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Posted by Joystiq Jun 10 2011 18:00 GMT
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Kevin Levine explains the genesis of Sky-Lines in BioShock Infinite's floating city, Columbia, and how the children were the ones to initially figure out how to get around using those Sky-Hooks. Man, those must have been some brave children!

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Posted by GameTrailers Jun 08 2011 19:16 GMT
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Ken Levine stops by to discuss BioShock Infinite's story and direction during the GT.TV All Access Live coverage of E3 2011!

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Posted by GameTrailers Jun 08 2011 12:08 GMT
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The Lead Artist discusses the game's setting and the inspirations behind its design.

Posted by IGN Jun 08 2011 05:40 GMT
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In the original BioShock you arrived after Rapture was torn apart. The major events of the world had already taken place, and you were left to pick up the pieces and unravel the mystery. BioShock Infinite, the next game in the franchise but not really the sequel, puts you directly in the middle of t...

Posted by IGN Jun 08 2011 01:40 GMT
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At Sony's E3 2011 press conference Irrational Games' Ken Levine walked on stage and announced Move support for the PlayStation 3 version of BioShock Infinite. The game, which stars protagonist Booker Dewitt on a quest to rescue the mystically talented Elizabeth from the clutches of a crazed bird-like monster from a pro-American floating city, is one of the most anticipated titles of 2012. Though it has BioShock in the title, it's not really a sequel to the 2007 original...

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Posted by GameTrailers Jun 07 2011 02:59 GMT
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BioShock gets additional control schemes on the Play Station 3, and Ken Levine announces Irrational Games' intent to create games for PlayStation Vita at Sony's E3 2011 Press Conference!

Posted by Kotaku Jun 07 2011 01:55 GMT
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#skyparty Here's BioShock Infinite's E3 trailer. So much colour! And explosions! And great heights! More »

Posted by Joystiq Jun 07 2011 02:43 GMT
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There's a new trailer for BioShock Infinite. It's ... um ... it's pretty good. Are you still here? Go watch it, silly! You can check out some new screens too -- after the trailer.

Posted by PlayStation Blog Jun 07 2011 01:38 GMT
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Let me dish out some home truths here. The BioShock universe hasn’t always treated the PlayStation community super well. The first game came out on PS3 over a year after launch on other platforms. To Sony fans, that probably read as, “Hey, what are we? Chopped liver?”

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Irrational Games came to the press conference to say Sony fans are not chopped liver. How’s them for bold words? They’re fans who have embraced innovation. Who champion cool, weird stuff like Flower and LittleBigPlanet. Who seek out content from all over the globe.

But I’m also here to back our commitment up with action. Like Move integration. Like a new game set in the BioShock universe on PS Vita. Like a free copy of BioShock 1 with each copy of BioShock Infinite on PS3 to ensure that everyone in the PlayStation world gets a chance to see how the whole BioShock magilla began.

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I know I didn’t give a ton of details today about the Move stuff and the new game on PS Vita. That’s because we’re still very much in Santa’s elves mode on them. But we wanted to make sure we got out there today and showed a new commitment to PlayStation fans.

It’s about time.


Posted by IGN Jun 07 2011 01:22 GMT
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Ken Levine of Irrational Games stepped onto stage at the E3 2011 Press Conference and after poking a little fun at motion controls, he dropped a bomb...

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Posted by GameTrailers Jun 07 2011 01:00 GMT
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Catch a new glimpse at gameplay from BioShock Infinite in this E3 2011!

Posted by Joystiq May 26 2011 02:00 GMT
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We know that, barring some amazing Tron-like technological breakthrough, our odds of one day living on the floating city of Columbia are slim. We'll take the next best thing: printing out this official BioShock Infinite propaganda art and wallpapering our apartments with it.

Posted by Kotaku May 25 2011 18:00 GMT
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#bioshockinfinite BioShock Infinite isn't coming out until next year. That's a pity, because the people who are making BioShock Infinite keep telling us interesting things about the game. They keep showing us interesting things about the game. Now they're sharing these new pieces of artwork—ads and propaganda from within the 1912 world of the game. And yet we all can't play BioShock Infinite until next year. Too bad. This stuff sure looks cool. More »

Posted by Kotaku May 25 2011 01:00 GMT
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#kenlevine Please, don't write off the dazzling BioShock Infinite as simply BioShock in the sky. Yes, it has plasmid-like superpowers ("vigors") and an impossible retro sci-fi dystopia, but this is a BioShock that greatly contrasts with the one Ken Levine and Irrational Games created four years ago. More »

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Posted by GameTrailers May 24 2011 20:45 GMT
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Get a first taste of BioShock Infinite's story and characters!

Posted by Giant Bomb May 24 2011 19:34 GMT
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Comstock, leader of the Founders.

I'll talk about it at length during this Tuesday's podcast, but I want to make sure to call attention to BioShock Infinite. That feels a little weird, because I'm typically not the person to gush about trailers and carefully controlled demos, especially for games that are probably at least a year away. But after getting a second look at the game that focuses more on how the moment-to-moment gameplay in Infinite may unfold, it's been very easy to get excited. The characters and their motivations appear to be fascinating. The world, even though we've only been shown carefully selected portions of it, looks absolutely gripping. And the gameplay, rooted in at least some of the first-person shooter conventions that often feel like they're driving the entire industry these days, looks to offer some player choice and potential options that both fit with the core concepts of the game and could be a whole lot of fun, too.

Of course, I should take a step back and talk about exactly what we've seen so far. Both of the sequences that Irrational has shown have been live gameplay, but they're carefully planned slices of BioShock Infinite. They're idealized notions of what they're aiming for that, while planned for inclusion in the final product, might not work out quite as well as they appear. That's not unusual. Most games are shown off this way at one point or another. I guess I just need to try to keep one toe firmly planted, just in case it all falls apart in the end. Giving yourself over to unreleased products and polished-up demonstrations is a great way to find yourself disappointed by every game ever released. But let me get into the demo itself and stop wasting your time with all this hand-wringing. The bottom line is that if BioShock Infinite is as cool as the two demos I've seen make it out to be, it's going to be the sort of game that wins awards and is spoken of in hushed tones for years to come. But they're still scripted demos.

Part of the reason I feel so strongly about Infinite is the potential shown in the relationship between your character, Booker DeWitt, and Elizabeth, the girl with the otherworldly abilities that you're sent up to Columbia to find and extract. To hear Irrational discuss Elizabeth's arc, she'll grow over the course of the game, becoming more confident in her abilities and more powerful, too. But the E3 demo shows her in an earlier, more fragile state. She's still not entirely sure what her powers are, let alone how she can use them to her advantage. But that doesn't mean she's helpless. In fact, her specific brand of power seems to be one of the most helpful things in the entire game.

Randy Savage, another great Elizabeth protector.

To get specific, Elizabeth is able to call in things from other times or... dimensions? Planes of existence? It's hard to know the true extent of what's happening, but around the world, you'll see blurry, static-y objects that don't currently exist in your time, but you can get your little lady friend to call them in for you. So, in one encounter, you might whip around and see several out-of-phase objects, like a barrel full of guns, a mountable turret, and a sky tram car that's slowly making its way in your direction. Elizabeth's power isn't infinite, so she's probably only going to be able to open a tear and bring in one of those objects. This forces you to make a choice. Do you need more guns? Perhaps that turret would be good against the zeppelin that's currently firing tens of missiles in your direction, though. But the tram car--which is what was selected in the demo we were shown--warps into being just in time, causing it to slam into a few guys that are currently headed your way. Making these sorts of choices and selecting which tears to open and when seems like a key part of the gameplay.

The other thing that blew me away about how BioShock Infinite looks and behaves is the size of the environments and how easy it can be to get around them. There are tram rails running all around Columbia, and everyone seems to be armed with a handy hook that lets them hook up to the rails and scoot around the city. You'll be able to fight while on the rails as well as jump from one to the next. All of this happens at a breakneck speed, lending the action a much, much faster style than BioShock ever had. This bit also left me a little concerned, as it seems like it could be tough to keep track of where the rails are, especially when you're doing something like, say, hopping off of a burning zeppelin before it blows up or crashes. Little markers appear on rails and other surfaces as you look around the world, giving you an indication of where you'd land if you hopped off of your current rail. All in all, it looks like a really neat way to move around the city that also creates some exciting combat opportunities along the way.

Oh, and you can also totally launch crows out of your left hand. Tricks like those come from the consumption of vigors, which are Infinite's rough equivalent of plasmids.

But lets get back to the characters and the world that surrounds them. One of the interesting things I noticed in the demo is that every single citizen of Columbia isn't automatically looking to kill you. You're thrust into the middle of a brewing battle between the sky city's two factions: The Founders and the Vox Populi. The morals of the situation aren't especially clear, and Elizabeth doesn't seem to act as any sort of moral compass, meaning she apparently won't stand there and attempt to get you to do "the right thing." In the end, your goals are to escape the city. So when you stumble upon an execution that's just about to happen, you can stop it in a couple of different ways... or you might just want to keep a low profile and move on. In the demo, the player chose to shout out and call for a stop to the proceedings, which immediately erupted into the violent encounters and zeppelin fight I talked about earlier.

Just another case of "Horse meets Girl."

Elizabeth wants to understand her powers, and in the demo, the idea was that the duo was on their way to see Comstock, the leader of the Founders, with hopes that he'd be able to fill in some gaps. Along the way, you discover an injured horse. Elizabeth is convinced that she can use her abilities to open a tear and heal the horse, and this is where BioShock Infinite takes a wild, unexpected turn. She manages to open a tear around the horse that engulfs Booker and herself, as well, but the tear appears to be some sort of portal to the early 1980s. All at once, the characters were on a dark city street, with a movie theater on the right showing "Revenge of the Jedi" on its marquee while a Tears For Fears song plays. A cop car is screaming up the street in their direction, sirens blaring, and Elizabeth manages to close the tear before she and Booker are run down. What the hell, right? I mean, I saw it, and I'm not 100 percent sure what happened. But with the potential for time travel thrown into Infinite's list of tricks, it feels like anything's possible. And consider this: If Irrational is willing to tease that ability now, this far ahead of the game's retail release, what other left-field moments is it holding back?

When you encounter Elizabeth, she'll be escaping a tower, where she's been living out her young life in a Rapunzel-like fashion. She's compelled to remain there by Songbird, a big, mechanical-looking bird-thing that very much wants to put her back in the tower and kill Booker along the way. The demo ended with Songbird recapturing Elizabeth and flying off. Booker, naturally, jumps off of the building, catching a tram line and giving chase. If you had to start drawing comparisons to the original BioShock, the Songbird/Elizabeth relationship bears at least a superficial resemblance to the Big Daddy/Little Sister dynamic. The true nature of that relationship is one we'll have to wait to see.

I've reached a point with BioShock Infinite where I know everything I probably need to know. The game looks exciting and fresh, with good ideas about how to integrate conversations between Booker and Elizabeth directly into the game without breaking away for cutscenes. The action looks fast and wild, with the potential for a lot of different options and ways to approach combat and non-combat situations. Also, you can totally shoot crows out of your arm.

For more on BioShock Infinite, listen to Tuesday's podcast and check out this interview with Irrational's Ken Levine, which we shot back in September.


Posted by Kotaku May 23 2011 20:00 GMT
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#impressions There's a giant mechanical bird to escape, a young lady to escort, riotous mobs to skirt, rails to clamp to and swing from through a floating city. More »

Posted by Joystiq May 23 2011 19:35 GMT
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"Booker! Booker! Gold!," Elizabeth cries out, holding up what appears to be a valuable figurine of George Washington, found amidst the various red, white and blue offerings at Notion's Sundries and Novelties. "That's gold like I'm the kind of England," former Pinkerton agent, and player character, Booker Dewitt responds. It's a charming back-and-forth, and the beginning of a lengthy pre-E3 demo for Bioshock Infinite, Irrational's city-in-the-sky followup to BioShock. The first thing you may notice is obvious: Booker speaks. "You're a character in this game unlike the previous BioShock games," Irrational Creative Director Ken Levine tells an audience of game writers. The "level" we're seeing is about a third of the way through the game and "it's still pretty early in that relationship, how you two interact with each other," Levine says.

Of course, by this point Booker has rescued Elizabeth from her imprisonment, and they're being chased by "Songbird" (previously referred to simply as Him). "He's her jailer," Levine says. "Her only friend. He's got one job in the world once you bust Elizabeth out: To find her and bring her back to her tower." So, for Elizabeth, everything in Columbia is as marvelous as it is to us, and then some. "She's a bit de novo. She was basically Rapunzel sitting in her tower with her books and the Songbird. All she wants when she gets out of her tower, it's a very Roman Holiday moment," Levine says, citing the 1953 Audrey Hepburn classic. "She wants to explore and see this incredible world and she learns very quickly it's not that simple. All she wants is to control her destiny." But before she can do that, she'll need to learn to control her powers.

Posted by Kotaku May 23 2011 18:00 GMT
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#wellplayed "I'm sorry. I never should have left. I never should have left. Take me back. Take me back. Take me home... please." More »

Posted by IGN May 23 2011 18:00 GMT
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There's something more frightening in the world than a Big Daddy. BioShock Infinite introduces Songbird, a massive flying metal bird who serves as guardian to Elizabeth, the woman you've vowed to escort off the flying city of Colombia...

Posted by IGN May 10 2011 20:45 GMT
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BioShock Infinite is the next game from Irrational, creators of the original BioShock. It's a first-person shooter with a heavy emphasis on story, and it's set in the bizarre world of Columbia, a floating city above America at the beginning of the 20th century. Watch BioShock Infinite's Trailer...

Posted by Joystiq May 10 2011 02:05 GMT
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The winner of the BioShock Infinite "Name in the Game" contest has been revealed, with the lucky fan earning the honor of having their name featured in the game as one of its fictional businesses. Developer Irrational Games picked Peyton Lane Easter, whose name we freely admit is one of the most elegant we've ever heard.

Irrational's blog revealed that over 100,000 entrants submitted their names, though we think you'll agree that nothing beats "Payton Lane Easter & Sons Premium Automated Stallions." Plus, we couldn't be happier that our fear of a Poop Emporium turned out to be just another case of unnecessarily irrational paranoia.

Posted by Giant Bomb Apr 11 2011 19:45 GMT
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Ever wanted your name to grace something in a video game? Cool, because Irrational Games is planning to give one person the opportunity to have his or her named morphed into "the namesake of a building, a character, a business--whatever our artists come up with" in BioShock Infinite. That does leave an awful lot of room for them to do something kind of nefarious with it, like making your name the exclusive brand of toilets used in the city of Columbia. Provided you want to risk being the name of a polygonal crapper, all you have to do to drop your name in this proverbial hat is hit the studio’s official page and fill out the form. And then who knows? Maybe we’ll all see your name while frequenting the bathrooms of Columbia. Or possibly on other things, unrelated to toilets.

It’s anecdotal, but a lot of developers and game creators drop their names into their respective titles-- Noob Saibot, anyone? One of the most recent and blatant examples of this behavior I can conjure at the moment is from Pokemon Black and White. In Castelia City, you can visit the Pokemon developer  Game Freak’s offices. Much later in the game, you can return to Game Freak and then do battle with longtime designer, Shigeki Morimoto.


A more subtle reference is cited in the Irrational Games post that I linked to earlier: in the original BioShock, game establishments Sinclair Spirits and Robertson’s Tobaccoria were name after actual staff members of Irrational Games, Scott Sinclair and Shawn Robertson. Perk of the job, sure, but hey, maybe you'll name can grace a shop in Infinite! We're still betting on toilets, though.

Posted by IGN Apr 11 2011 15:44 GMT
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Today BioShock Infinite developer, Irrational Games, announces a promotion that gives fans the chance to be immortalized in the floating city of Columbia. Through the "Name In the Game" promotion, one person will be chosen to be incorporated into BioShock Infinite as the namesake of a character, a business, or a building whatever the Irrational development team comes up with...

Posted by Rock, Paper, Shotgun Apr 11 2011 09:00 GMT
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I’m changing my name to Brian Nothing. This, I feel, is my best hope of being selected to be the gamer whose name is given to a character or location in Bioshock Infinite. Think about it: a sort of home-spun domesticity, coupled with a statement of nihilism. It’s perfect for a game about a conflict-torn community in the sky. Maybe, though, I shouldn’t have changed my name to Alec Meer from Alec Zeppelin-Lord al those years ago. Honestly, I kind of regret that now.(more…)


Posted by IGN Apr 09 2011 03:32 GMT
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BioShock Infinite developer Irrational Games has started a new promotion offering one lucky fan a chance to have his or her name appear in the game...

Posted by Joystiq Apr 09 2011 00:30 GMT
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Remember Sinclair Spirits, seen above? It's an establishment in BioShock, named after Irrational Games staffer Scott Sinclair. Developers get to do that kind of thing all the time in their own games and now Irrational is opening up that opportunity to one fan in BioShock Infinite.

A missive on the developer's site details the opportunity, which will see the name of one lucky winner transformed into "the namesake of a building, a character, a business -- whatever our artists come up with" in BioShock Infinite. We imagine it'll be cool, unless what they come up with is "Poopy Bill Smith's Poop Emporium" or something like that. But, hey, the folks at Irrational are cool, so we wouldn't expect them to do that. We're like 90% sure. Okay, 80% absolutely sure. Alright, we'll just play it safe and say there's a 50/50 shot.

You can submit your name by hitting up this link here and dropping in the appropriate info. Best of luck!

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Posted by Kotaku Mar 24 2011 17:00 GMT
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#ideas Some time ago, game designer Ken Levine commented wryly about the shallow pool from which video game creators get their ideas. More »

Posted by Joystiq Mar 23 2011 23:30 GMT
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You may not be able to buy BioShock Infinite until 2012, but you can proudly display your pre-release fandom now by purchasing posters for the still-in-production game.

Game Informer is selling a double-sided poster, featuring two of its Saturday Evening Post-esque BioShock Infinite covers, through its corporate Big Daddy, GameStop. The 24" x 28.625" poster features Elizabeth and Him on one side, and a menacing (but still down-home and old-timey) painting of Charles on the other. The poster is shipping now for $9.99.

Posted by IGN Mar 12 2011 04:22 GMT
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We were all really impressed when we saw the BioShock: Infinite trailer last summer, but we haven't had an update on it since. Today at PAX East, Ken Levine and other developers from Irrational Games gave a talk about creating the world of Columbia, the floating city in which BioShock: Infinite takes place. I was able to glean a few new details on what is sure to be one of the biggest games of 2012...