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Posted by Joystiq Mar 08 2012 13:00 GMT
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There's a new breed of baddie coming to BioShock Infinite. Dubbed the "Heavy Hitters," these menacing foes are another in a long line of defense against Booker DeWitt, protagonist and trespasser in the floating city of Columbia.

The 'Motorized Patriot' wields a mini-gun and dons a horrifying wax mask, modeled after George Washington. Unlike the residents of Columbia, Heavy Hitters are relentless in their attack, and don't hesitate.

"We perceived a lack of variety in the enemies in BioShock," Irrational Games boss Ken Levine tells me over the phone. "There tend to be a lot of Splicers with weapons -- that was the primary thing you dealt with -- or there were a couple of them with plasmids. And then you had the Big Daddies. We really wanted to broaden out the pool [for BioShock Infinite]."

A total of four 'Heavy Hitters' are featured in BioShock Infinite. The hunkering, horse-throwing beast from the original gameplay trailer -- dubbed 'The Handyman' -- is another. Each has unique characteristics, and each ask for different tactics if you hope to defeat them.

Irrational's intent isn't for Heavy Hitters be the 'Infinite versions' of BioShock's iconic Big Daddy, Levine says. It was a matter of expanding the variety of enemies for players.

"We're not trying to recreate anything 'note-for-note.' If I have a C-Sharp in BioShock, I'm not really looking to necessarily have a C-Sharp in BioShock Infinite," Levine explains before apologizing for being "a music nerd."

"I want the kind of vibe to feel the same and the piece to feel like they're connected." There are "a ton of things" that connect the two games, he says, but only because the team feels their inclusion "organically worked" in BioShock Infinite. Irrational doesn't want to fall into the trap of feeling forced to add something to its next game, simply because it was prevalent in the first one in the series.

BioShock Infinite launches for the PC, Xbox 360, and PlayStation 3 on October 16.

Posted by IGN Mar 08 2012 13:00 GMT
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Irrational Games took the criticism of the lack of enemy variety in BioShock to heart. While there were a few types of Slicers and the iconic Big Daddies, Ken Levine, co-founder of Irrational, felt there was a lack of "something in between." The solution the team behind BioShock Infinite has come u...

Posted by IGN Mar 01 2012 20:40 GMT
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Sony has announced that PlayStation 3 copies of BioShock Infinite will include a copy of the original BioShock for free...

Posted by Giant Bomb Mar 01 2012 15:35 GMT
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No sense in dragging this one out. BioShock Infinite, that game that you've probably been desperately anticipating since last E3 when the collective video game industry suddenly found itself whipped into a crazed frenzy over it, finally has a release date.

Irrational let it be known on its website today that players in North America will be able to get their hands on Infinite on October 16 of this very year, while international folk will get their chance on October 19.

It's worth noting that the PC version of Infinite will be coming at the same time as its console counterparts. Specifically, it's worth noting that because of how infrequently that happens nowadays.

Odds are we won't hear too much more about the game until round about E3 time this year, but with any luck, by then we'll actually be able to sit down and play the thing. That'd be great, as I've been dying to know how all that skyhook craziness actually works in practice. It looks like absolute voodoo when you're watching someone else do it.


Posted by PlayStation Blog Mar 01 2012 14:02 GMT
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Greetings PlayStation Nation! Today, the team at Irrational Games is proud to announce that BioShock Infinite will be released on PS3 this October 16th, 2012. Our President and Creative Director Ken Levine has been talking about the game for years now and, like the rest of the Irrational Games team, he’s thrilled that we can finally share the game’s final release date. “After BioShock, we had a vision for a follow up that dwarfed the original in scope and ambition,” he told me. “BioShock Infinite has been our sole focus for the last four years, and we can’t wait for fans to get their hands on it.”

The game will support the PlayStation Move motion controller and we’ll have further details to share on how it will work soon. In addition, you will get a free copy of the original BioShock on the game’s Blu-ray Disc. In the meantime, you can visit IrrationalGames.com to learn more about the game, or pre-order to ensure you get your copy on October 16th. BioShock Infinite will be available on PlayStation 3 internationally on October 19, 2012.


Posted by Rock, Paper, Shotgun Mar 01 2012 13:16 GMT
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In the RPS “When is BioShock Infinite Out?” sweepstakes, Jim Chose Oct 17th, John Oct 18th, Alec Oct 20th, Adam Oct 21st, and I swung in with September 19th 7019. It turns out none of us have particularly well-defined psychic powers, and I was WAY off: mark October 19th down on your calendar as “National BioShock Infinite release day”. That sweet trailer from December is below, to soothe your beating hearts.(more…)


Posted by Joystiq Mar 01 2012 13:07 GMT
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BioShock Infinite will fly into retail on October 16 and 19 in North America and internationally, respectively, 2K Games just announced.

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Posted by Kotaku Mar 01 2012 13:04 GMT
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#bioshock The wait for Ken Levine's game now has a definitive conclusion, as Irrational Games and 2K announce an October 16 release date for BioShock Infinite in North America, with an international release October 19. Apparently it takes three days for a flying city full of maniacs to cross the Atlantic. More »

Posted by IGN Mar 01 2012 13:02 GMT
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BioShock Infinite will be released in North America on October 16, 2012, and will be available internationally from October 19, 2012...

Posted by IGN Feb 22 2012 01:36 GMT
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Warning: This story may contain nuts, does contain spoilers...

Posted by Joystiq Feb 17 2012 03:30 GMT
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Massachusetts is the fifth largest state for game industry employment in spite of better developer incentives in other states. Nearly 1,300 industry jobs exist in the Commonwealth, but a recent profile of Irrational Games by The Improper Bostonian covers how the state's grip on gaming could slip if it doesn't step up studio stimulus.

A bill for game developer incentives has been floating around the Mass. legislature for about a year, but hasn't gained traction with lawmakers. The state currently provides heavy cuts for the movie industry, despite the game industry pumping more cash into local economies.

"It's ironic," Irrational Games' director of product development Tim Gerritsen said. "If you look at it, where do you want to put your money? We've got 120 permanent employees. They spend all their money here. They pay their rent here. They pay their taxes here. Do you want Dane Cook? He's here for two weeks doing a film, and he's gone."

"When you talk about tax incentives, that's less revenue that you're receiving, so I think any kind of incentive would have to be linked to hard commitments from the private sector," said Lieutenant Governor Timothy Murray, who is coming off a win by keeping PAX East in Boston until 2023. The convention will also make donations totaling $325,000 over the next 11 years to MassDiGI.

The state did lose a major studio last year when former Red Sox player Curt Schilling's 38 Studios moved to neighboring Rhode Island for a $75 million loan. The state isn't likely to lose established studios like Harmonix, Demiurge and Turbine. The problem comes with incubating brand new studios without concessions.

Posted by Kotaku Jan 24 2012 08:40 GMT
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#fanart Comic book artist Alex Garner had so much fun with his Portal 2 fan piece that he decided to do his own take on upcoming game BioShock: Infinite. More »

Posted by Kotaku Jan 23 2012 17:00 GMT
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#bioshock When you first spin up BioShock Infinite later this year don't expect to see the recently-announced retro-difficult 1999 mode on the main menu. That's because it's so tough Ken Levine doesn't want "the non old-school, hardcore gamer" stumbling into it. More »

Posted by IGN Jan 21 2012 00:28 GMT
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Few games terrify as effectively as System Shock 2. Stuck on a derelict spacecraft with a mounting sense of dread, you're forced to prowl halls populated with grisly creatures that can kill you in seconds. Every decision you made while developing your character's skill set feels more significant bec...

Posted by Giant Bomb Jan 19 2012 16:45 GMT
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I was dreaming (or half-awake, really) when I wrote this, so please do forgive me if I go astray.

Upon waking this morning, BioShock fans were greeted with a new tidbit of information regarding Irrational's upcoming continuance of the series, BioShock Infinite. Specifically, Irrational unveiled a brand new mode for the game, one steeped in heavy challenge and permanent consequence that's designed to give the more hardcore fans a more intense overall experience.

Elizabeth appears to have found the new '1999 mode' a tad daunting.

Titled "1999 mode," this new addition exists wholly separate from the normal story mode, and allows players to experience an environment in which their weapon specialties, upgrades, and moral decisions will have extremely specific, and extremely rigid consequences on how the player is able to progress within the game. Even respawning will be tied to resource management in this mode, and if you run out of the resources necessary to come back to life, your game will officially be over.

The mode is, of course, not actually a direct reference to a Prince song, but rather a hearkening back to the days of System Shock, a mode that Ken Levine describes as something for the old school Irrational fans.

We want to give our oldest and most committed fans an option to go back to our roots,” said Levine. “In 1999 Mode, gamers face more of the permanent consequences of their gameplay decisions. In BioShock Infinite, gamers will have to sweat out the results of their actions. In addition, 1999 Mode will demand that players pick specializations, and focus on them.

The idea for 1999 mode came from player surveying. According to Levine, more than half of the players surveyed wanted permanent consequences to their decisions made in-game.

94.6 percent of respondents indicated that upgrade choices enhanced their BioShock gameplay experience; however, 56.8 percent indicated that being required to make permanent decisions about their character would have made the game even better.

1999 mode is, of course, completely optional, and anyone who just wants to sky-hook their way around the city of Columbia all willy-nilly without worrying about consequences will have the ability to do so. For those who like a bit more in the way of serious business when they play their games, 1999 mode sounds like a perfectly reasonable, if also slightly daunting-sounding option.

So, who among you will take the 1999 challenge? Are you looking to party? Or are you ready to fight?


Posted by IGN Jan 19 2012 14:50 GMT
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Bioshock Infinite will feature a new game mode that takes its cues from old school hardcore games, developer Irrational has revealed. Dubbed the 1999 mode, it's essentially a tougher version of the title where players' choices have "permanent consequences" in the game and modern-day features such as frequent respawn points and an abundance of ammo have been stripped out to increase the challenge...

Posted by Joystiq Jan 19 2012 14:00 GMT
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BioShock Infinite is gonna hurt you like it's 1999. Developer Irrational Games announced this morning the "1999 Mode" for the upcoming RPG slash FPS, which appears to go beyond just messing with health stats for a more challenging game experience.

"I'm an old school gamer. We wanted to make sure we were taking into account the play styles of gamers like me," said Irrational's creative director Ken Levine. "So we went straight to the horse's mouth by asking them, on our website, a series of questions about how they play our games."

Levine continued, "94.6 percent of respondents indicated that upgrade choices enhanced their BioShock gameplay experience; however, 56.8 percent indicated that being required to make permanent decisions about their character would have made the game even better."

The "1999 Mode" will apparently include unnamed tweaks and features that won't exist in the standard BioSchock Infinite experience. It will also "feature demanding weapon, power, and health management," along with a "Game Over" screen if the player lacks the resources for a respawn. The company is unlikely to cover incidental damages to property caused by playing 1999 Mode.

Posted by Rock, Paper, Shotgun Jan 19 2012 13:19 GMT
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Irrational Games have just announced a new play mode that will be appearing in BioShock Infinite. Called 1999 Mode, it’s aimed at appealing to those who think games have become too easy. Ken Levine explains, “We want to give our oldest and most committed fans an option to go back to our roots,” adding that 1999 Mode means that you’ll face more permanent consequences from their choices you make, and force you to stick with the specialisations you choose.

(more…)


Posted by IGN Jan 10 2012 05:29 GMT
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We've spoken to Ken Levine about The Songbird, heard his thoughts on character appearance, but we've heard little of his storytelling methods and process while working on BioShock Infinite. Unsurprisingly, his history as a playwright, director, and all around drama nerd has had a significant influence on how he works on games, despite the limited crossover between mediums...

Posted by Kotaku Jan 10 2012 02:15 GMT
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Our friends over at Unwinnable have posted the unforgettable story of "The Rapture of Ken Levine." What does the Bioshock creator enjoy even more than talking about his latest game? Delicious frozen yogurt, as it turns out. They've got the pics to prove it. More »

Posted by IGN Jan 05 2012 00:44 GMT
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Irrational Games co-founder Ken Levine has spoken out on the attention being paid to BioShock Infinite's main character, Elizabeth. In a new interview, Levine says he's disappointed that gamers are spending so much time discussing her physical appearance rather than discussing the game's story. ...

Posted by PlayStation Blog Dec 30 2011 17:30 GMT
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It’s been a great year for Irrational Games, thanks in no small part to our wonderful PlayStation fans. While we’re in the midst of working on BioShock Infinite, we wanted to take the time and thank everyone for all the great support you’ve given over the years by helping spread the holiday cheer. From all of us at Irrational Games: Season’s Greetings!

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Posted by IGN Dec 12 2011 14:00 GMT
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In case you missed the Spike Video Game TV Awards, you should check out the new trailer for BioShock Infinite. Considering Irrational's product history, Infinite could very well wind up being one of the best games of 2012. If you haven't been following along, Irrational co-founder Ken Levine provided some additional context for the trailer below...

YouTube
Posted by Rock, Paper, Shotgun Dec 11 2011 21:58 GMT
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Straight from the Gears of War / Mad World school of ironic juxtaposition-based maudlin marketing, this new vidotrail for BioShock: Infinite features EXPLOSIVE ACTION set against someone singing unhappily. It’s quite affecting, I’ll give it that, but I think we’ll need someone to do the excruciatingly dedicated frame-by-frame analysis thing to identify exactly what new stuff we’re seeing.(more…)


Posted by Joystiq Dec 11 2011 03:04 GMT
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BioShock Infinite gets calm and says, "We're gonna do it in an emotional montage. MONTAGE!"

Video
Posted by Joystiq Dec 11 2011 03:04 GMT
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BioShock Infinite gets calm and says, "We're gonna do it in an emotional montage. MONTAGE!"

YouTube
Posted by Kotaku Dec 11 2011 03:05 GMT
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#bioshock The upcoming BioShock: Infinite has a new trailer. It's for the VGA Awards. This is it. More »

Posted by Kotaku Dec 06 2011 05:30 GMT
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#bioshock It's a tease for the game's new trailer, to be shown at the VGAs next week. More »

Posted by PlayStation Blog Nov 29 2011 21:08 GMT
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After introducing gamers to one of the most talked-about games in a console generation — BioShock — Ken Levine became something of a big deal in the game industry. By infusing his games with socio-political overtones, sympathetic characters, and ambitious art direction, the Irrational Games president and creative director earned a reputation for creating smart games for smart people, influencing a generation of video game developers in the process. And now, the Boston-based developer is deep into development on BioShock Infinite, a game that has already earned widespread attention for its focus on weighty themes such as xenophobia, American Exceptionalism, and civil unrest.

I know Ken pretty well, as far as these things go, but I’ve always wanted to learn more about his background: where he came from, what it was like for him growing up, and how he came to be an unabashed lover of geek culture (which manifested itself in a spirited defense of geeks in the pages of Game Informer magazine). I recently caught up with the man to delve further into these topics and, hopefully, catch a glimpse of what makes him tick.

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PlayStation.Blog: Where did you grow up? Did you feel ostracized for being a self-described geek?
Ken Levine: I was born in Flushing, New York, of all places. I grew up in a small town in northern New Jersey. We used to go to New York a lot… but yeah, I was a Jersey boy.

I think it’s hard for younger people to understand today what the world was like before the internet. It was a desert for nerds — there was very little out there. There were comic books, maybe one science-fiction movie a year. When Star Wars came around, it was a revelation. It was the first time there was such a fully realized sci-fi universe that you could see. I saw it opening weekend and it was like touching a third rail. But back in those days, if a comic book got canceled, there was no way to find out because there was no internet. You’d keep going back to the comics stand and it just wouldn’t be there. You only discovered new stuff by going to the store to see if they had anything new.

We had to hide what we liked because we were nerds. We’d get made fun of…being a nerd just wasn’t part of popular culture at all. But that didn’t stop me from being obsessed with it. I used to play Dungeons & Dragons by myself, in my bedroom, because I had nobody to play with. I’d just roll up characters all day long! [laughs]

PSB: I’ll interject for a critical question: Deep down, are you a Star Trek guy or a Star Wars guy?
KL: I’m both. I loved Star Wars for how visceral it was, and for how it created its world visually. I really care about visual consistency. I think it’s easy to forget now how visually consistent that world was in Star Wars, like that oil vat that C3PO descends into. They didn’t have to say, “This is how C3PO cleans himself!” They just showed it with those little details.

Star Trek didn’t have the budget for that, they didn’t have the people for it. It was a little more ramshackle. But I love the metaphorical aspect of Star Trek, that they were telling stories about today, about politics, about culture through the lens of this world. I love different things about both franchises.

PSB: Were your parents horrified by your sprouting geekdom, or did they support it?
KL: I was really lucky — my parents supported it. I don’t know if anyone remembers, but when Dungeons & Dragons first came out, a lot of people thought playing it led to demonic cults. My parents said, “This is an amazing way for Ken to express himself creatively.” They completely supported it and the comic books. The highlight of my childhood was the day my parents got me an Atari 2600. My dad was in the jewelry business, and he made some deal to get a 2600, and I got it for Hanukkah one day and I didn’t even know it was coming.

But being a nerd was something I did at home. I brought comics into school one day and the other kids made fun of me, so I couldn’t bring them in any more. It was tough because there was no nerd culture. There were nerds individually, but there was no way to connect those nerds.

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PSB: Growing up, where you a sci-fi or fantasy reader? What were your favorite books?
KL: I was never a huge reader of science fiction and fantasy. If I was going to read science fiction, it would usually be dystopian fiction like Orwell [Nineteen Eighty-Four] or Brave New World. For a while I was obsessed with the novel Logan’s Run, but overall I was never a huge sci-fi or fantasy book reader. I was into them on the gaming side, though, with D&D and the like.

PSB: Was there a book you read that made you say, “I can do this. I can write fiction?”
KL: No. Actually, I wrote a play. I would get around creative stuff back then by working as a sound designer, like a sound tech, and I was working at a theater at a summer camp. The theater was planning this showcase, and they said, “We can put on a play if someone wants to write it.” So I said, “Okay, I’ll write a play.” And I did, and it was an amazing feeling to actually write something. And people liked it, so I realized that writing was something I could maybe do. So I started writing and writing… But nothing lead me to writing. I didn’t know how to write a play, but I wrote this little play on an afternoon off.

PSB: What was the play about?
KL: I think it was called “Graduation Rehearsal.” It was about two kids in a high school graduation rehearsal, a guy and a girl, who were having this conversation. You find out that the boy had killed his brother in a hunting accident — that was the twist! And it was about how he was really damaged by that. I don’t know where the story came from, I just tuned into it. People liked it, and I enjoyed writing it, creating this tiny little world that’s just this boy and this girl.

PSB: What are your favorite movie monsters? Growing up or otherwise.
KL: It was a remake, but I think I’d say John Carpenter’s The Thing. It had a cool monster and some great moments, but what was terrifying about it was that it could be inside anybody — that element of paranoia. Once the monster shows up, and the rubber mask is on, it can only be so good. It’s what leads up to that. Remember that scene where Kurt Russell is testing the blood of the scientists? It was just that actor’s performance that sold that monster, the way he reacted when the monster’s blood was burned and how he was connected to that blood.

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PSB: You’re a self-described history buff. What time period do you find yourself most drawn to?
KL: When I was younger, it was mostly about wars: the Civil War, World War I, World War II. But since then, I’ve been getting way more into social movements. BioShock was part of that; thinking about the social currents after World War II that led to the changes of the Sixties. And since I’ve been working on BioShock Infinite, I’ve been looking at the turn of the century, the period between 1900 and World War I. What America was going through, how technology changed the world…

Right now, I’m reading a book called The Ghost Map, which is about the cholera epidemic in London in the 1850s. But what it’s really about is how someone figured out that cholera came from drinking water and how he evolved the scientific method, which didn’t really exist at the time. Nobody knew; people thought cholera came from the air you breathed, from moral turpitude, all these things. This guy figured out that everybody who got cholera had been drinking water from the same contaminated well. He figured it out with basic scientific research…the fundamentals of which didn’t exist at the time. It’s so interesting to see how things you take for granted now, like the scientific method, and how science basically evolved from amateurs.

PSB: Do you see any historical parallels to where the world is now?
KL: It’s always a parallel, right? Nothing that happens is entirely new. When we were working on BioShock, we were talking about notions of government — the role of government, how big it should be, how small it should be. And this was before the Tea Party came onto the scene with this push for small government. It wasn’t that we foresaw that; we had seen it in the past with the John Birch Society and Ayn Rand. All these themes repeat themselves.

I think that the reason BioShock resonates is not because we’re trying to tune to the latest and greatest things that are happening in society. We looked at things that have happened over and over and over again — because that means they’re meaningful and people relate to them. Good or bad, these concepts are important to people.

PSB: You say that history repeats itself, but does that apply to the impact of the Internet? Has there ever been a technology that has revolutionized society as much as the open, chaotic democratization of information?
KL: Technology is always transformative. When gunpowder came along and the gun became cheap, it caused empires to fall. You could put huge amounts of firepower in the hands of some farmer. Before that, if you wanted to be powerful, you needed a big suit of armor and a sword and a horse. That’s why knights were these elite weapons, they could afford it. When gunpowder came along, it democratized power. And it therefore helped enable these revolutions that came along at the same time. Technology democratizes power, and the more you democratize power, the harder it is to hold onto power.

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BioShock Infinite explores themes of xenophobia, jingoism, and civil unrest, topics that are driven by Ken Levine’s passion for history and sociocultural movements.

PSB: What are the repercussions, do you think?
KL: If you want to learn about politics and society, read George Orwell’s Animal Farm. The animals take control of the farm and become just like the humans. It’s cynical and it’s sad, but there is progress too. But sometimes there are people who aren’t like that, who break the cycle. Sometimes people think that BioShock Infinite is taking a swipe at America…but if you look at the founders of America, they didn’t do that. They told George Washington that he should be king, president for life…and he said no. If guys like that hadn’t set the example, it’s not clear where this country would be today.

Occasionally you have these extraordinary individuals who foment real change, but they’re very rare. Historically speaking, it tends to be “meet the new boss… same as the old boss.”

PSB: American Exceptionalism, nationalism, and xenophobia are themes that drive BioShock Infinite. Are these topics especially relevant now?
KL: When we started making a game, we don’t tear anything from the headlines. Just like with the first BioShock, I’m not surprised to see that the headlines came back to align more closely with the game. There are certain themes just repeat over and over and over throughout history: it was common in the 30s, in the 50s with the Red Scare. You see these things over and over again, especially during tough financial times. It’s not something that we planned on, it’s just that we’re touching themes that are very core to America and to every country.

PSB: What are your favorite misunderstandings from that first BioShock Infinite reveal video? I’m sure you’ve heard a few.
KL: Some people have thought it was Andrew Ryan doing the conducting, and that was never our intention. Some people thought that the Handyman was a Big Daddy, and he’s not. Those are the big ones. I think it’s natural: we threw so much at people, I think we underestimated how much we were putting out there. People’s heads were sort of spinning at first, but once they caught their breath, they started to get it.