

It also has angled floors, like ramps - ie the walls and floors aren't all at 90 degrees to one another, so you can be walking down an octagon shaped corridor, for example.

note The maps are true multi-leveled, and the world is rendered in full-3D polygons. The game is notable for being a story-driven action game at a time when this was not the norm, as well as being extraordinarily high-tech for its time. The Hacker must stop SHODAN from destroying the earth and wipes her completely from the database. After the six-month coma needed to heal from his surgery, the Hacker finds that SHODAN has gone haywire from having her ethical controls removed, and has transformed the entire crew into cyborgs and mutated monsters devoted entirely to her. " The Hacker," caught breaking into the mainframe of the Tri-Optimum Corporation, is offered a chance at freedom and a prime-grade neural interface by CEO Edward Diego, in return for performing nonstandard modifications to the Sentient Hyper-Optimized Data Access Network (SHODAN), the AI on the corporation's space station. A sequel, System Shock 2, was released on August 11, 1999. It wasn't exactly a smashing success in sales, but it was massively influencial and spawned one of the most memorable villains in all of video games.

As the widescreen display format becomes increasingly popular, you can expect to run into this little rendering quirk eventually.System Shock by Looking Glass Studios is a groundbreaking First-Person Shooter/ Immersive Sim with Survival Horror and RPG Elements set in a Cyberpunk future. That's probably why there's a Widescreen Gaming Forum dedicated to dealing with FOV and widescreen issues, along with at least one other website, Widescreen Gamer. It's a tricky balancing act, and not many rendering engines get it right. It's definitely possible to go a little crazy with FOV if you don't have enough physical display size to justify the field of view you've chosen: But this is a moot point for Bioshock it's a single-player game. If you can view more of the world than your opponent, then you might be able to see them coming before they see you. In multiplayer circles, a wider FOV is considered cheating. Makes sense, doesn't it? But this is not something you get for free- the rendering engine must be programmed to allow and support changing the FOV. With the adjusted FOV, the wider screen is used to display more of the scene on the left and right edges. If we turn down the FOV in Bioshock to something like 0.84 to accommodate our widescreen 16:10 aspect ratio, we can see more of the world, not less: Instead, the developers should increase the field of view. But this is a terrible solution for dynamically rendered content in a 3D world. This is what you have to do to get static, pre-rendered content to fit a widescreen format, because that content is immutable. The sides are the same, but the top and bottom of the display is clipped away in widescreen. It's wider, technically, but you actually see less. Here's a screenshot of the same scene displayed in 1600 x 1200 (4:3), and in widescreen 1920 x 1200 (16:10). I just purchased the game Bioshock, which "supports" widescreen displays- but, in fact, it doesn't. The issue of scaling pre-rendered content to a widescreen display is a well-understood problem at this point non-linear stretching techniques work reasonably well.īut when rendering dynamic 3D content, things are a bit more problematic. It's difficult to buy a larger monitor today without changing your aspect ratio to widescreen.Īs the new owner of my very first non-4:3 widescreen monitor, I'm learning first hand that widescreen displays can be problematic in certain rendering contexts. But widescreen monitors are increasingly popular. Until a few years ago, buying a larger display meant buying a larger display in the same, standard 4:3 screen layout- 640 x 480, 800 x 600, 1024 x 768, 1600 x 1200, and so forth. As far as I'm concerned, you can never have enough pixels on your desktop.
