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Posts Tagged ‘Irrational’

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 2: War In Heaven

By Alec Meer on December 20th, 2012.

I’ve talked a lot about the setting of BioShock: Infinite, but let’s not lose sight of what the game really exists for. To (Booker De)whit, shooting people in the face and magicking them to death. (Actually I’m also going to talk a whole lot more about the setting too, because I can).

The combat aspect of the game is broadly in keeping with BioShocks 1 and 2, though amped up noticeably, while the environments feel significantly more open and the bulk of your enemies are straight-up police and soldiers rather than the creepy, scuttling Splicers. It does perhaps feel a less distinct combat experience than its predecessors despite the dramatic, often open-air backdrops, which is partly because shooting soldiers is such a familiar 21st century videogaming experience and partly because the weapons available in those fourish hours I had generally cleaved a little closer to a traditional videogame arsenal, even though they were in theory from an alt-universe 1912.
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The First Five Minutes Of BioShock Infinite, If You Want

By John Walker on December 19th, 2012.

Do you want to see the first five minutes of BioShock: Infinite? I don’t. I want to play them at the time! However, should you be of a more curious mind, or simply incapable of waiting now you know it exists, desperately trying to, but horribly aware that like the beginnings of a sneeze it’s inevitable that you’re going to have to press play eventually, you can watch them in the video below.

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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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To 3 Mins 29 Secs And Beyond: Bioshock: Infinite In Action

By Alec Meer on December 10th, 2012.

No I'm not going to say anything about the professional cosplayer either
We’ve seen sad news that the next Bioshock will NO LONGER BE RELEASED ON MY BIRTHDAY GODDAMNIT WHAT’S WRONG WITH THE WORLD AM I BEING PUNISHED FOR SOMETHING I AM NOT ALLOWED TO HAVE ANYTHING NICE IT’S SO UNFAIR I HATE YOU I HATE YOU I HATE YOU and we’ve seen Uncle Ken chatting about the game, but what we haven’t seen for a while is a big chunk of in-Infinite footage. I’m off to play the game tomorrow and will report back with findings shortly thereafter, but in the meantime the noisy death of popular culture that was the VGAs brought some new stuff for us all to look at with our human eyeballs.

The VGAs being the VGAs, it’s primarily shooting-men-in-the-face centric, but it does afford a good look at enemies, weapons and powers, as well as just what Elizabeth gets up to while the player’s busy attacking people will bullets, rockets and crows.
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Cognition: Bioshock Infinite’s Industrial Revolution

By Adam Smith on October 22nd, 2012.

The Dishonored pre-order ‘incentives’ incited my blood to boil by appearing to chop parts of the game off and deliver them piecemeal, but when I played the game I was so content that my blood remained at a comfortable, non-volatile temperature throughout. I don’t think any of the preposterous packages can have done very much at all. Bioshock: Infinite is now offering a means to earn in-game rewards before its February release and I expect and hope that they will turn out to be similarly unnecessary. While it’s essential to pre-order to begin the process of unlocking bonuses for a game that isn’t out for almost half a year, there is a nifty puzzle game tied to the promotion. Industrial Revolution is available now to anyone with a pre-order.

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Bioshock Infinite And The Beast of America

By Jim Rossignol on October 22nd, 2012.


Bioshock Infinite has seen a few high-profile members of the team leave of late, but that doesn’t seem to have caused it to waver from its February 26th release date. The latest trailer shows off happenings of light and fury, with lots of combat. The skyline, Elizabeth, and the Handyman baddy feature heavily. If the original Bioshock was a colourful and visually offbeat shooter, then we’ll need to dust off rarely used 19th-century adjectives for this one. Go take a look.
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Logic Problems? Logic Solutions: ir/iational

By John Walker on July 25th, 2012.

It tastes like oxygen?

A good understanding of the logic of logic seems like something that should be taught in schools. Along with tax returns, how to fight a bear, and English punctuation. As discovered by Eurogamer’s Ellie Gibson this week, ir/rational is a game that broaches the thought through topic of logic in a – strange way.

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Techno-Logic: ir/rational Redux

By Adam Smith on July 9th, 2012.

From the writer of Penumbra

A man is trapped in a room with a machine playing a browser game about a man trapped in a room with a machine. The first man, the one who actually exists, then notices that another man wrote about the same game, ir/rational, nearly three years ago. He continues to write about it anyway because it contains nifty logic puzzles, darkly amusing writing from Penumbra scribe Tom Jubert and has been reduxed so hard it looks and sounds brand new. Go try it.

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BioShock Infinite Out Oct 16th US, 19th Internationally

By Craig Pearson on March 1st, 2012.

October 19th! October 19th! October 19th!
In the RPS “When is BioShock Infinite Out?” sweepstakes, Jim Chose Oct 17th, John Oct 18th, Alec Oct 20th, Adam Oct 21st, and I swung in with September 19th 7019. It turns out none of us have particularly well-defined psychic powers, and I was WAY off: mark October 19th down on your calendar as “National BioShock Infinite release day”. That sweet trailer from December is below, to soothe your beating hearts.
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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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