Posts Tagged ‘BioShock 2’

A Brief Moment Of Perverse Gratitude To GFWL

Notoriously, infamously broken gaming social network/store/DRM Games For Windows Live appears to be, if not quite yet dead, then at least waiting nervously for a visit from the priest. Few shall mourn its loss. Indeed, I had hoped to never experience again its peculiar, malfunctioning attempts to control my savegames, DLC and freedom to play videogames I already own. Unfortunately for me, yesterday I decided it’d be a jolly good idea to play the excellent, under-promoted BioShock 2 add-on, Minerva’s Den. I forgot that it could not be installed via conventional in-game methods or even via Steam. I forgot that I had to go into the very belly of Microsoft’s ill-tempered GFWL beast. What followed was a two-hour oddyssey of installations and reinstallations, hidden folder hunting and registry editing. I was so angry, and yet today I feel oddly grateful.
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Ken Levine: The Conversation, Part One

Some interviews with prominent figures, as in Polygon’s widely-circulated one with BioShock: Infinite lead designer Ken Levine, are held on top of skyscraping Californian hotels. While it’s not something I’ve experienced myself, I can entirely appreciate why this often leads their eventual write-ups to be somewhat defined by awe, be it overt or subtle: a famous figure is encountered in a dramatic setting, the trappings of aspirational luxury around them. Thus, they are inevitably presupposed to be superhumans of a sort, with achievements and a lifestyle far beyond those of mere mortals such as the humble interviewer. This is the tale. Notoriously, this week also saw the outermost extreme of this, in Esquire’s absurd interview with/clearly lovelorn ode to the attractive but otherwise apparently unexceptional actor Megan Fox.

I can’t ever imagine going as far as Esquire, and I’d hope someone would throw me into the nearest sea if I did, but I do understand why it can happen. The scene is set in such a way that the interviewer is encountering, if not a god, then at least royalty. Even on a more moderate level, I have never conducted an interview in a Californian luxury hotel’s roofgarden, and my own interview with Ken Levine last month was no different, but I am nonetheless left thinking about the narrative created in that half hour. What tale could I now tell from just a talk with a guy in a room? Initially, I thought it impossible, or at least redundant, to spin a story out of a short, slightly awkward conversation in a dark little room somewhere in London: this is why Q&As are the standard interview format here. Let’s try, though. I want to tell you about what happened in that interview, and how it felt to me, as well as sharing Ken Levine’s comments about BioShock: Infinite’s characters, pacing and mysteries with you.
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Minerva’s Decree: Lo, The Fullbright Company Is Formed

So the first game will be about a sentient light bulb?

Just a quick one as a) I don’t have much information for you as yet and b) I managed to hit my head on my own desk really hard earlier and need a lie down, but I thought perhaps some of you would be interested to hear news on The Fullbright Company, aka what the lead designer of the excellent Minerva’s Den add-on for BioShock 2 did next.

After working on assorted BioShocks at 2K Marin and then Irrational, Steve ‘Fullbright’ Gaynor got back together with fellow ex-Marin types and Minerva collaborators Johnnemann Nordhagen and Karla Zimonja, and they’ve set up this new indie studio based out of Portland, Oregon. “We missed working on a small team, on a small project, focused on telling a personal story in a player-driven way. We wanted to do that again. It was fun last time.”
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Another World: BioShock Infinite vs Reality

But is it as nob as Revenge of the Sith?

Those of us who didn’t spend the best part of a week legging it around a giant convention centre earlier this month could only swoon at the resulting tall tales of BioShock: Infinite’s newly-announced reality-rift feature, known as Tears. Now we get our own crack in space-time to peer through, as Ken Levine talks about (and demonstrates) companion character Elizabeth’s ability to introduce elements from other realities into the player’s game-world.
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How Infinite Fixes BioShock’s Key Problem

Plus, underwater would totally mess up her 'do

The upcoming third BioShock game intends to fix an oft-made criticism of the Rapture-set original games, according to Timothy Gerritsen, Director of Development at Irrational Games.

The Executive Producer on Bioshock Infinite admitted to RPS in an interview published today that, in the first Bioshock, “we failed in giving you a sense of that city underwater.”
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Who’s Fighting Who (& When) In Bioshock 3

She'll send your horse to another dimension

Well, obviously pretty much everyone’s fighting you – it is a first-person shooter, after all. But there’s also inter-factional conflict in 2012’s Skyoshock, as one Mr K. Levine reveals below. What on earth could make the denizens of a rebel, militaristic, ultranationalist city in the sky turn against each other? Oh, riiiiiight. Also: time travel.
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Look, Sky-walker: BioShock Infinite In Motion

You look a lot less little, sister

Only a shortie for Ken & chums’ latest, but it’s pretty confident proof that we’re not in Rapture anymore, Andrew. Rocket-spewing zeppelins, anti-gravity powers, gruesome splatting via sky-crates and, at the end, a hint of how large the environments may be. Also, it really plays up the fact that this is a buddy game – but not exactly a buddy comedy. Read the rest of this entry »

Post-Rapture: BioShock Infinite Breaks Cover

Disconsolate at having not been cast in X-Men First Class, Patrick Stewart took to extreme skydiving for catharsis

The 2K way of late appears to be announcing impossibly ambitious and exciting-sounding games then going deathly silent for months (with the notable exception of Duke Nukem Forever, which has been very, very noisy since its comeback announcement). So it’s grand to see BioShock: Infinite start its promotional gears turning again, ahead of what will hopefully be a grand old infosplosion at E3. Following a revamp of the game’s website, we’ve got four new screenshots to stare at and make desperate, fannish guesses about. Hope you don’t like horses, because I’m about to show you a picture of a dead one.
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Bioshock 2 Minerva’s Den Comes To Daddy

To think, we might actually have an actual PC screenshot instead of just repeatedly using this owl picture soon

Good news, everyone. I’d given up absolutely all hope of this ever happening, and yet it has. The final DLC for Bioshock 2, Minerva’s Den, was a smart vignette full of nods to System Shock and the history of computing, not to mention being a welcome opportunity to approach the fascinating, doomed society of Rapture from a perspective other than its increasingly fantastical main narrative. This standalone tale of a calculating rogue AI seemed tailor-made for PC gamers… only PC gamers never got it. So it’s with fairly delighted surprise that we discover it’s finally, finally due out on PC almost a year after its console version.
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BioShock 2 Protector Trials DLC Hits Today

You're fired! Hohoho I'm causing another being unimaginable pain

The BioShock 2 Protector Trials DLC arrives on PC today, adding a new challenge mode and six arenas to 2K’s inarguably moist epic. A mere seven and a half months late, too! That said, we’re getting it for free, and having had a read of Christian Donlan’s Eurogamer review this sounds to me like neat enough stuff. Take a look at some in-game footage below, if you’re curious. Thx Blues for the tip-off.
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