpg?dl=0

    Interesting........I could be wrong considering i have not delved into the cut content of Infinite for some time now, but from what i remember does the picture contain an recreation of the Desert Lighthouse that was found in Infinite's files back in 2014/early 2015?
    Last edited by The One...; 02-13-2016 at 05:17 AM.

  4. #404
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    Quote Originally Posted by The One... View Post
    Interesting........I could be wrong considering i have not delved into the cut content of Infinite for some time now, but from what i remember does he picture contain an recreation of the Desert Lighthouse that was found in Infinite's files back in 2014/early 2015?
    https://www.dropbox.com/s/xj72xd0r91...00030.jpg?dl=0

    https://www.dropbox.com/s/nprbrkv91z...00031.jpg?dl=0

  5. #405
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    Nice job recreating/finishing that scene. sm

  6. #406
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    Its all ingame. i was able to load the map

    proof : http://imgur.com/a/6w3Yd
    Last edited by AndrewG-; 02-13-2016 at 08:40 AM.

  7. #407
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    It would be great if the space lighthouse is also somewhere in there. Great finding btw.

  8. #408
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    Quote Originally Posted by Sons of Malice View Post
    It would be great if the space lighthouse is also somewhere in there. Great finding btw.
    There is but you can't reach it.. Its way out of bonds and you get stuck like when you fall out of the map

    EDIT: i *bleep* did it! heres the Space Lighthouse http://imgur.com/a/nA0nF

    EDIT 2: just realized that i took those screenshot with the brigthness set at max so.. http://imgur.com/a/cznJi
    Last edited by AndrewG-; 02-13-2016 at 02:47 PM.

  9. #409
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    It's a lot more interesting than the models in the files without any context or a sense of scale.





    http://forums.2k.com/showthread.php?...86#post9654286






  10. #410
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    Hello everyone i just wanted to clarify few things:

    a)To load the Desert and Space Lighthouses you have to modify the game files
    b)i wanted to make a video but apparently the cpu cannot handle it so i'm gonna buy a capture card... it might take some time
    c) about the space Lighthouse you first go through some kind of tunnel and than you see the Space station I haven't found anything interactable there is just this corridor with this guy in it
    d)The door of the desert lighthouse doesn't lead anywhwere

    I'll upload a video once i get the capture card :-)


    Bye!

  11. #411
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    These pics sure look sweet. A shame the whole Sea of Doors end level did not include all those varied locations.

  12. #412
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    I don't think it was already shown here, but 2K Australia artist Chris Chaproniere has a few concept arts in his gallery of removed content or ideas for Infinite and a canceled DLC, most probably the original Clash in the Clouds: https://www.artstation.com/artist/chrischaproniere

    There are also concept arts of the Ressurecto machine, which would have replaced Vita-Chambers in Infinite.

  13. #413
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    Hmm, only one thing from Bioshock 2 compared to the many others for the other games. I guess 2K Austrialia did work on all three Bioshock games.



    It's the plasmid showcase prop from Fontaine Futuristics, which reminds me that that page needs to be created and expanded on the wikia.

  14. #414
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    Poking through the files of the original Bioshock again.

    Turns out there's unaltered and pristine versions of the lines from the Protection Bond and Mind Control Test audio diaries.

    http://bioshock.wikia.com/wiki/Protection_Bond

    http://bioshock.wikia.com/wiki/Mind_Control_Test

    _____________________

    These are in the streams_6_audio.fsb for the 6th level or Olympus Heights/Apollo Square

    The Mind Control Test audio diary file is vo_l_6_sg_puppyscene.wav (Suchong)

    vo_l_6_sg_puppyscene3a.wav (Suchong)

    https://clyp.it/vplk4kqy

    "Break her neck for me."

    vo_l_6_sg_puppyscene5a.wav

    https://clyp.it/sxtbl1tu

    "Break that sweet puppy's neck."

    vo_l_6_sg_puppyscene7a.wav

    https://clyp.it/nfpbh0rg

    "Break that puppy's neck -- Would You Kindly..."

    vo_l_6_sg_puppyscene9a.wav

    https://clyp.it/avzhd3ke

    "Very good."

    _____________________


    The Protection Bond audio diary file is vo_l_6_sg_protectionbond.wav (Suchong)

    vo_l_6_ga_protectionbondb.wav (Gatherer or Little Sister)

    https://clyp.it/cmdsw3ql

    "Papa Suchong! Papa Suchong! Papa Suchong! Papa Suchong! Papa Suchong!"

    The inflection for the Little Sister's voice in Protection Bond audio diary is identical, if a little lower-pitched.

    _____________________

    Could be that they had planned some sort of "live" version of the Suchong death scene like in Burial at Sea back in the original Bioshock. Same goes for the mind control test, perhaps in contrast to the "degraded" quality of the audio diary..

  15. #415
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    If Upgrade did not already post that, Shacob from the wiki found the portfolio of Eric Sterner, a digital artist from 2K Marin. He actually worked on the studio's own DLC for Infinite (what could have been Clash in the Clouds), and you can find some screenshots of it here: http://www.ericsterner.com/portfolio/#

    There's also carnet pages of a concept of Dionysus Park, which would have featured Cohen as 20 feet rabbit in an Alice in Wonderland nightmare.

  16. #416
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    It's interesting that the Little Sister version of Outer Persephone is called the Dreamspace level. I remember leaving a message on your talk page awhile ago about a screenshot of an early Machinima video with "Intro into Dreamspace" being listed as a mission objective.




    I did find some detailed concept drawings of the Lighthouse, the models of the buildings used to make the Rapture skyline used on the cover of the Bioshock Breaking the Mold art book, and name of Torrance Hall was a loose reference to The Shining.

    https://aeternumars.com/bioshock/

  17. #417
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    Looks like the Bioshock collection is now official. Maybe this is the right time to re-do that famous petition..
    Just saying..

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  19. #419
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    is this dead or just in eternal limbo?

  20. #420
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    The thread or this part of the forum? Really not a lot to talk about now (game is 3 years old) unfortunately. There is more life on the Steam Discussions board for BSI, but not a huge amount. sm

  21. #421
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    Hopefully, i won't be banished if i Necro this long inactive but not forgotten thread. That once was quiet of an source in regards to Infinite's cut content, now what i'm about to post should be taken with a grain of salt i do not have an viable confirmation that the individual i spoke to really had close ties to Irrational Games or not, so it is best that one(if anyone will even be able to read this) draw their own conclusions, i won't be using any names just so that i do not rattle anyone(you never know).

    Exhibit a:

    During the developement of Infinite, it was considered heavily that there would be eight to twelve different ending mutations, that would factor on the following:

    -Did the player abuse Elizabeth's Powers?

    -Did the player shape Booker's character that he may have been an morally good or an morally dubious character(How the player treated the civilians of Columbia would play an massive focus on this aspect, like stopping an execution or other hostile situations without actually killing anyone).

    -Side objectives, that would be located in various Hubs of the game world, would have the player take a stance between supporting The Founders or the Vox Populi, the player too could have been an neutral between the factions if one chose to do so.


    But due to the project undergoing continous canning and reviving it was put under question, if these elements would best be scrapped. The notion of dropping the Bioshock title, and just calling the game Infinite was supposedly considered quiet heavily multiple times during developement.




    Exhibit b:The what if? Storylines that never were

    When the deadlines were getting more and more profound, by that point in time it appeared the general Storyline already went under four if not more different incarnations, the alleged individual i spoke to seemed to have outlined two possible story concepts that were heavily considered for the final draft(some elements of the final game are already present within these early drafts).



    I)Comstock:The Adoring Fan

    Zachary Hale Comstock, partook in the battle of the wounded knee, yet his merits and small achievements were overshadowed by the cavalry's commander Booker Dewitt, after it was all over Dewitt become an sucessful business man, leaving Comstock to only admire the man, with the help of the Twins(they weren't the Luteces originally). A Dewitt from an alternate reality is brought to the one where Comstock awaits, yet this Booker suffered an complete lossage of his memories which only rendered him to become an ordinary peon soldier, whom later on transferred to the Pinkertons. The Nosebleeds would still occur when ever someone spoke of Comstock's supposed achievements at Wounded Knee, thus Booker's mind would begin to remember that these fabrications that Comstock claims to be the victor of never quiet happened, as it is claimed. Of course the biggest difference being here is that Comstock and Booker truly were not suppose to be one and the same originally.


    II)Elizabeth:The Freak Of Nature


    In this draft, Booker would have still been an pinkerton whom was hired by the Twins(Again they were not supposed to be the Luteces). To recover their freak experiment, whom we would have learned later on in the game to be Elizabeth. Comstock essentially stole the Twins bizzaro experiment(Elizabeth) as an form of blackmail. The Twins too would have had G-man like mannerisms(they never quiet spoke to you face to face, but they did make sure you stay on the right path(s) throughout the game).

    III)Wizard Of Columbia

    There was allegedly another draft of the Story, that was supposedly meant to be an r-rated reimagning of The Wizard Of The Oz story, with the cast of characters having expy roles from the Oz story. Booker(Dorothy, lost in a place that is far away). Elizabeth(The Witch, an being feared by many), Comstock(The Wizard, one that has the answers to what the protagonists are seeking).



    All in all, this should be taken with a grain of salt, but still interesting to think as to What Could Have Been.
    Last edited by The One...; 02-24-2017 at 10:06 AM.

  22. #422
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    Yeah, those should be taken with a grain of salt. They don't match what we do know of BSI's development. The Twins were a later development, but even early in development there was a Lutece. He was older, dark hair and usually had a beard. You can find concept art for him in the BSI Art Book (Pg. 86) Some things like using or abusing Elizabeth's powers does seem to have been in the game at one point, but you can get that from watching early trailers. Also from the early trailers we know that Comstock and Booker where two different people early on.

    I find it strange that there is no mention of the Freaks, Mad Toymaker or merged as they are early concepts. I DO thank you for posting this even though I think the person was not who he claimed to be. I ran into one of those a few years ago. sm

  23. #423
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    Quote Originally Posted by Solarmech View Post
    Yeah, those should be taken with a grain of salt. They don't match what we do know of BSI's development. The Twins were a later development, but even early in development there was a Lutece. He was older, dark hair and usually had a beard. You can find concept art for him in the BSI Art Book (Pg. 86) Some things like using or abusing Elizabeth's powers does seem to have been in the game at one point, but you can get that from watching early trailers. Also from the early trailers we know that Comstock and Booker where two different people early on.

    I find it strange that there is no mention of the Freaks, Mad Toymaker or merged as they are early concepts. I DO thank you for posting this even though I think the person was not who he claimed to be. I ran into one of those a few years ago. sm
    Indeed, the information should be taken with a grain of salts, as the source of it did not come from a place like Neogaf(if it did came from there then there would be more credibility present, especially as some former Developers of Irrational Games are present on that site).

  24. #424
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    Irrationals writing staff wasn't that big, I think only four "real" writers and 2 script people. And happen to follow Levine and Joe Fielder so I don't think it's either of them. sm

  25. #425
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    The Image, showcases the thought process that was used whilst envisioning potential environments for Infinite, the area that is showcased is called the Town Square something that never quiet made it into the final retail version, but there is also good reason to believe that this is what the Welcome Center area was at some point intended to be.

  26. #426
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    The files for the Welcome Center are still labeled "TWN".

    I never would have guessed that they did photomanipulation for the architecture. Though come to think of it, Bioshock has a long tradition of altering and repurposing old photos.

    Original links for reference.

    http://www.shaddyconceptart.com/blogs/2193

    http://www.shaddyconceptart.com/blog...te-town-square

  27. #427
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    I think this is much more something in getting a "feel" for Columbia rather than any specific location. To me it feels closer to Emporia rather than the Welcome Center. Of course Elizabeth is in the pic as well. sm

  28. #428
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    Quote Originally Posted by Solarmech View Post
    I think this is much more something in getting a "feel" for Columbia rather than any specific location. To me it feels closer to Emporia rather than the Welcome Center. Of course Elizabeth is in the pic as well. sm
    Would make sense that it's just an atmosphere setting test, to see how an location could potentially look like in-game.


    Speaking of Elizabeth, was it too not considered at one point during the development that the player would have had originally met her, nearly mid-way through the game? But this was changed as she garnered a much more significant role(supposedly).

  29. #429
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    No context, is actually given as to what exactly the artwork truly depicts, but this is most certainly not an fan work, as Dan Milligan(artist of the above piece). Did work at Irrational Games for an unspecified period of time.(The Concept art in question, could just be an atmosphere test, or it could be showcasing an scene that was entirely left on the cutting room floor).


    Source:http://danmilligan.blogspot.si/searc...&by-date=false

  30. #430
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    This is a good find. I think this is from fairly far along in development, but still when Booker wore a suit jacket rather that the having the rolled up sleeves as we see him in game. This reminds me a lot of the scene at the entrance to Comstock House when Booker is attacked by Songbird and Elizabeth saves him. sm

  31. #431
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    The First three images showcase, a early rendition of an more moodier and atmospheric Shanytown/Finkton(notice how these images still have the Art Nouevau Columbia's tone present).

    The last two images showcase the area from the 2010 Demonstration, the top image presents the area in an untextured form in the U3 Editor, while the latter one shows the area from an completely different view point from what we saw in the trailer.

    The portofolio, too has other angles of some of the areas, one that is of note is an store that was originally meant to be present in the Boardwalks location.









    Source of the material:http://wildsheep.artstation.com/projects/xvkrX
    Last edited by The One...; 05-09-2017 at 07:31 AM.

  32. #432
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    Here's Elizabeth in a dress with a rather violent shade of purple.



    http://www.s-dot.de/php/project-viewer.php?index=165

    I have a list of Bioshock series developers that also did concept art/modeling for XCOM The Bureau that I should organize. It's a decent game, but pity there's so little interest in it.

  33. #433
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    You really should get an accoutn on the BioShock wiki and post this stuff up there. You find great stuff. sm

  34. #434
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    I do, I mostly do sign renders, fonts, and music.

    I wouldn't know where this would be appropriate as it appears to be a placeholder.

  35. #435
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    DOH! Sorry, major brain fart there. My apologies.

    Still though, that image and ones like it can still be put in Removed Content or the Early images gallery for Elizabeth. Early concept art actually does show Elizabeth wearing something like that. sm

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