1/3/2024 0 Comments Bioshock 2 audio diariesMany of the audio logs feature characters that don't actually appear anywhere in the game, and instead just help fill in the fiction of the villains in the Batman universe. After Bioshock, many more games, such as Dead Space, Red Faction: Guerrilla, Singularity, and Army of Two: The 40th Day, used audio logs in a similar manner to fill in the player on the backstory of the world they are exploring.īatman: Arkham Asylum uses audio logs to let the player listen to therapy sessions of all the famous inmates of the asylum, such as Killer Croc, The Joker, and Harley Quinn (among many others). Many of the audio logs were optional, but a few of them played automatically when the player reached a certain point in the game. Referred to as 'Audio Diaries', they were personal recordings by citizens of Rapture, and they filled the player in on crucial stories and characters within the Bioshock universe. However, it was Bioshock that largely popularised audio logs as a feature in games. ExamplesĮarly examples of the audio log mechanic include Carmine (as a video log), the original Metal Gear (as an audio transmission), the Lunar and Chrono series (as video logs), System Shock 2, the Fatal Frame series, and Doom 3. This is similar to the diary mechanic, but with audio rather than text. Many times there are achievements/trophies associated with collecting all the audio logs in a game. They are typically optional collectibles, but if the player finds them, they serve the purpose of filling in narrative elements without slowing down the action for the player, because they sometimes (but not always) allow the character to keep moving through the game as the recordings play. Now, I followed this process casually, so I didn't look at the pictures.Audio logs are voice recordings that are left behind by former inhabitants of the area the player is exploring. The last stage, called "The Manhunt", included just such a real-life encounter, and one of the puzzle pieces given was a recorded message. Towards the end, messages were delivered in real life to IOOP members giving them times and places to be, where new puzzle pieces and bits of story were given. Some of the events for this took place in real life - there was an address you could write to early on, and if you did, you could get a piece of swag (like a splicer mask) or a membership card for the International Order of Pawn (IOOP). After a period of time, there would be a new website with new puzzles, and the story would go on. It followed his efforts to unravel the mystery, and involved many salty characters and international conspiracy. It was a website full of puzzles and information that followed the story of Mark Meltzer, a paranormal activity enthusiast who had his daughter kidnapped by one of the Big Sisters from Bioshock 2. I think this was for the Manhunt portion of the "There's something in the sea" viral ad campaign that ran from fall last year up to the release of Bioshock 2. Use the pictures on the net that you find I can't supply you with any info on it. Once that came out everyone wanted to make their own. I wouldn't doubt a fan out there would be doing his own by now that is all I thought. Update: I'm not offering these, one of you talented people could very easily make this piece. I had to design the entire thing on cad first and then work out the mechanism. The only image I had to work off of was the one in the game. There was a circuit that was activated which turned on a red LED and began the wheels to turn until it timed out upon the end of the recorded message. The tape wheels were on a servo motor that was gutted so it became a gear motor. It had a small digital recorder inside that had a recording of where to look for the next clue to the hunt. I was hired to build four of these for a scavenger hunt conducted in Las Vegas last month. Hi, I built this for the company who designed the game.
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