Eh...we're talking about gameplay video don't we?
So in video I don't see decent feedback from your actions, I don't see good highlights on how to do things, and i see a lot of weapon switching = bad controls.
That's it.
And that's enough to judge that it's "another unplayable game with broken mechanics"? The demo showed a part of the game that you reach at around the 7 hour mark, so the player's already been taught how to use all of the mechanics. It therefore makes no sense to judge that the game isn't easy to understand or learn, from this one demo.
And as others have said, how does having to use a number of weapons = bad controls, when the demo showed fast weapon switching anyway? You want context sensitive weapon switching now, too? Why even have the player think for himself at all? Just have one button bound to 'context sensitive action' and have the main character do all the shooting and aiming for you!
The entire point of Bioshock is that you're free to come up with any number of different solutions, given the tools at your disposal. You're free to select your own unique playstyle that suits your strengths an weakness, to be imaginative, even come up with solutions that the developer never intended. So there really is no one "right way" to complete a level or section of a level - and that's completely incompatible with a system of fixed 'context sensitive' solutions. If that's the sort of thing you want, then Bioshock isn't the game for you. It's a successor to System Shock 2, even Deus Ex, not just another shooter.
"It doesn't matter, any game should have highlights, because you should not guess how developers wanted you to do something. If the highlights are clever you'd even think you've got to the solution yourself."
There is no one solution the developer wants you to use; it's up to you. The idea is that after you find out what each of the tools in your arsenal do, you'll be able to use them for yourself. I don't see what's so problematic about that.
And you have to recognise that the way in which you'll tackle each objective will depend on how you've developed your character. So if you want a more straightforward experience, you can focus on upgrading and developing your weaponry, lessening the need for all the advanced tactics shown in the video. The character development system is yet another reason why actions can't be context sensitive - unless you want the developer to create a different set of context sensitive options for every possible character.
Yep, because the sales numbers on even one console always surpass PC.
And games are made for their sales numbers, nothing else.
Games are made by developers that to a lesser or greater degree care about the product they're making. In this case, Ken Levine cares about creating a true spiritual successor to System Shock 2 that gives PC Gamers what they want - freeform gameplay and environmental interaction.
It's not "limiting" if it's done properly.
What you see in this footage is a gameplay around the trap making, which in turn means that you have plenty of time to set up these traps (it's also in the footage).
If you have time, and traps work 100% - it doesn't impose any challenge.
So if you're tightly time limited in other scenarios you won't be able to switch quickly and setup a trap, which means - no trap-based gameplay in these areas. So if it depends on area, why not to do context?
In depends on the situation, as much as the area. It is up to the player to create the time needed to set up the trap, and having enemies successfully fall for the trap is his reward for strategising and improvising in real time.
Freeform 'emergent' gameplay doesn't entail being able to do anything at any time - because that would make all choices meaningless. It entails having the freedom to use the set of
limited tools you have at your disposal in the way you see fit, so that when you do improvise successfully, you know that
you can take responsibility, not the game. When the game solves the situation for you through a context sensitive action, that feeling of accomplishment, that knowledge that you tackled a problem through your own wits and creativity, isn't there. And the less player freedom there is, the less the player feels part of the world, and the less meaningful his choices become (because they're not
his choices, they're the game's choices). That's why Bioshock leaves it up to the player to know when to set traps, and frankly knowing how to place down mines or trip wires is hardly rocket science. These mechanics have existed since Duke3D.
There are plenty of by-the-numbers shooters out there, but how many Bioshocks are there out there?