BioShock 2 was released yesterday, and it's great, but some members of the community have voiced disapproval over a widescreen issue that they've detected. Apparently the aspect ratio is off and ... wait a minute, wasn't this the exact same issue that 2K had to patch with the original BioShock?
Apparently so. For some reason, BioShock 2 managed to import the glitch from its predecessor. Just like with the last game, 2K has now had to promise a patch to fix the game's aspect ratio. Customers, naturally, are finding this hard to believe.
"How many millions of pounds have you just made from this game? You were intending? I got aspect ratios working correctly in my first, very basic, very amatuer 3D engine years ago," complains one forum member. "It was one of the first things I did as it was fundamental to 'everything else that followed'. You already HAD the solution in Bioshock 1's patch."
2K has confirmed that, "Yes, there's a problem, yes, a fix is on the way, yes the view will expand horizontally for you widescreen gamers."
Weird that 2K would make the same mistake twice. Seems to me that 2K Marin copied a load of code from BioShock and totally forgot that some of the code was borked. Now we've all been reminded.
BioShock 2 'Widecreen is fudged' [CVG]
I have to say I didn't overly notice the WS issue when I was playing the single player, but it really showed up (in my opinion) in the Multiplayer.
The "widescreen" version in the original was actually a cropped version of the 4:3 screen. So, you actually had a vertically narrower field of view instead of a horizontally wider field of view, which sort of defeats the purpose of widescreen monitors.
http://widescreen.org/commentaries/2007_10_oct.shtml
"Widescreen Is Not Widescreen In Video Games?"
No doubt a PC fix is last on their to do list.
NO! BAD COPY PASTA! BAD!
I can imagine it looking a bit hilarious on my Eyefinity setup then.
Example: one of the early cutscenes showed splicers only upto the torso as they entered into your sight, the reveal of their disfigured faces was when they got in close to the camera and leaned down - BAM!. The new FOV resulted in their faces visible from the beginning, failing in the intent.
In saying that, I prefered the new FOV during gameplay.
Y... you mean there are people who don't use widescreens? I really thought they were pretty much universal and the vast majority now.
So funny and sad. Mostly because of the Nov 2007 release date of the 1st game, and the large amount of gamers, who have since migrated to a HD display. SD gameplay wasn't the minority in '07, but I'd say it is now.
We are never satisfied.
if you'd have been playing in a non widescreen resolution, you would have seen the splicer's faces anyway. all the patch did was to restore the top and bottom of the screen that was clipped, and extend the sides the way widescreen is supposed to.
i agree that the cutscenes did look better with the original FOV, but really it should have been right from the beginning.
also, i'm playing on a widescreen and i don't think i notice a FOV problem. i can see equal portions of the helmet in the corners of the screen. if it were cropped full frame like people are saying i'd seriously have to turn the helmet view off because it would take up almost twice as much space on a standard television
at any rate it's not a big issue although if they want to fix it fine
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