Watch the BioShock Infinite demo uninterrupted

If you'd prefer to watch the entire 14 minute BioShock Infinite demo without commercial interruption or potentially spoiler-y discussion, jump in to watch the E3 2011 demo reel.

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Earlier today the entire special GTTV episode featuring BioShock Infinite appeared online. While the video featured the complete Irrational Games demo from E3 2011, it also included a handful of pauses in the action and more (potentially spoilerish) information on the world.

For those looking to watch the complete, nearly 15 minute demo shown to special attendees at E3 2011 on their own terms, the video is now available for your viewing pleasure below.

BioShock Infinite is launching in 2012 for the PC, Xbox 360, and PS3. At E3 2011, Irrational Games boss Ken Levine revealed that the PS3 version of the game will feature undisclosed Move support as well as a new BioShock experience for Sony's upcoming PlayStation Vita hardware.

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  • reply
    July 8, 2011 7:30 PM

    Xav de Matos posted a new article, Watch the BioShock Infinite demo uninterrupted.

    If you'd prefer to watch the entire 14 minute BioShock Infinite demo without commercial interruption or potentially spoiler-y discussion, jump in to watch the E3 2011 demo reel.

    • reply
      July 8, 2011 7:58 PM

      I don't think I've been this impressed by a press demo since the HL2 reveal.

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        July 8, 2011 9:35 PM

        This feels much less scripted. You could easily seeing the game playing out like that. Where HL2 was mostly bullshit with how the AI worked.

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          July 8, 2011 9:48 PM

          [deleted]

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            July 8, 2011 9:57 PM

            I'm saying the end product of HL2 was vastly different than what they tried to present. This is spot on for how the game will be. The scripted stuff in Bioshock blatantly shows you it's hands off. Where as HL2 made the AI seem smarter and more intense than they'd actually be.

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          July 9, 2011 12:20 AM

          lol, someone already commented but you get two now... From the start the whole thing was scripted, the camera was probably in a matinee as well. It's to show off....

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            July 9, 2011 12:51 AM

            The scripts are going to be in the end game. The points where the gun disappears are blatant scripts. Enemy combat seems unscripted...it's not overly impressive combat and it doesn't show any brilliant bullshit AI moments.

            HL2 the combine kicking in the door and knocking over the table and all that dynamic fighting was bullshit. Many people commented on the AI being a big disappointment after HL2 came out.

            So Bioshock looks exactly how it would feel playing it, even though there are hands off scripted sequences. That's how the game is. Try and watch the combine fight in HL2 presentation, then play HL2...a world of difference.

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      July 8, 2011 8:34 PM

      Holy motherfucker that looks phenomenal. Could the rollercoaster thing get old after awhile? I hope not - man that's an impressive demo of art design and gameplay.

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        July 8, 2011 9:38 PM

        Well, web-swinging never got old for me in the SpiderMan games, so I am pretty pumped for this.

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        July 8, 2011 10:02 PM

        Puts on 3D glasses for motion sickness.

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      July 8, 2011 9:29 PM

      :( Console game play, there's just something about console game play that bothers me. The camera moves around way to smoothly, and idk why but they always seem to be either staring in the sky or at the ground. They always aim for peoples feet or abdomen, very rarely aim for the head.

      The game looks amazing though. Really it doesn't seem like Bioshock, the graphics and everything do but there's just something different about it that doesn't seem like Bioshock.

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        July 8, 2011 9:43 PM

        "camera moves around way to smoothly" and that's exactly why they show demos like this, so people watching can tell what the fuck is actually happening.

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          July 8, 2011 9:52 PM

          I understand that their trying to show off the game, but when people really play its still smooth.

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            July 9, 2011 12:22 AM

            Yeah, it's a lot more cinematic this way.

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        July 8, 2011 10:38 PM

        They're trying to use Bioshock as a generic label now instead of being tied to one specific type of game.

        The fifth one will be on the moon.

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          July 9, 2011 4:21 AM

          If you haven't noticed a philosophical theme between this and the original bioshock you are lacking, sir.

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            July 9, 2011 7:20 AM

            Oh, I saw it, I just meant that this one is not going to be under the sea in Rapture like the previous two.

            Instead of underwater steampunk it's up-in-the-air steampunk.

            Also the moon joke was an Idle Thumbs reference.

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              July 9, 2011 7:26 AM

              Actually, the moon thing came from Hogarth de la Plante, lead environment artist in Bioshock 2's development. http://www.shacknews.com/article/58296/bioshock-2-impressions-seeing-and

              "We didn't think BioShock would be BioShock without Rapture," explained de la Plante. "If this were BioShock 5, maybe that's when you go to the moon base.. [But] you only saw a small slice of it in the first BioShock. Rapture was a huge city with lots of things going on."

              Nick Breckon mentioned this in Idle Thumbs 26, IIRC (it was the next episode after this article, and was where they talked about Bioshock 2, with an awesome "My Buddy / Kid Sister" reference by Jake)

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        July 8, 2011 11:26 PM

        I have problem with those hilarious camera moves too. There's two things that bother me, the max-v movement (when you hit the maximum deflection a stick will allow and then cruise at a linear speed) and the snap-back when you release the stick. The third one is the snap-zero move cameras that a lot of gamers do, when they switch from one side to another across the zero section of the stick and the camera stops moving for a moment in the dead zone.

        I always get bothered when I see that for presentations/demos and livestreams.

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        July 8, 2011 11:58 PM

        Its like a slow scripted fly-through.

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        July 9, 2011 9:24 AM

        console game play hurf blurf murf durf

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      July 8, 2011 11:33 PM

      That looks like a blast.

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      July 9, 2011 12:41 AM

      Good no ads... It's looking good, Loven the rollercoaster ride, like they said it's the main source of transportation so I guess that's it. So it's always saving the girl, what about the girl saving the guy? I have mixed feelings about this game, hope it turns out good the combat so far isn't that thrilling... I hope during combat you can produce a tear in the world that will change the enemy into a kinder person, then you kill him so you don't have to deal with him in the real time.. :P

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      July 9, 2011 1:02 AM

      From the standpoint of pure drama, it looks fantastic. For the life of me though, I'm not sure how you play this remarkable scrap of cinema or how they are going to keep the action up for several hours.

      Hopefully the scripting system Levine was talking about in the other video (or was it the RPS interview?) really is what he seems to be describing (rewards slow players who will happen upon events while adrenaline junkies get their fix without too much annoyance). I'm not banking on it, but at least the idea is interesting.

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        July 9, 2011 1:12 AM

        My only worry is constantly getting on the wrong skyline and backtracking by accident. Yet they travel so fast, maybe even the worst of mistakes only takes 15 seconds to correct.

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        July 9, 2011 1:06 PM

        Yeah, everything here just flowed a little too well. It almost looked scripted to perfection. I wonder how the game will handle the player wandering off in random directions.

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      July 9, 2011 6:48 AM

      9:47 in the video: Two weapon system. Alas, poor, Bioshock, I knew your inventory system well.

      The best part of Bioshock was fucking around with all of the weapons you had amassed. It was on the box cover: how many different ways one could kill a Big Daddy.

      Idle Thumbs 33 (The Kane of Lynch), 1 hour 33 minutes 30 seconds:
      Chris Remo: "By the end of Bioshock, though, taking out Big Daddies ends up being a hilarious seven-second affair where it's like, 'You're FUCKED!! I've just set up like 18 fuckin' traps and I've got 40 bomb grenades that I'm going to launch under your face as soon as you walk into this room!' So Big Daddies turned into ridiculous cannon fodder for me by the end of the game, which is not very Pyramid Head like..."

      So... I guess that kind of "romping around destroying things" isn't part of what Bioshock is anymore? This is going to be exasperating, especially if I have to keep switching between the C96-esque pistol, the Winchester-esque shotgun, the bolt-action rifle, whatever machinegun equivalent they have, etc., etc., etc. Chances of mods are almost zero, since the original Bioshock had no mods.

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        July 9, 2011 7:05 AM

        (unpauses video) Ah, there's the Sten-esque SMG.

        Arrgh, this is like watching Xian blunder his way through the Quake 2 demos; the aim is so floaty, I thought it was a waypointed on-rails demo until the combat started. That demo player couldn't shoot the broad side of a barn. I know they wanted to keep the movement slow to ensure that viewers weren't disrupted, but I like seeing some skillful twin-stick controller combat, or better yet, mouse and keyboard. Ken Levine still likes the PC, right? RIGHT?! http://kotaku.com/5675559/

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          July 9, 2011 7:11 AM

          I should temper all of this by saying the "press A to do what you want" parts are awesome (with a QTE, you have to mash a button to do something you didn't know you had to do; with this, you see the potential outcome mocked up on front of you, to which you mentally respond, "Hell yeah, do THAT!", and Elizabeth summons it in; brilliant execution of player feedback, which is a good part of what makes games fun). The scenery's very nice, and the weapons look like they have a decent kick while having understandable caveats (key phrase: UNDERSTANDABLE caveats. It's exasperating when a weapon's limitations aren't easy to divine within the first few seconds of use, especially if you're in a system where there's not enough ammo for that weapon, or you might have to switch away from it, especially in two-weapon games).

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            July 9, 2011 7:16 AM

            ...but I'll have to subject it to "The Yahtzee Croshaw FPS index" (
            http://www.escapistmagazine.com/videos/view/zero-punctuation/1546-Battlefield-Bad-Company-2 )


            - "...just PLEASE let me play another shooter where I can have more weapons than eyeballs!" -- FAIL (two-weapon inventory system)
            - "Where if I get bored, I can clear out a room with a transfunctionating cyber-blasty-bollocks-cannon I was saving for the next boss fight!" -- PARTIAL FAIL (see above; however, they seem to leave RPGs lying around, and Columbia itself seems to be awash in mass-produced small arms strewn about various places.)
            - "Where I can run out into the open with the tactics of a suicide bomber and suffer no damage that can't be fixed by Sellotaping a first aid kit to my chest!" -- FAIL (regenerating health system)

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              July 9, 2011 7:25 AM

              Wow dude, you just keep going!

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              July 9, 2011 7:33 AM

              I have to say though, I really don't understand the obsession diehard FPS fans have with 2 weapon systems and regenerating health. This game is obviously trying out some new things on the gameplay front, and the designers are trying to figure out the best way to work all the systems together. Maybe they don't want you to have to worry about trying to find a health pack while you've been riding the skylines for 5 minutes?

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                July 9, 2011 7:54 AM

                The objection to those two is mainly with what they do to the gameplay, though there are definitely ways to counter some of the negative effects.

                - Two-weapon inventory: pioneered by Halo to make it far simpler to deal with weapon inventory than having to go through a pause menu, or having to use a "next weapon / previous weapon" button pair (which also costs 2 buttons, versus a single "switch weapon" button). This really hurts for "ammo hoarder" style players. I'm an obsessive ammo hoarder; I always like to have at least a 50% of ammo capacity load on all weapons, and I hate having to get rid of a specific weapon, because who knows when a giant boss or a huge mech appears. There are some ways to counteract the constricting effects of a two-weapon inventory; the easiest way is to present a wide variety of weapons to the player... but then that may break the storyline concept, with "Why the hell do they have weapons strewn about all over the place?!" (but that seems to be a key point in Bioshock Infinite's storyline; look at how many fireworks barrels are hanging around).

                Two-weapon systems also discourage experimentation, especially in levels where a certain weapon doesn't exist for some reason. In a game that has a pistol, shotgun, SMG, marksman's rifle, and rocket launcher, I want to try them all, preferably without having to run back somewhere and pick something up. One of the best examples of this, as panned as it may be by some people, is Wolfenstein 2009, which lets you carry the full complement of weapons through the game as you pick them up, even in the console versions (they use a "next weapon" "previous weapon" system).

                - Regenerating health: partially pioneered by Halo (regenerating shield protecting health that had to be restored by powerups), taken to full effect by games like Call of Duty 2. I'll quote a previous post of mind on this subject: "My favorite memories in FPS games have been the moments down below 25% or 10% health, and somehow scraping out of that kind of situation." With regenerating health, all you have to do is hide behind a chest-high wall for 6 seconds. There have been games that lengthen the time to regenerate, and some that also add in a portable medkit (Metro 2033 is one of the best examples; you have to take cover for what seems like over 20 seconds to fully regenerate health). My biggest thing about regenerating health is the lack of feedback. I personally hate bar graphs, and would rather see a numeric display of health. Yes, it's "not realistic", and "not in line with the art style of the game", but I personally work better with seeing 46 on the screen, as opposed to "Okay, look up at the health bar graph... how long is that health bar, in comparison to the full scale??? Oh, I've spent too much time looking at the health bar graph". Even worse is the "how red is the screen" approach, which pretty much turns into a binary indicator, since it doesn't accurately convey how many shots the player can take before dying.

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                  July 9, 2011 8:01 AM

                  Additionally, "worrying about trying to find a health pack" is a CHALLENGE. Sometimes, it's too much of a challenge, and it drowns out the rest of the game, which is why a lot of FPS games replaced it with regenerating health. But as I said, a lot of fun with the old-school games like the Doom and Quake series was in being in a situation with 23 health, and trying to find a way through to the next medkit and the weapons that you had. That kind of situation is easier to do than the complete guesswork of the first run through the game. Unfortunately, the "first run through the game" seems to be a very high priority in game development, as that directly affects the review scores from publications, and word-of-mouth in the first week of release. There's a fine line between "waah, this game is too hard!" and "Okay, I obviously did something wrong there, but this is an interesting challenge." It's sad to see game developers shy away from "organic" gameplay challenges such as finite health pickups, and swarm toward "artificial" gameplay challenges like QTEs and turret sequences.

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                    July 9, 2011 8:22 AM

                    The experience of playing a newer game like Bioshock and Doom or Quake are so different, I'm not sure the comparison makes sense here. I think that the main method of making games more challenging in the 90s was to simply place fewer health packs, or have enemies deal out more damage. But then AI came into the mix, and designers realized they could make games more difficult without simply relying on the health mechanic. Doom and Quake did not have much AI at all, so that health mechanic was key to making the game suspenseful and challenging.

                    I think that devs are experimenting with ways to find new "organic" gameplay challenges by introducing the randomness that AI creates, and that they feel that the concept of making the player worry about his health level or health packs is passe and considered somewhat lazy/old school.

                    I'm torn on the two weapon system thing, since I've been playing FPS games since the days of Wolfenstein as well. In general, the games that I've played that have used it have done it well and I've enjoyed them. I am an ammo hoarder as well, and it's definitely something that I need to suppress in a two weapon game. I guess we will see what they ultimately do with Infinite, but I'm probably on your side. More weapons and more chances for experimentation would be preferable.

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                  July 9, 2011 10:13 AM

                  I'm with you. The newer systems have been force-fed and shoehorned into the genre due to technical constraints and demographics, not because they're better.

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            July 9, 2011 7:57 AM

            I think they may have gone the right way with QTEs. I'll be happy to see "Pres A to avoid the boulder" die and instead make it something optional. "You know what, I'm going to let that postman die, not worth the trouble right now."

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              July 9, 2011 8:04 AM

              It's not technically a QTE. A QTE is literally, "This thing is happening that is jeopardizing your current gameplay course, PRESS X NOW!!!" The context-sensitive items in Bioshock are driven by the player, instead of being forced on the player. They're also intuitive, and driven by the player's intention, making them more satisfying during gameplay.

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                July 9, 2011 8:13 AM

                Dammit, now I have to remember a new term. QCE or just CE or CSE, because I'm not going with QCSE until it gets approved by the working group?

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        July 9, 2011 9:28 AM

        do you ever like anything?

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        July 9, 2011 9:36 AM

        The best part of Bioshock was killing everything with the wrench. Because the wrench was the best weapon in the game. All the rest were worthless.

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      July 9, 2011 8:24 AM

      mother of god that looks good.

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      July 9, 2011 9:12 AM

      Wow. Sold. That was incredible.

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      July 9, 2011 9:35 AM

      Shacknews: why u no iPad support?? It's not that hard to add js browser detection and show a transcoded mov version :(

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        July 9, 2011 10:33 AM

        Or you could use our app and watch it there.

        Download the GameFly app, click NEWS.

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        July 9, 2011 10:34 AM

        Because the Shack calls Steve Jobs Skeletor and have a man crush for He-Man mmkay? :)

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      July 9, 2011 9:49 AM

      holy fuck. I knew nothing of the game until now and god damn I want that.

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        July 9, 2011 1:18 PM

        ... same here, omg it looks good.

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      July 10, 2011 3:45 AM

      Looks great! But I hate when the show demos using a gamepad playing a FPS. Use a keyboard and a mouse !!! Anyway, this game looks so good. A must have for sure.

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