Interesting that they seem to have changed the setting; IIRC it was originally set in a WW2 Nazi lab that had been reopened in more modern times before 'going wrong'
And thank god for that. The whole "Nazi lab LOL" thing is so tired it made my bones ache just thinking about it. This new scenario -- stranded on the ocean floor in the ruins of a once-utopian city -- sounds way, WAY more interesting. The art-deco motif should be a great change from the industrial-grunge look that Unreal/Quake/Doom have been shoving down our throats for years.
As for it appearing on the X360, I'm not too concerned. The Invisible War comparison, while understandable, really isn't apt. Several significant factors are different:
1. By the time DX:IW came out, home PCs had far exceeded the specs of the original X-Box. The X360, on the other hand, is right at the start of its life cycle and thus quite powerful compared to current home PCs.
2. Ion Storm's development goal with DX:IW was to deliver the
exact same game to console and PC (ref. Warren Spector's "gamers are gamers" blather). Irrational, on the other hand, has already stated that the PC version will be released after the X360 version, no doubt using that time to polish a PC-centric interface, and hopefully to gather feedback from the console version.
3. DX:IW simply wasn't a very good game. It was team lead Harvey Smith's first game as lead developer, there were many ill-considered design decisions, the team was not the same as the original DX team, and apparently internal morale was low. BioShock, on the other hand, is being developed by
the same guys who did System Shock 2 (and several other popular games since then).
4. DX:IW ran on a hacked-up Unreal engine with Ion Storm's technologically immature "Flesh" rendering engine bolted on top. BioShock will be running on a second-generation version of Irrational's Tribes: Vengeance engine.
Additionally, Irrational has all of Ion Storm's horrible mistakes to learn from.