And I think that the question is: do you want a new experience that evolves past what you've already done? Maybe you guys are in a better position to ask yourselves that. The problem was that he didn't want Shock 2, he wanted more of Shock 1. I got a call from this guy one night, who was a hardcore Shock 1 fan, and I don't know how he got my number, but he had a forty-five minute long conversation asking me "Will you have Feature X?" "Will you have Y supply?" The depth of the story, of visual storytelling, I'm sure that we'll get some interesting reactions. The choices that you have in a battle are paradigms away than what you had in past Shock games. If you look at what you can do in a battle in System Shock 2 versus what you can do with BioShock in a battle, there's no question. There's the idea, not just of numbers and polygons and what's under the hood, but what you can do in battle. I don't know how far you got in the first demo, or with Arcadia, but the amount of depth is where we want it to be. Ken Levine: If you look at BioShock from a hardcore gamer perspective, it's everything that we wanted both System Shocks to be in terms of visuals and depth it's just that we didn't have the resources possible back then to do it.
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