If you’ve been playing games like Mass Effect and BioShock Infinite. I’m sorry to tell you, but you’ll been playing a lie.
Developers for sometime now have promoted games as being “player driven” and “choice crafted.” However, in an article published by Matter, BioShock: Infinite director Ken Levine calls those things “lies.”
“When it comes to story in video games, at best there’s an illusion of choice,” said Levine. “At worst, there’s no choice at all.”
“In our work, we tried to say, Well, pal, you really don’t have a choice. So let’s see if we can use that concept to mess with your head. And hence was born the “Would you kindly” moment in BioShock, a moment in video game history primarily remembered for reminding us that, when it comes to player choice in narrative, our medium is limited indeed.” Continue reading
BioShock Infinite will not ship this October as previously announced. Take-Two Interactive and Irrational Games have announced that they’ve has pushed back the highly anticipated first-person shooter, it will now release on February 26, 2013.
“When we announced the release date of BioShock Infinite in March, we felt pretty good about the timing,” said creative director Ken Levine. “Since then, we’ve uncovered opportunities to make Infinite into something even more extraordinary. Therefore, to give our talented team the time they need to deliver the best Infinite possible, we’ve decided to move the game’s release to February.”
Then, Levine add that the developers will not be showing BioShock Infinite at this summer gaming events, such as the Electronic Entertainment Expo and Gamescom.
“The next time you see our game, it will be essentially the product we intend to put in the box,” Levine added. “Preparing for these events takes time away from development, time we’re going to use instead to get the best version of Infinite into your hands in February.”
Irrational Games have stressed that “[they’re] still focusing” on making a BioShock film adaptation, despite the project being pushed back.
“The thing with Gore [Verbinski] didn’t work out,” creative director Ken Levine told Edge Magazine. “But there’s no such thing as “it’s finished” when it comes to making a movie out of something.”
But, for now, BioShock Infinite remains the focus of the studio. “Right now, we’re choosing our battles and focussing on making BioShock: Infinite,” Levine continued.
Irrational Games have unveiled an interesting the new “Heavy Hitter” enemy class for BioShock Infinite. The Heavy Hitter enemy class is a more unconventional enemy, it was made to augment the abilities of the traditional BioShock enemies.
“These are enemies that are used to not just be more powerful, but to augment the abilities of the more traditional BioShock enemies,” said Irrational co-founder Ken Levine. “You’re going to come across them in certain areas of the game, and they’re going to provide a really unique challenge.”
The first of these enemy is “The Motorized Patriot,” a “clock terminator” George Washington. His features are porcelain-like, a twisted child’s doll. He’s also fearsome and relentless. “Unlike most of the enemies, he’s completely fearless,” said Levine. “He doesn’t have a sense of self-preservation, so he’ll just keep coming at you and coming at you.”
In the latest issue of PSM3 magazine, Irrational Games creative director Ken Levine discussed BioShock Infinite on the PlayStation Move, and his intentions behind incorporating the device.
“It’s fully functioning and it’s there — the game is playable on it, people are playing with it,” insured Levine.
“My goals for it have been fairly consistent: that it gives an opportunity to people who aren’t familiar or comfortable with the DualShock experience an opportunity to get past that.”
Irrational Games’ Ken Levine recently sat down with PC PowerPlay, an Austrian gaming magazine, to discuss the biggest issues currently facing the PC gaming market.
“I actually think that it’s quite a healthy space right now. There’s so much diversity to the PC gaming experience. I think one of the biggest challenges it had, that Valve overcame, was just the complex nature of buying games and installing them and dealing with them, managing them.”
“You have a big list of games, and you buy the game in real-time, which of one of the most amazing things to happen to PC gaming. Hey, I don’t buy PC games from stores. I just download ‘em on Stream, which is great,” Levine said when comparing the console experience to PC gaming.
“That level of straight-forwardness and simplicity — that one click install, that one-click purchase, that has added a huge amount of value to the experience and removed all those barriers to entry that non-DIY people felt threatened by. So it’s really expanded the market.”
Levine then discussed what makes today’s PC gaming market so special, and why people are so extracted to it.
“PC games right now are really embracing what the PC is in terms of the connected nature of the machine; the creative nature that having the mouse and keyboard affords. It’s a very useful thing for modding, and the open nature of the software on the PC allows for things like that. Even games like Minecraft just speak to the DIY culture that is very much part of PC gaming.”
They’ve have explained the concepts behind Elizabeth, an important companion throughout the course of the adventure. But, they haven’t explained the importance of “tears,” controllable rifts within space-time continuum.
In a series of exploration trailers, Ken Levine explained the fictional science behind tears; detailing Elizabeth’s ability to manipulate tears into other worlds. There’s also a snippet of the much talked about portal that opens into an alternate 1980’s reality.
During a discussion panel, Irrational Games demonstrated the early design concepts behind BioShock Infinite, its upcoming project. The discussion ultimately led to a concept image — a dark and ominous skyborne utopia — an inspiration behind the upcoming project.
However, the team describe the image as “too claustrophobic.” The project will be a brighter, more open, one that builds on the spirit of “exceptionalism” that once characterized America. “[The image] was a step in the right direction, but not far enough,” said Ken Levine. The original plan the team constructed was to take BioShock and push it airborne, but Rapture was “dank, dark, and sinister.”
In addition, Levine also discussed Skylines, a rail-based system and the primary method of transportation in the sequel. “[It’s] like being on a roller coaster while hanging in the air, and you have a fucking gun,” said Levine, when describing Infinite’s transportation system.