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BioShock Infinite

1 year ago

Feature: Listen to the sound of music

Podcast: The best music, songs and soundtracks

Listen up, you’re drumming on my time now. What’s the tune? It’s the RPS podcast, the Electronic Wireless Show of course. This week we are talking about music in games, and what makes a good game soundtrack. The bleeps and bloops of Pac Man? Or the orchestral panache of Oblivion? A lot of people requested this topic, so we’ve also done something special – a…

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3 years ago

Feature: Rapturous applause or Big Daddy issues?

RPS Verdict: The BioShock Trilogy

Almost ten years after our first trip to Rapture, the BioShock trilogy has been re-released and (in some cases) remastered. The Collection [official site] looks lovely but it's far from perfect. Today, we're looking back though - a lot has happened since the first game’s arrival, including the departure of director Ken Levine from the studio that made two of the three games, and a…

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Feature: Beyond Beyond The Sea

Rapture Reborn: A BioShock Remastered Gallery

Almost ten years after we first daddied and kindlied and golfed, BioShock has today returned in an apparently fancy-panted remastered version, aka Bioshock: The Collection [official site]. Sadly it’s not in the best of shape, in terms of what we PC folk tend to demand from our settings menus and whatnot, but perhaps a more overriding question is but how does it look? I shall…

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Feature: No Man's Whine

The Broken Promise Of No Man’s Sky And Why It Matters

After years of waiting, No Man's Sky finally took off last week. For some, it soared above the clouds. For others, it crashed into a ditch and exploded. Our John had a rocky flight himself, saying that, while he was enjoying the journey, it was often infuriating. My own experience was one of disappointment. I didn't enjoy the focus on crafting, the endless menus, the…

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Feature: Pretty pictures

10 Games Run Through The Prisma Photo Filter App

You might have noticed all your friends' avatars and profile pictures turning into comic book drawings or impressionistic paintings over the last few weeks. That's because of Prisma, a photo editing app for iOS and Android that let's you apply a couple of dozen filters to images you feed it. The app goes further than simply messing with the hue like Instagram does, using a…

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Feature: "Hello? Is anyone still listening?"

The RPG Scrollbars: The Rise And Fall Of Audio Logs

"Day 4. I've looked everywhere, but I can't find anything to eat or a clue to get me off the ship. Just... more audiologs! They're everywhere! For some reason I keep listening to every minute of every one thinking there'll be some useful information but... they're just filler! Filler that's driving me to madness!" - South Park: The Stick Of Truth It's hard to argue.…

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4 years ago

Feature: And which are the best?

RPS Discusses: Do Expansion Packs Still Matter?

Expansion packs were once a core part of playing PC games, but they can often feel less essential in a world of constant updates and microtransactions. Original game Alec, expansions Adam and Graham, and brief DLC Alice gathered to discuss their favourite game expansions and why they still think the model works.

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Feature: Break the chain

What I Want From The Next BioShock

Ken Levine has moved onto other projects, and Irrational essentially no longer exists, but publishers 2K have declared that the BioShock series will continue nonetheless. Good, I'm glad: the games so far have had downs as well as ups to say the least, but they have, to a one, attempted to do things that other big-budget shooters do not. It'd be a terrible shame if…

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5 years ago

Feature: What's in the NPC box?

The Lives Of NPCs

While at a procedural generation shindig for ProcJam, roguelike developer Darren Grey answered a question about games which have characters who interact with one another and not the player. A member of the audience suggested Din's Curse and Depths of Peril. "I don't know how interesting that is - having things interacting with each other - especially if they're out of your sight. What does…

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Feature: The Irrational Need For Closure

Bioshock Through The Looking Glass

The contemporary big-budget FPS has a few different strains: blood-n-guts military settings a la Call of Duty, open-world environments like Far Cry, and high-concept dystopias. Outside of open-world most of these styles were first codified in the 1990s, and FPS games then and now share an enormous amount: primarily a core mechanic of shooting many hundreds of enemies in the face over and over again,…

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6 years ago

2K Marin’s Jordan ‘The Cradle’ Thomas Goes Indie

He might not have quite the profile of a Levine or Smith, but as a lead designer on Thief 3, particularly of The Cradle level, not to mention the similarly nerve-torturing Fort Frolic map in BioShock, Jordan Thomas is a name just as worth knowing. While being granted more overreaching control of a project resulted in 2K Marin's smart, improved but too safe sequel BioShock…

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7 years ago

Feature: Spilling The Glass

Warren Spector On Life After Mickey, Going ‘No Weapons’

For the first time in ages, Deus Ex director Warren Spector is unemployed. The man who created what's regarded by many as the greatest game of all time isn't cracking any whips, cooking up cyber conspiracies, or teaching cartoon mice to sing. Instead, he's taking some time to both teach and learn, which is what brought him to UC Santa Cruz's recent Interactive Storytelling Symposium.…

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Feature: The scary crow, the tin soldier and the cowardly lion

The Vigor Of Oz: Bishock Infinite’s Wizardly Parallels

The following theory is not true, but it could be. It's surely no accident that BioShock Infinite often evokes The Wizard of Oz - there's even an early stage of the game named after it. Even so, the similarities, be they deliberate or coincidental, run deeper than a turn-of-the-century character being mysteriously transported to an amazing world of technology and magic. Once I started down…

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Feature: Another World

Ten Intrigues I Didn’t Mention About BioShock Infinite

4500 words, and I still feel I didn't get anywhere near close to covering everthing I wanted to about BioShock: Infinite - that I made lengthy generalisations but not enough specification of the smaller, or at least subtler, details and events of a game which consistently barrages the player with imagery and ideas. Here are a few I missed, just to get them off my…

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Feature: Booker

Wot I Read – BioShock Infinite: Mind In Revolt

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…

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Feature: The Unreliable Narrator

Bioshock’s Ken Levine Talks Stories, Systems & Science

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.…

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Feature: And Relax

Ken Levine: The Conversation, Part Two

"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…

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Feature: BioShock: Infinite, changing dresses, awkwardness and Jaws

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…

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