Posts Tagged ‘BioShock’

I Ain’t Afraid Of No God: BioShock Infinite’s Liz Unbound

By Alec Meer on February 19th, 2013.

Grr!

As we all know full well and is entirely obvious, BioShock: Elizabeth is a straightforward damsel in distress with a pretty face and a nice dress, and there’s nothing more to her than that. There definitely isn’t anything surprising or sinister about her: she will be rescued by the big man with the big gun, the mean nasty boss will fall to his doom and everyone will live happily ever after.

Or maybe there’s some massive twist at the heart of the game and she’s not what she seems to be at all? Nah.
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Wot I Read – BioShock Infinite: Mind In Revolt

By Alec Meer on February 13th, 2013.

Matters are rather different for the third BioShock game than they were for the first. While Irrational’s original had to grab attention from a machinegun-crazed mass audience, their next one comes with built-in renown, potentially affording the studio more opportunity and freedom to indulge themselves in other aspects of the game. Where BioShock’s undersea city of Rapture was, in hindsight, much more of a concept than a functioning place, BioShock Infinite’s floating metropolis Columbia seems to be striving harder to have an explicable and finely-sketched society.

Reflecting this is newly-released ebook novella Mind In Revolt, by Irrational’s Joe Fielder with assistance from Ken Levine, which could technically be described as a prequel but seems more designed to flesh out the social pressures bubbling under Columbia’s utopian surface in the way that the rollercoaster ride of an action videogame might not.
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Bioshock’s Ken Levine Talks Stories, Systems & Science

By Jim Rossignol on February 1st, 2013.


As if we hadn’t already heard enough from the man who steers the Irrational Zeppelin through developmental waters, Jim also had a long chat with Ken Levine, the creator of Bioshock and Bioshock Infinite. Read on for thoughts that span the sadness of cholera, the mystery of condiments, the joy of turn-based historical war, and some stuff about a game set in a flying city.

I’ve marked out some mild spoilers towards the end of the piece. These are non-specific discussions of the plot themes, but you can decide whether to skip.
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Ken Levine: The Conversation, Part Two

By Alec Meer on January 23rd, 2013.

“This is like your nightmare interview here, huh?”

Nah. This might not be going too well, but I’ve had worse. Much worse. (The most terrible was probably with an executive at one of the industry’s biggest PC game developers a couple of years back, where I had the distinct impression I was interviewing a robot who’d much rather murder me than talk to me).

This half hour with the lead designer of BioShock: Infinite would definitely win a place in my Top 40 Botched Interviews, but it’s not up there in shotgun-to-the-head territory yet. The mutual acknowledgement that it’s been a misfire does wonders too. Eventually.
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Ken Levine: The Conversation, Part One

By Alec Meer on January 18th, 2013.

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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4 Hours With BioShock Infinite, Part 1: Columbia

By Alec Meer on December 14th, 2012.

Earlier this week, I played around four hours of BioShock: Infinite, which is due for release next March. While this was at a publisher-held event (disclaimer – I ate some free salt and vinegar flavoured Hula Hoops and a small bowl of Moroccan tagine. Alas, I hate aubergine) and I was part of a gaggle of journalists, I was not guided or observed during my playthrough, so I approached it at my own leisure and pack-rat pace.

It has given me much to think upon, a few examples of which I shall share with you below. I will avoid all spoilers as regards to the events of the plot, but please be advised that I do talk in detail about the setting, its population and its backstory as presented by these initial hours of the game.
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Levine On… Bias, Trust, SWAT & Tennis

By Alec Meer on January 24th, 2012.

Elizabeth is very sad because she won't get to play any tennis today

Yesterday, we brought you Ken Levine’s explanation of BioShock: Infinite’s 1999 mode. The response was, perhaps inevitably, divided. Here’s the second part of my chat with him, in which he anticipates that, as well as addressing the fact he can only offer a biased opinion of his game, the problem with out of context headlines, tennis in BioShock, why SWAT 4 would have been a very different game under his stewardship and, yes, why “if you’re a reader on Rock, Paper, Shotgun, you are sophisticated enough to not listen to what Ken Levine says.”

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You’re Going To Suffer: Levine On 1999 Mode

By Alec Meer on January 23rd, 2012.

Not Ken Levine. At least, I don't believe so. Haven't seen him in person since Freedom Force days.

Late last week, Irrational announced 1999 mode for BioShock: Infinite – an attempt to recapture the sense of binding decisions, permanent consequences and hard-as-nails challenge that we perhaps associate with a lost era of gaming. In this first of a two-part interview, I nattered to avuncular Irrational bossman Ken Levine about why they came up with 1999 Mode, what it entails, why it’s a very different prospect to simply a ‘hard’ difficulty setting, why he doesn’t want non-hardcore gamers playing that mode, and whether or not it’s a reaction to disappointment about BioShock from System Shock fans.
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You Were Born To Do Great Things

By Alec Meer on November 7th, 2011.

No, says the angry man in the comments thread

While waiting impatiently for something else to download over the weekend, I booted up BioShock 1 for the first time in years, curious to see how it held up a half-decade on. I’d forgotten how remarkable and how magnetic its first few minutes are: whatever else you want to accuse the game of, the work it does in so quickly and so assuredly building a world and a mountain of intrigue around it is something we see all too little of. The vast majority of mainstream games open with enough dry exposition to choke a rhino, but this grabs your total attention with a bare minimum of talk, a steady flow of unpredictable spectacle and a spinetingling cocktail of awe and anxiety. Irrational are, I think, right to leave Rapture behind – but, for no particular reason other than ‘why not?’, let’s remember just why they built it in the first place.
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World In Progress: Bioshock Infinite

By Adam Smith on October 28th, 2011.

I have spared you all the low-cut nature of this young lady's clothing. You are welcome.

When a Bioshock Infinite video arrives in my lap, which is how I demand delivery of all gaming news, I do not expect it to feature actual human beings speaking at me. Ziplines and plummeting are gravely missing from this video. Although it does contain game footage, it’s mainly Ken Levine talking about the world he’s creating, which he sees as but one of the game’s main characters.

There’s a focus on actual people characters, with the voice actors behind Booker and Elizabeth also featured, breaking the rule that they, being the opposite of Victorian infants, should be heard and not seen. Now, in my mind’s eye, Booker Dewitt will always look like Troy Baker, whose name should immediately be attached to Syndicate’s antagonist.

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Interview: Card Hunter’s Jon Chey (Part 2)

By Alec Meer on August 10th, 2011.

Curse our limited-length titles! For this post should really be called something like ‘Irrational co-founder and now Blue Manchu boss Jon Chey talks more about his splendid-sounding new PC boardgame/ CCG/ MMO mash-up Card Hunter, how to make free-to-play non-horrible, what he thinks the future might be for immersive sims in the vein of System Shock and his thoughts on his former studio’s controversial XCOM remake’. Doesn’t bloomin’ fit though, does it? Oh well. You’ll find all that stuff out for yourself simply by reading on: tons of interesting comments in here, and I’m particularly excited by the thought towards the end that a coming wave of mid-budget simulational shooters might be on the cards, and far more likely to take big creative risks than their glossier triple-A peers… (Oh, and if you missed the more Card Hunter-centric first part of this interview, looky here).

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Rapture In Paper: The Bioshock Novel

By Richard Cobbett on July 19th, 2011.

No, the table doesn't magically change. Trick of the light. Move along....

Timing-wise, the long-in-development Bioshock prequel novel couldn’t have landed at a worse one. Remember Rapture? That’s right. It’s the place that was so awesome, before we were blown away by Columbia a few weeks ago. In the mood to return? There’s the rub…

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Another World: BioShock Infinite vs Reality

By Alec Meer on June 24th, 2011.

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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