BioShock: Infinite Message Board older than one year ago

Sign-in to post

Posted by Joystiq Mar 12 2011 00:00 GMT
- Like?
During Irrational Games' big daddy of a BioShock Infinite panel at PAX East, Levine and co. showed off a handful of concept shots of early Columbia -- the game's main locale -- as well as some early concept footage of the game's sky rails. Though very little of the concept shots/video will make it into the final product, we were, frankly, rather excited to see a bit more of Infinite.

The (admittedly) shaky video after the break depicts the game's proof of concept for the rail transportation system -- holding onto a transportation railing and firing at murderous enemies below, in this particular case. We've also dropped a handful of shots that either directly inspired Infinite or directly contributed to the game's current art style (from Irrational's art team). Also, the game's basest concept can be seen above in the header image. Yes, it's wonderful.

Posted by Kotaku Mar 11 2011 23:30 GMT
- Like?
#secretsrevealed At PAX East today, the makers of BioShock Infinite, the big 2012 sequel from Irrational Games, shared what they said would be their cutting-room-floor material. They showed what won't go into BioShock Infinite, but that will help shape the game. Of course, their cutting room floor material is fascinating. So stop looking at this already-released art and flip to the new stuff... More »

Posted by Kotaku Mar 09 2011 12:15 GMT
- Like?
#pax The Boston edition of the Penny Arcade Expo kicks off this Friday, and we'll be there. So too will BioShock creators Irrational Games, who will be hosting an interesting panel (and handing out free stuff). More »

Posted by IGN Mar 08 2011 20:10 GMT
- Like?
New York, NY - Irrational Games invites fans and media attending PAX East to join us for a roundtable panel discussion with creative director Ken Levine, art director Nate Wells, lead artist Shawn Robertson, and senior effects artist Stephen Alexander. The real star of the show, however, will be the...

Posted by Kotaku Feb 13 2011 18:30 GMT
- Like?
#toyfair The amazing statue sculptors at NECA have new BioShock figures in the making. The coolest here at Toy Fair 2012 are the ones from BioShock Infinite. The new BioShock game is a long way away, so these won't be out, a NECA rep said, until Sept. 2012 or so. The game isn't slated for release until 2012 either. Waiting ain't easy. More »

Posted by Joystiq Nov 22 2010 00:30 GMT
- Like?
PS3 owners got, for lack of a better term, the royal shaft when it came to getting their platform's version of BioShock. Not only did said version not arrive until more than a year after the game's PC and 360 iterations hit store shelves, but it also brought with it a few unsavory friends in the form of graphical problems and full-blown crashes, which it picked up during the porting process. Fortunately, that won't be the case for Irrational Games' 2012 entry into the franchise, BioShock Infinite, as the studio has no plans to pass the developmental buck to any outside parties.

The game's technical director, Chris Kline, recently explained on the Irrational Games forums that "We have a much larger team than we did on the original BioShock, so we're doing simultaneous in-house development on the PS3, 360, and PC versions of the game." Thank goodness! We were afraid we would once again have to fool ourselves into thinking that any potential crashes were actually just the result of a super powerful, world-ending Plasmid.

Posted by Kotaku Nov 20 2010 03:00 GMT
- Like?
#irrationalgames PlayStation 3 owners may still feel the sting of the original BioShock being an Xbox 360 "exclusive," then eventually getting a port of the game from another developer a year later. Don't expect similar treatment for BioShock Infinite. More »

Posted by IGN Nov 19 2010 18:42 GMT
- Like?
Irrational Games makes a serious effort on Sony's platform.

Posted by Joystiq Nov 03 2010 20:05 GMT
- Like?
Remember the amazing water effects in the first BioShock? Those weren't stock Unreal Engine 2.5 assets, friends. Instead, since believable water was such a key part of selling the underwater city of Rapture, Irrational Games developed the game's water in-house. Despite an aging engine under the hood, the artists at Irrational were able to make BioShock look more UE3 than UE2.5. And now they're promising the same treatment leap for the UE3-powered (and still-way-off) BioShock Infinite.

"Right from the outset we realized that this was going to be a monumental undertaking on the tech side," Irrational tech director Chris Kline wrote on the dev's forums, "but decided it was a challenge that we simply had to take on in order to give gamers the kind of quality experience they've come to expect from Irrational Games and BioShock." Kline reveals that the team considered using the heavily modified Unreal Engine 2.5 they'd already invested in, but it was "too under-powered and unwieldy for the depth and complexity of the gameplay and narrative we had planned." So Irrational stepped up to Unreal Engine 3 and began modifying its base.

Posted by IGN Oct 21 2010 22:27 GMT
- Like?
Fresh new shots from the 10 minute gameplay demo.

Posted by Kotaku Oct 21 2010 21:20 GMT
- Like?
#irrationalgames Irrational Games, the people behind the BioShock in the sky coming in 2012, have released four new screens of the upcoming BioShock Infinite that might feel a tad familiar. You've seen these people, place and things before, but not from these angles. More »

Posted by Joystiq Oct 21 2010 21:48 GMT
- Like?
Like a drip off the great sky-city of Columbia, making its long journey down to us ground walkers, Irrational has deemed these four pictures worthy of eyeball consumption on this day.

Posted by Kotaku Sep 23 2010 02:00 GMT
- Like?
#irrationalgames If you watched the ten minute-long dose of BioShock Infinite gameplay, you might have wondered how the rollercoaster-in-the-sky action sequences were going to work, what those tracks were for and how BioShock creative director Ken Levine might describe them. More »

Posted by PlayStation Blog Sep 22 2010 21:06 GMT
- Like?

You’ve seen the debut trailer for BioShock Infinite. You’ve read Creative Director Ken Levine’s thoughts on expanding the award-winning formula of BioShock from the murky depths of Rapture to the soaring heights of Columbia. You’ve even bookmarked the 10 Things You Should Know About BioShock Infinite article on IrrationalGames.com.

What’s left? Watching 10 uninterrupted minutes of BioShock Infinite gameplay video, of course. Get to it!







Irrational Games’ Ken Levine was good enough to return to the PlayStation.Blog and answer more questions about BioShock Infinite’s gameplay. While nitty-gritty details such as control layouts and weapon arsenals are still over the horizon — the game isn’t due out until 2012, after all — Levine was able to shed light on a host of topics including the rollercoaster ride that is Sky-Line combat, long-range sniping in Columbia’s broad vistas, and how the mysterious companion Elizabeth makes for a potent partner.

Sid Shuman: How does BioShock Infinite build on and evolve the classic gameplay of BioShock? What were your broad goals?

Ken Levine, Creative Director, BioShock Infinite: Players had access to a lot of different tools in BioShock, but the game’s deliberately claustrophobic environments and relatively low enemy counts meant that a lot of combat encounters ended up playing out in similar ways. There were plenty of opportunities for players to make fuller use of their toolset, but it was also possible to just take the path of least resistance much of the time–which usually meant Electro-Bolt and shotgun.

In BioShock Infinite, we want the range of combat encounters to live up to the diverse toolset of weapons and powers. There are, of course, those small scale BioShock-esque interiors. But there are also the breathtaking, expansive outdoor locations you would expect in a huge floating city. Instead of just fighting a few enemies at once, you could be facing more than a dozen. Area effect weapons matter because you might face many enemies at once, and crowd control abilities matter because there are crowds to control.

SS: How do the crowds of enemies change BioShock Infinite’s combat style and pacing?

KL: There’s a famous saying: “When all you have is a hammer, everything looks like a nail.” That’s kind of how it was in the original BioShock. You walked down a tight, restricted corridor with Electrobolt in one hand and a shotgun in the other, and that was an effective way to deal with most of the enemies. There are obviously going to be some different weapons in BioShock Infinite, and also more weapons. You’re not going to be restricted to just the eight weapons of your radial.

One of the reasons we wanted to really expand the scale of the environment and the number of enemies was to create situations where certain tools would have clear strengths and weaknesses based upon what you were up against. There is no perfect combination or an ideal set of tools, and there’s going to be a larger variety of weapons and powers. We wanted to show that even familiar weapons like the shotgun are not always the right tool for the job. And the sniper rifle–unlike BioShock’s crossbow–actually has a specific function because of the extreme scale of our environments.

5013625544_d87080f07e.jpg

SS: Not all of Columbia’s citizens are automatically hostile to your presence. How does this affect BioShock Infinite gameplay? Can you influence them to help you in any way?

KL: Columbia is much more alive and vibrant than Rapture. In BioShock, Rapture was functional to a degree, but its population was pretty far gone. Columbia is a city that hasn’t completely collapsed. As you saw in the demo, people won’t necessarily attack you on sight.

BioShock games are shooters, but they aren’t just shooters. A lot of what players loved about the original BioShock was exploring Rapture and uncovering the secrets of its past. That’s something we want to take even further with Columbia in BioShock Infinite, and part of achieving that is increasing the types of interactions the player has with characters and the world.

SS: The telekinesis-like ability seen in the new video appears to be much improved since BioShock. How will players be able to use it to their advantage during combat?

KL: If there is a power that’s similar to previous BioShock games, you can be certain it’s been enhanced in a meaningful way. For instance, the power you discussed allows you not just the ability to grab objects from foes and pick up objects in the world — as you saw, you can do things like turn somebody’s own weapon against him (amongst other cool crap we’ll be discussing later!).

5013021315_2a464e1a5c.jpg

SS: Elizabeth is able to amplify the player’s abilities in certain situations — will these sequences be primarily limited to combat?

KL: Elizabeth can definitely have a big impact on gameplay–if and when you want her to. Her main gameplay role is to provide the player with interesting opportunities to combine her abilities with yours. When she offers those opportunities, the player can take advantage of them or not. You saw a few examples of those in the gameplay video, such as when she generated a rainstorm for the player to exploit with Electro-Bolt. But in all of those instances, the player could have ignored her offer and dispatched the enemies through any other means at his disposal. One thing Elizabeth is NOT, however, is somebody you need to babysit and hand-hold.

Of course, Elizabeth also serves a crucial narrative role. Her presence is central to the player’s mission in Columbia, and to the nature of Columbia itself. But those mysteries will need to wait.

SS: How does Sky-Line combat work? Will the player primarily use his wrench while traversing Sky-Lines, or will other weapons be available as well?

KL: Imagine being on a roller coaster, over another roller coaster, over another roller coaster. Imagine being able to jump freely from one roller coaster to the next. Then imagine people are shooting at you. And you’re shooting at them. That’s the experience of being on the Sky-Lines.

You might choose to take on enemies at extremely long range while traveling on Sky-Lines, or you might engage in close combat. You might do both in quick succession. You can jump between criss-crossing Sky-Line routes, allowing you to instantly change direction and evade or outflank enemies. Sky-Lines are there to expand your tactical options, not dictate them.

5013017861_efe9615d10.jpg

4886356058_3f941ee463_m.jpg 4886356120_3e6f14e207_m.jpg

SS: Columbia is a city in the sky. How do the wide-open spaces impact the combat?

KL: The range of environments in BioShock Infinite lends itself much better to the game’s broad toolset. In previous BioShock games, there weren’t really visible distances vast enough to take advantage of weapons like the crossbow. In BioShock Infinite, you could take a shot at an enemy situated on an entirely separate floating city block, across an expanse of sky.

SS: BioShock Infinite is set during the early 20th century. Did the time period inspire the weapon arsenal? What kinds of firearms can players look forward to?

KL: BioShock Infinite will have more weapons than previous BioShock games, which is important in terms of addressing the broader range of encounters the game supports. Obviously, many of those will be very much inspired by weaponry of the time, but there will also be plenty of other more unique tools we’re not talking about just yet.

SS: BioShock was noted for its weapon modifications. Will BioShock Infinite follow suit with weapon mods, and will there be more depth or player choice to the process?

KL: There are a variety of customization options players will have to shape their character to their own play style. While we’re not talking about the specifics of those systems just yet, I can say we’re interested in furthering the idea of permanence in character choices. Many of the decisions you make with respect to your character’s abilities will have a long-term effect on how you play the game.


Posted by Joystiq Sep 21 2010 20:37 GMT
- Like?
Perhaps you're stuck at work or some place else -- the issue being you're not at home, near your Xbox, so you can't watch the BioShock Infinite gameplay demonstration that's now available on Xbox Live. Good thing we've gone ahead and snagged the video for you. Hop on past the break and give it a gander.

YouTube
Posted by Kotaku Sep 21 2010 19:20 GMT
- Like?
#clips Previously shown only to press behind closed doors, 2K has let slip nearly ten minutes of mind-blowing, vertigo-inducing gameplay footage from BioShock Infinite. You might want to have an air sickness bag at the ready. More »

Posted by IGN Sep 21 2010 16:45 GMT
- Like?

Posted by Kotaku Sep 21 2010 16:00 GMT
- Like?
#screens Being the focus of a floating citywide conflict and getting constant high altitude nosebleeds is reason enough for Elizabeth here to be sad, but you shouldn't be, because you've got five gorgeous new BioShock Infinite screens to look at. More »

Posted by Joystiq Sep 21 2010 15:58 GMT
- Like?
The Xbox 360 Dashboard might not want you to know it just yet, but hidden among the 'Game Videos' section of the game marketplace is a just-released 10-minute gameplay demo for BioShock Infinite. The guided demo will go live everywhere else tomorrow, but if you've got an Xbox 360, we'd suggest queuing up the clip for download right now. It'll probably be the best ten minutes (involving telekinesis) you'll experience today!

Video
Posted by Kotaku Sep 18 2010 22:30 GMT
- Like?
#clips Most of GameTrailers TV's production last night was devoted to Star Wars: The Force Unleashed 2. Tucked within that was a 30 second preview of gameplay in BioShock Infinite. It's at 14:00 of the video embedded here. More »

Posted by Joystiq Sep 18 2010 15:30 GMT
- Like?
You've seen the CG trailer. You've read our preview. You've even watched our interview with Ken Levine. But what does BioShock Infinite's gameplay look like? This week's episode of GTTV offers a small glimpse.

Posted by Kotaku Sep 17 2010 09:30 GMT
- Like?
#bioshock Like BioShock's Rapture, BioShock Infinite's Columbia has some "different" ideology propping up its fancy tech, which is celebrated in these propaganda posters. More »

Posted by Joystiq Sep 16 2010 20:30 GMT
- Like?
What will you say when little Sally asks, "Daddy, what did you do during the Siege of Columbia?" Will you tell her that you stood with your Ultranationalist compatriots against the foreign hordes, or that you rejected your floating paradise in favor of the common man?

BioShock Infinite proposes just such questions with the recent release of a handful of propaganda art pulled directly from Columbia's walls. Game Informer has them exclusively as part of coverage of the game leading up to the Saturday Evening Post-style cover story in its next issue. We absolutely suggest you check out the pics, but try not to be swayed by the WWII-esque sentiments.

Posted by Joystiq Sep 07 2010 19:40 GMT
- Like?
We're not so sure we'd give up most of our flesh and bones for some bitching robotic arms and a protective tank for a heart. While it'd be great to be able to reach stuff on the top shelf of the cupboard without grabbing a chair, it's not like we need a can of Beefaroni that bad, you know?

Don't tell that to BioShock Infinite's Handyman, the villainous hybrid of man and machine revealed at PAX and pictured above (via Game Informer). He's already made his choice. So pointing out all of the stuff he'll it'll never be able to do again will likely put you on the receiving end of a massive beatdown -- just like the poor guy in the screenshot.

Check out more new BioShock Infinite screens on Game Informer.com.

Posted by Kotaku Sep 07 2010 05:30 GMT
- Like?
#bioshock BioShock Infinite looked pretty great from what we saw in its cinematic trailer. Now let's now see how the in-game shots stand up. More »

Posted by IGN Sep 07 2010 00:08 GMT
- Like?
Enjoy our in-depth chat with Ken Levine as he discusses new gameplay elements, history, politics and everything in between.

Posted by Joystiq Sep 05 2010 03:30 GMT
- Like?
Next month's Game Informer cover isn't revealing a new game - unlike last month's Batman: Arkham City cover - but it's still got plenty to offer. Behold! Three separate BioShock Infinite covers, crafted by Irrational artist Rob Waters, that ape the old-timey, Norman Rockwell aesthetic of "The Saturday Evening Post." Unveiled during a PAX panel titled "From Concept to Cover: The Game Informer Selection Process," GI Editor-in-Chief Andy McNamara shared not only the final three covers, but the many revisions that went into each one. We've got some galleries below of each cover and its various revisions, including some commentary from both Game Informer and Irrational.

FrozenWinters

this comes out 2012


Video
Posted by Kotaku Aug 25 2010 02:00 GMT
- Like?
#irrationalgames If you liked the BioShock Infinite trailer, check out the season finale of Irrational Behavior, the in-house podcast of the studio behind the next game. More »

Posted by Joystiq Aug 20 2010 19:45 GMT
- Like?
For those who've been wondering how the recently announced BioShock Infinite's universe relates (if at all) to the original BioShock ... well, it would seem that answer isn't coming anytime soon.

Irrational Studios' big daddy, Ken Levine, told Joystiq at Gamescom today, "You can see from the gameplay perspective connections between the games, how it's a BioShock game. I think we'll learn over time about what and if the other connections are. But it's really important to me that the same way if I had talked to people about 'would you kindly' or anything like that ahead of time, it would have taken away a lot of the experience. We want to protect the experience."

When we politely pointed out that he had avoided answering the question on whether the game is set in the same universe, he simply reiterated, "We want to protect the experience." He did eventually note regarding criticisms of the game's name: "More will be understood in time. The name will become far less mysterious once you finish the game." Yeah, great -- that's two agonizing years from now!

Posted by Joystiq Aug 20 2010 21:00 GMT
- Like?
The Irrational Behavior podcast season concludes this week with an episode dissecting the work that went into the BioShock Infinite reveal trailer. While it's a good listen all on its own, the podcast also reveals a handful of tidbits on the trailer's mysterious, mechanical assailant. The creature is known as an "Alpha," though the Irrational team also refers to him as the "Handyman."

Originally, the trailer was to offer a full glimpse of the Handyman, though that idea was later scrapped for the more "noir-ish" take used in the trailer. Apparently, the character design featured a "big goofy mustache" and a bowler hat, but Ken Levine dismissed the design as "something out of the Italian kids' menu."

The Handyman also had crab-like claws initially. These were later replaced by the fingered hands seen in the trailer, not only because they were better for grabbing and punching, but because they added a degree of humanity to the Handyman. Finally -- get this -- the Handyman was originally supposed to cry as he assaulted the protagonist Booker Dewitt, but the sound of a man sobbing didn't mesh well with the feeling of the trailer. Yeah, we can see how that might be jarring.