Posts Tagged ‘BioShock’

Look, Sky-walker: BioShock Infinite In Motion

By Alec Meer on June 7th, 2011.

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 »

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Post-Rapture: BioShock Infinite Breaks Cover

By Alec Meer on May 24th, 2011.

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

By Alec Meer on May 17th, 2011.

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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Illuminated Ones: Shadow & Light In Games

By Kieron Gillen on September 3rd, 2010.

ughhhhshhshshshshshshalkfhglkh!

[This was originally printed in a slightly different form at the Escapist in 2007. Post-Bioshock 1 and 2, it struck me as a good time to return to what was on Jordan Thomas' mind back then - especially the sections which foreshadow Fort Frolic. And with the darkness obsessed Amnesia due within a week, turning our mind on what lurks in the gaming's dark also struck me as worthwhile]

Light is, as far as fundamental issues in game design goes, an opaque topic for most gamers. In modern 3D engines, it’s something you simply can’t have a level without – or, at least, one which doesn’t involve a lot of bumping into walls. It’s something that effects mood and functionality, so acting as a supporting pillar for both the artistic and mechanistic elements of game design. But when implementing it, what is a designer really thinking about? To shed a little light on the matter, I talked to Jordan Thomas, best known as co-designer of the Cradle in Thief: Deadly Shadows and has been recently been working on a little game called Bioshock.
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Shock! Irrational’s New Game Looms Close

By Alec Meer on August 3rd, 2010.

That’s the studio formerly known as 2K Boston formerly known as Irrational to you. As in Ken Levine’s original-name-reclaiming bunch: the developers who made System Shock 2, SWAT 4, Tribes Vengeance, Freedom Force – and, of course, Bioshock the first.

And there’s that Pandora’s box opened. The important news, though, is that Irrational are finally taking the lid of whatever their new project is next week. Several years in the making, massively mysterious: whatever it is, whatever it’s like, it’s bound to be a big old chat-magnet.
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Dark Futures Part 3: Jordan Thomas

By Kieron Gillen on July 5th, 2010.

Jordan Thomas first came to our attention with Thief: Deadly Shadows where he co-designed the Cradle with Randy Smith. Next he was on Bioshock, with his fingerprints over all Fort Frolic. Then, he stepped up to Creative Director at 2k Marin with Bioshock 2. He’s highly verbal, scarily optimistic and wants to talk to you about the Immersive Sim as an Anti-genre, the death of seriousness and the growth of snark, Thomas Moore Utopian fiction and what Ion Storm Austin were considering doing with Deus Ex 3…
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Thief: DS For £2.09?! And Other Bargains

By John Walker on July 2nd, 2010.

It's a steal!!!!!!!!!!!! I'm sorry.

The Steam summer sale thingamy is continuing to offer some ludicrously good prices, as it happens. I’ve just spotted some for which there’s only six hours left, which should fill in some vital gaps on your virtual shelf. There’s Thief: Deadly Shadows for £2.09, BioShock for £3.49, and Titan Quest Gold for £2.49. There’s also Dragon Age, about 80 hours of game, for £11.99.

I can’t get over Thief 3 for barely more than £2. This is one of those games that come 2014 we’ll be writing ten year retrospectives about. If you never did, you absolutely must right now. Just for the heck of it, I’ve pasted my review of the game from 2004 for PC Format.

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Hard To Explain: Bioshock Pitch Document

By Kieron Gillen on May 21st, 2010.

Irrational’s blog takes great joys in pulling out various bits and bobs from the cupboards and doing a show-and-tell. Latest is the original early-00s Bioshock Pitch. They’re serializing it across several entries but you can follow the first eight pages here. And it’s nifty stuff, in noting what remained (a lot, conceptually) and what changed (almost everything, in terms of specific execution). This stuff is always fascinating. And while we’re on the topic, you’ve read Planescape’s Vision Statement, yes? More developers should totally release this stuff. It’s absolute treasure.

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DIY Big Daddy Suit

By Jim Rossignol on September 9th, 2009.


We usually steer clear of the arts and crafts region of bloggery, but I’ll make an exception for the link Dartt just forwarded to me: How to make a Big Daddy costume in a whole bunch of fairly complicated steps. Amazing, ridiculous stuff. Compare and contrast with 2007′s costumes…

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Bioshock 2: The Sea Of Dreams Teaser

By Kieron Gillen on October 16th, 2008.

This news is spreading rapidly over the net. It seems that the PS3 is good for something other than playing your Blu-Ray discs. News For Gamers have completed the PS3 version of Bioshock, to discover a fifteen second teaser for the second game. It’s apparently called Bioshock 2: The Sea Of Dreams and you’ll find images from it beneath the cut. EDIT: Also, thanks to the comment-threaders, video. Go watch!
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Levine On His Next Game, Bioshock 2 & Rumour

By Alec Meer on July 30th, 2008.

Kieron’s currently out at the Develop conference for us, so expect exciting missives soon. Or, more likely, incoherent booze-addled rambling about Kenickie. So, while he struggles manfully to work out what a wireless internet is, we can instead harken to reports from elsewhere in gamingdom. Specifically Videogaming247‘s coverage of Ken Levine’s bravely-named “BioShock and Awe: Immersing the Gamer in an Alternate World Without Drowning Out the Gameplay” lecture and some quotable interview gobbets they tickled out of him afterwards. Tempestuous Mount Bioshock never quite goes dormant, it seems.

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Breaking The Chain: Bioshock DRM Now Less Evil

By Alec Meer on June 22nd, 2008.

Those tattoos are the metaphor that keeps on giving

Gosh, all that hoo-hah about Bioshock’s limited number of installations and activation process seems like a long time ago, but I suspect it’s still an open wound for some folk. A vocal portion of Bioshock’s players were angry – “Ken Levine personally kicked my girlfriend to death” angry. Will they be any less angry now 2K’s lightened its infamously ruthless DRM (as promised many moons ago)?

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“Bioshock As Profound As Iliad”

By Jim Rossignol on June 21st, 2008.


University of Connecticut Associate Professor of classical studies Roger Travis has started a blog comparing videogames to the classic tales of the ancient world. His latest post, “The profundity of Halo and Bioshock (and the Iliad)”, puts our favourite first person shooters up there with the greats of Ancient Greece.

Am I saying, a critic of video games might ask, that Halo and Bioshock are capable of the depth of artistic-philosophical expression reached by the Iliad in the Choice of Achilles? After all, when the Homeric bard has Achilles say that maybe the undying glory isn’t really worth it if you lose your life, he’s doing an artistic thing that we’re not used to thinking video games can do.

Here’s the answer: Yes, I am saying that.

Duke Nukem is more like Odysseus, you see. (Or is that Serious Sam?)

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