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Posted by Joystiq Aug 20 2010 22:00 GMT
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It's time for another origin story of an industry presence. During a recent Gamescom interview with Ken Levine of Irrational Games we asked how the developer received its senseless, illogical name:

"Naming things is my least favorite thing to do. In terms of BioShock Infinite, the name doesn't make a lot of sense to people. Even naming BioShock, I was never like, 'Oh my god! That's exactly it!' 'Irrational, that's exactly it!' Names are difficult because you're trying to do so much work in such a little space. So we're never happy with it.

"Irrational was almost called 'Underwater Horse.' The reason that was, you know hex-based war games? My business partner John and I played this very complex World War II game where not only was there a horse-vs-horse combat table, it was so complex, but there was an underwater horse-vs.-underwater horse combat table. So we almost called the company that. We just couldn't come up with a name.

"[Irrational] was the name we all hated least. But now after fifteen years or whatever it's been -- thirteen years. I think the identity has sort of subsumed itself into the name and the word means something to us beyond what "irrational" means in the dictionary because it's a culture, it's a kind of game."

And what about the company's Prince-like name change from Irrational to 2K Boston, back to Irrational?

With a very dry and clipped delivery, Levine said, "It wasn't my idea to call it 2K Boston."

Like this feature? Be sure to check out the What's In A Name Archives.

Posted by PlayStation Blog Aug 20 2010 16:59 GMT
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Last week, Irrational Games introduced BioShock Infinite to the world with a startling cinematic trailer set in the clouds far above Earth. Since then, I’ve seen BioShock Infinite in action, and the first-person gameplay featured numerous hallmarks of BioShock as well as intriguing new elements.

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In the gameplay scenario I saw, protagonist Booker DeWitt explored the floating city of Columbia before battling a large mob of murderous Columbian citizens using shotguns and hunting rifles. Booker wielded supernatural powers as well, hurling lightning, telekinesis, and flesh-eating crows ala Hitchcock’s The Birds. After locating Elizabeth, the mysterious young woman at the heart of Columbia’s internal conflict, Booker’s powers grew exponentially. Channeled through Elizabeth, lightning bolts became swirling thunderstorms and telekinesis ripped the environment to tatters.

I spoke with Irrational Games creative director Ken Levine to learn more about BioShock Infinite’s gameplay, similarities and differences compared to the original BioShock, and how the suspended city of Columbia presents new opportunities for first-person combat.

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Sid Shuman: You often described BioShock as a shooter first and foremost. Do you consider BioShock Infinite to be a pure shooter? Has it evolved?

Ken Levine, Creative Director, Irrational Games: One of the reasons we were so specific about defining BioShock as a shooter was because it was so strange. It was such an odd beast that we thought [defining it as a shooter] helped ground people’s understanding of what they’d be doing. But I think people now understand what BioShock is, so I’m less focused on that now. People understand that it’s a shooter, but that it’s a particular kind of shooter that’s unique to what Irrational Games and what we do. It’s a shooter that has quite a lot of expressiveness outside of the shooting as well.

SS: On the combat side, will you be keeping somewhat consistent with the ground rules and basic mechanics of BioShock?

KL: The previous games gave players a lot of tools, but there was a tendency for encounters to have a lot of similarities: narrow corridors and one or two enemies. So the tendency was for tools like the Electro-Bolt and shotgun to be commonly used because they were extremely effective. So the sniper rifle weapon (the crossbow) and the area-of-effect attacks were less effective and less used.

We wanted to make sure we had a broad range of weapons and powers [for BioShock Infinite], and that the environments and challenges demanded those weapons and powers. So there are a ton of interior spaces in the game that will feel like a traditional BioShock spaces, very intimate. But we also focus on spaces that are quite different from what you’ve seen in a BioShock game: huge, open, outdoor spaces with broad ranges. And instead of one or two enemies, you might fight 15 enemies at one point.

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We’re using an entirely new graphics engine — there’s no shared code or assets with any previous BioShock game, though it’s based on Unreal 3.0 technology. The reason we had to go with a new engine, and one of the reasons development has taken awhile, is because we couldn’t do what we wanted to do otherwise. We couldn’t do this kind of scale, or the scenes on the Skylines where you’re in combat while traveling at 60 miles per hour, or scenes where you’re fighting 15 enemies at once.

And something like a sniper rifle now make a lot of sense! It becomes meaningful now that we’ve changed the dynamics of the environment. Vertical movement across big, broad spaces and multiple enemies who work together against you — these are things you haven’t seen in a BioShock game before.


SS: Who’s the hulking character in the trailer, the one who looks a bit like the Big Daddy from BioShock?

KL: He’s what we call an “Alpha,” I wouldn’t view him as a new Big Daddy. Internally, we refer to three classes of characters: Alphas, Betas, and Gammas. Betas are the more traditional BioShock enemy who sees you and attacks right away. Gammas sort of do their own thing and may get drawn into combat. The Alphas are a class of badasses in the city who are very powerful on their own, but also can augment the abilities of other characters — they can act as leaders for them. We’ll be releasing more information on how they actually work later, but generally, they’re tougher and will work in a strategic fashion with other characters.

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SS: It wouldn’t appear that Adam and Plasmids play a role in this universe, and yet we see Plasmid-like abilities, including powers that look like Telekinesis and Electro-Bolt…

KLYou’ve seen a range of powers, and some are intentionally familiar because we wanted to show how they are differently applied in this world, and how they interact with Elizabeth. What Elizabeth brings to the table is her narrative role as a character who is with you. Elizabeth provides opportunities to do things on a grander scale, but none of it will get in the way of you approaching the game with your own tools.

SS: Elizabeth has been trapped in Columbia since she was five. Is she a constant companion during gameplay?

KLShe will be coming in and out of the story at various points. There’s a character who is very focused on keeping the two of you separated. There are various events that bring the two of you together, or pull you apart, during the course of the story.

SS: I saw a poster for “Saltinstalli.” Who is that? Is he a political figure?

KL: Yes, he’s a political figure in Columbia. He’s representative of a certain point of a view in the city — a prevalent point of view. When you first encounter him, he’s giving a speech to nobody.


Posted by Kotaku Aug 20 2010 16:20 GMT
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#bioshockinfinite The first his BioShock game had no multiplayer mode, a rarity for first-person shooters. BioShock 2, which was overseen by a different creative team, added multiplayer. The series' next game may not, BioShock's original creator told Kotaku. More »

Posted by IGN Aug 19 2010 22:38 GMT
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Ken Levine on horror, history and what to expect from the floating city of Columbia.

Posted by Joystiq Aug 18 2010 19:15 GMT
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Irrational Games has let loose several BioShock Infinite screenshots. Each one depicts an unsettling scene: a gun-toting news vendor, a candid shot of the dark-eyed Elizabeth, and some nut conducting an orchestra for the clouds. In fact, that conductor fellow kinda looks like Andrew Ryan, but considering this game takes place in 1912, it can't be him -- unless they had Oil of Olay Age Defying cream back then or something, but we seriously doubt that.

Posted by IGN Aug 18 2010 13:37 GMT
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More scenes from the floating city of Columbia.

Posted by Kotaku Aug 16 2010 18:30 GMT
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#kenlevine If BioShock Infinite debuts with a gameplay demo and a trailer that includes no Little Sisters, no Rapture, no — so far — apparent storyline connection to earlier BioShocks, is it really a BioShock game? Yes, its creator told Kotaku. More »

Posted by Kotaku Aug 12 2010 15:45 GMT
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The first trailer for Irrational Games' next big project, BioShock Infinite, has appeared at WhatIsICarus.com. What does it all mean? Check back at noon for the full story. More »

Posted by IGN Aug 12 2010 23:40 GMT
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We dissect the first trailer and wonder what happens to the unwanted babies in a city above the clouds.

Posted by Joystiq Aug 12 2010 23:30 GMT
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Following last night's press event for BioShock Infinite, Irrational Games handed out swag bags with some decidedly cool stuff inside. Instead of the usual - a notebook! - the dev packed in two posters, some chocolates, and this fancy "Murder of Crows" statuette slash bottle, just like the one Booker DeWitt drank from in our preview of the game. While we can hear something sloshing around in there, we didn't open the bottle to learn what it is; we'll leave that task to the three of you.

That's right, we've got three bags and we're giving them all away to you. Take a peek in our gallery to see exactly what you'll get and head past the break for our giveaway rules.

Posted by Joystiq Aug 12 2010 22:00 GMT
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There's a lot to process in the debut trailer and screens for BioShock Infinite, not the least of which is the look of the characters, which have a slightly exaggerated look to them. In a discussion with Gamers With Jobs on their 200th podcast, Irrational Games boss Ken Levine explained.

"A movie uses photorealism quite often because it's free. We don't get a cost benefit for being photorealistic, it's the same reason Pixar's not photorealistic, you just end up creepy," he said. "There's no need to be photorealistic and I think it's kind of a cop out. I'd much rather play a game that's stylized."

Or maybe by 2012, we'll all look like Pixar characters and that will be the new photorealism. See, it's hard to say, because that's so long from now.

Posted by IGN Aug 12 2010 18:04 GMT
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New powers and new terrors await in a city above the clouds.

Posted by IGN Aug 12 2010 18:00 GMT
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Fly the friendly skies in a city that is nothing at all like Rapture.