BioShock: Infinite Message Board older than one year ago

Sign-in to post

YouTube
Posted by Giant Bomb Dec 19 2012 23:30 GMT
- Like?
Few, in this case, translates to just over five minutes. No noteworthy spoilers here, but if you're one of those purists, approach with caution. Or don't. I'm not the boss of you. Do whatever you want. I'm just trying to help, okay?

Posted by Kotaku Dec 19 2012 15:40 GMT
- Like?
#bioshock You can now watch the firs few minutes of March 2013's BioShock Infinite online or read about the game's first four hours in a preview we published a couple of weeks ago. But BioShock beginnings are not the kinds of things BioShock fans have precedent to fret over. More »

Posted by IGN Dec 19 2012 14:37 GMT
- Like?
SPOILER WARNING: Irrational gives you a glimpse at Bioshock Infinite's opening.

Posted by Rock, Paper, Shotgun Dec 19 2012 14:00 GMT
- Like?

Do you want to see the first five minutes of BioShock: Infinite? I don’t. I want to play them at the time! However, should you be of a more curious mind, or simply incapable of waiting now you know it exists, desperately trying to, but horribly aware that like the beginnings of a sneeze it’s inevitable that you’re going to have to press play eventually, you can watch them in the video below.

(more…)


YouTube
Posted by Kotaku Dec 19 2012 13:26 GMT
- Like?
#spoileralert If you don't want to know how to get to Columbia, then watch no part of this video, which Irrational Games released just this morning. It's the opening to BioShock Infinite, a mostly cinematic sequence that is plainly an homage to the opening of the original BioShock, which we've included below if you want to refresh your memory. More »

Posted by Kotaku Dec 14 2012 00:30 GMT
- Like?
#bioshock The BioShock games have always had a weightier tone to them than just shooting things in the face. The first game was lightly basted in an Ayn Rand marinade, while the upcoming BioShock Infinite deals with some tricky issues like racism. More »

Posted by Joystiq Dec 12 2012 20:00 GMT
- Like?
Irrational Games is asking the community to vote for BioShock Infinite's reversible cover art. Studio head Ken Levine asks in a post on the Irrational site for fans to vote on one of six covers:

"But what's that you say? You want even more choice in covers? We're also going to be arranging a whole mess of MORE alternate covers which will be available to download and print yourself," Levine writes. "Of course, these are free and we'd love to hear your thoughts in the [Irrational] forums as to what you'd like to see."

The cover art PR campaign comes a week after the brotastically boring cover for the fantastical Infinite was revealed. Levine mentioned shortly after the cover art drama that the box art was made for uninformed players who don't read news on gaming sites. So, you know, if you're reading this, go vote on what you want the actual cover for BioShock Infinite to be on your shelf.

Posted by Kotaku Dec 12 2012 17:41 GMT
- Like?
#bioshock Today Ken Levine, the creator of BioShock, announced that BioShock Infinite will have a reversible box art. But that's not all. More »

Posted by Joystiq Dec 11 2012 06:00 GMT
- Like?

One of the most surprising things we discovered when playing through the first few hours of BioShock Infinite was the rampant presence of racism throughout the streets of Columbia, a society seemingly lifted to a higher standard in terms of technology but dragging its knuckles on the wrong side of history. Playing another key role in the narrative of the upcoming Irrational Games title is religion, centered around a self-appointed prophet that rules the skyward city and who stands in the way of allowing protagonist Booker DeWitt to complete his ultimate objective.

Along with being the President of Irrational Games, Ken Levine wears the hat of creative director and lead writer on the developer's projects. Speaking with Joystiq, Levine made it clear that he doesn't subscribe to the notion that video games should be restricted from tackling any sensitive issues.

"For my own personal tastes, I'm not afraid of any topic or I wouldn't walk away from any topic because it was controversial. And I wouldn't run towards any topic because it was controversial. There's a story I want to tell," Levine said. Levine noted that the team at Irrational tests narrative ideas, feeling them out to see how they work. Throughout the development of BioShock Infinite, the story of Columbia was forced to evolve as original concepts didn't work alongside the vision for the universe Irrational was crafting.

"Originally, the conflict in [BioShock Infinite] was one between technologists and luddites, and it just wasn't very interesting for us. The story didn't go anywhere, because there wasn't a lot of historical precedence for it and it didn't really resonate. And it evolved, and it kept evolving many, many times," Levine told Joystiq. "But it's all about how you do it, not what you do."

Watch the complete interview above for more from Levine on the state of writing in games, along with widening the industry's narrative to include more female characters and varying sexual orientation.

For more on BioShock Infinite make sure to read Joystiq's recent hands-on preview and watch the first part of our Ken Levine interview detailing the game's evolution and the second part focused on the studio's evolving corporate culture.

Posted by Joystiq Dec 10 2012 22:00 GMT
- Like?


"When you work at a company, people leave and people join. We were up to almost two hundred people at one point and just mathematically you're going to have some turnover," Irrational Games president and creative director Ken Levine told Joystiq when asked how the studio's corporate culture had changed after key members of its team had left.

Irrational's corporate culture really shifted, Levine said, when the studio expanded the team to tackle the scale of BioShock Infinite, the long-awaited follow-up to Irrational's 2007 critical and commercial hit BioShock.

"That's when things got a little complicated on the management side, because you have to develop structures we had never really developed before." Yet again, the mathematics of a video game project alter the way in which a team operates, Levine noted, saying that when a team is comprised of around 180 staffers, it becomes more complicated to keep a team's culture and vision while expanding structures to facilitate an expansive project and building the game itself.

"Everybody's got tasks," Levine said, clarifying that even as president of the company he is the studio's lead writer and is constantly writing material for the projects Irrational develops.

Adding Epic's former director of production Rod Fergusson to Irrational's impressive staff roster was an opportunity Levine said he had to explore immediately. "When you get a chance to hire and bring on board a guy like Rod Fergusson to work on BioShock Infinite, you're a fool if you don't do that."

"I learn from everybody," Levine said of his team at Irrational, "but Rod has just so much experience he really brought a lot to the table. I think he made it an even better game. Everything benefited from having him on board."

For more on BioShock Infinite - which was recently delayed to March 26 - make sure to read Joystiq's recent hands-on preview and watch the first part of our Ken Levine interview detailing the game's evolution.

Posted by Kotaku Dec 10 2012 17:30 GMT
- Like?
#bioshock Last Friday morning, my words on this site told you that BioShock Infinite, the long-in-the-works first-person shooter from one of the most respected game development studios in the world, was coming along very well. More »

Posted by Rock, Paper, Shotgun Dec 10 2012 11:00 GMT
- Like?

We’ve seen sad news that the next Bioshock will NO LONGER BE RELEASED ON MY BIRTHDAY GODDAMNIT WHAT’S WRONG WITH THE WORLD AM I BEING PUNISHED FOR SOMETHING I AM NOT ALLOWED TO HAVE ANYTHING NICE IT’S SO UNFAIR I HATE YOU I HATE YOU I HATE YOU and we’ve seen Uncle Ken chatting about the game, but what we haven’t seen for a while is a big chunk of in-Infinite footage. I’m off to play the game tomorrow and will report back with findings shortly thereafter, but in the meantime the noisy death of popular culture that was the VGAs brought some new stuff to look at with our human eyeballs.

The VGAs being the VGAs, it’s primarily shooting-men-in-the-face centric, but it does afford a good look at enemies, weapons and powers, as well as just what Elizabeth gets up to while the player’s busy attacking people will bullets, rockets and crows.(more…)


Posted by Kotaku Dec 10 2012 00:30 GMT
- Like?
#bioshockinfinite I'll be straight up, and praise Ken Levine—the auteur of Irrational Games—for being honest, at the same time I jape at his justification for the generic bro-shooter motif of BioShock Infinite's chin-down-eyes-up cover. Bottom line, says Levine, this cover ain't for us. 'Us' being those who put more care into buying a video game than we do salad dressing. More »

Posted by Joystiq Dec 09 2012 17:00 GMT
- Like?
Irrational Games boss Ken Levine talked with Wired recently about the cover art for BioShock Infinite, which was unveiled just over a week ago to the groans of many. Levine compared games to salad dressing when talking about the intentions of the game's box art, saying, "I don't read Salad Dressing Weekly. I don't care who makes it, I don't know any of the personalities in the salad dressing business."

Levine said that members of the team went to frathouses to ask if gamers have played BioShock, and "not a single one of them had heard of it." He makes the distinction that the box art for BioShock Infinite is for those uninformed players that don't read news on gaming sites. So, it's not for you, dear Joystiq reader, though Levine addressed you as well, noting that the developer will be releasing a "whole set of alternate covers that you can download and print. We're going to be working with the community to see what they're interested in."

Levine added that the BioShock team had to "make that tradeoff in terms of where we were spending our marketing dollars. By the time you get to the store, or see an ad, the BioShock fan knows about the game. The money we're spending on PR, the conversations with games journalists - that's for the fans. For the people who aren't informed, that's who the box art is for."

BioShock Infinite will launch March 26, 2013 for PS3, Xbox 360 and PC. Levine also recently spoke with Joystiq about the game's themes of faith and evolution of its central character, Elizabeth.

Posted by Joystiq Dec 07 2012 21:00 GMT
- Like?


In BioShock Infinite, the world of Columbia is under the command of man who refers to himself as a prophet and savior. Father Comstock and his flock rule the streets of the cloud city, but what kind of world is it? And why is Elizabeth, the woman players are tasked with taking out of Columbia, so crucial to the people of the city?

In an interview with Joystiq, Irrational Games boss Ken Levine details the themes of faith, how political and social issues shape gameplay, and how Elizabeth has evolved since we were first introduced to her many years ago.

For more on BioShock Infinite - which was delayed to March 26 - read our detailed impressions of the game's first two hours.

Posted by Rock, Paper, Shotgun Dec 07 2012 19:00 GMT
- Like?

There’s a lot you can do in a month. You can write a novel, you can fill in one 12th of your calendar, you can take ride around the Earth once while on the moon. It depends on the month, though. For example, from February 25th to March 25th 2013 you’ll be unable to play BioShock Infinite. It was due out on the 26th of February, but Irrational are taking an extra month to ‘polish’ it. At least they chose February. If they delayed it for a month at any other time of the year, it would have taken longer to complete it. Thank you, February. You’re the best month.(more…)


Posted by Joystiq Dec 07 2012 13:00 GMT
- Like?
"Let's start with the bad news," Irrational Games boss Ken Levine told a packed room of media this week, revealing that his studio's long-awaited title BioShock Infinite has once again been delayed. The follow-up to 2007's critical and commercial hit BioShock is now scheduled to launch for the PC, Xbox 360 and PlayStation 3 on March 26, 2013.

"The game has to be the best game it could possibly be," Levine said, relaying the team's feeling - specifically from recent Irrational Games hire Rod Fergusson - that BioShock Infinite would benefit from a few more weeks of polish and bug fixing. According to Levine, the team is getting an extra month. In May 2012, publisher Take-Two announced Infinite was pushed to February 26.

As for the good news? You'll have to read our upcoming preview detailing the first two hours of BioShock Infinite for that.

Posted by Kotaku Dec 07 2012 14:30 GMT
- Like?
#bioshock First it was October 2012. Then it was February 2013. Now the release date for BioShock Infinite is March 26, 2013. More »

Posted by Joystiq Dec 07 2012 13:15 GMT
- Like?
Sat aboard a rowboat, listening to a man and woman bicker at each other as a harsh, dark storm masks the approach to a solitary lighthouse. This is how BioShock Infinite begins.

The man is Booker DeWitt, a hired gun sent to take a young woman named Elizabeth from her home. He knows nothing of the place his target resides, but he blindly executes his orders under the assurance that the whole of his debts will be forgiven if he is successful in his goal.

"Bring us the girl and wipe away the debt," the game hammers into players throughout its first two hours. As DeWitt has faith these promises will be kept, the player blindly follows, unclear of the mess the former solider has stepped in to. Though we, as the player, have no idea what this debt is or how it was accrued, it soon comes into focus how substantial it must be.

Posted by Kotaku Dec 07 2012 13:00 GMT
- Like?
#preview We've all waited a long time for a new BioShock, an even longer time for one overseen by Ken Levine, whose Irrational Games studio created the original 2007 sensation. More »

Posted by Joystiq Dec 07 2012 13:00 GMT
- Like?
"Let's start with the bad news," Irrational Games boss Ken Levine told a packed room of media this week, revealing that his studio's long-awaited title BioShock Infinite has once again been delayed. The follow-up to 2007's critical and commercial hit BioShock is now scheduled to launch for the PC, Xbox 360 and PlayStation 3 on March 26, 2013.

"The game has to be the best game it could possibly be," Levine explained, detailing that the team - specifically citing recent Irrational Games hire Rod Fergusson - felt BioShock Infinite would benefit from a few more weeks of polish and bug fixing. Levine added that they've given the team an extra month. In May 2012, publisher Take-Two announced Infinite was pushed to February 26.

As for the good news? You'll have to read our upcoming preview detailing the first two hours of BioShock Infinite for that.

Posted by IGN Dec 07 2012 13:00 GMT
- Like?
IGN's Andrew Goldfarb and Charles Onyett discuss what its like to play Irrationals highly anticipated shooter.

Posted by PlayStation Blog Dec 07 2012 12:59 GMT
- Like?

8252332126_d9347ca05e_z.jpg

In a clever touch, the opening of BioShock Infinite subtly parallels the first moments of the original BioShock. In both games you find yourself adrift in an angry ocean, slowly making your way towards a lighthouse that juts proudly from the sullen sea. The key difference this time is that you don’t plunge into the frigid depths of the Atlantic, but soar far into the heavens above in search of Columbia, a rogue city-state that seceded from the U.S. in an alternate-history version of 1912.

In both games, things are not as they first seem. BioShock’s undersea city of Rapture ran on ambiguous agendas cloaked in philosophy and punditry, but was clearly in its death throes from the first moment you set foot in its haunted hallways. Columbia’s sickness is also terminal but lies deeper, eluding immediate detection. In fact, your first 30 minutes in Columbia are warm and peaceful, almost idyllic. The glow of countless candles lights your way into the city, while angelic choirs drone pleasantly in the background. It pays to move slowly in order to better soak in the game’s dazzling eye for detail, whether it’s the throngs of citizens crowding the local carnival, hummingbirds buzzing busily from rosebush to rosebush, or children splashing in the spray of an opened fire hydrant. Columbia is alive.

8251262399_05b5c775f7_z.jpg

8251262703_a6943b440c_z.jpg8251262575_75bc24f00e_z.jpg

Of course, this being BioShock, you know there’s a snake lurking somewhere in this Garden of Eden. That snake may well come in the form of Father Comstock, the self-proclaimed prophet of Columbia who preaches racial purity and feuds endlessly with the Vox Populi, a diverse rebel force sporting different but perhaps equally questionable beliefs. As in BioShock, the battle between these two philosophically disparate forces is the impetus for much of the game’s plot.

If you haven’t followed the development of BioShock Infinite, know that you play the role of former Pinkerton agent Booker DeWitt, an experienced but haunted investigator. DeWitt has been pressured into infiltrating Columbia in order to evacuate Elizabeth, a teenage captive who possesses the astonishing power to open tears in space-time. Elizabeth is a frequent companion, and Irrational Games has gone to considerable expense and effort to make her presence a welcome one. She’s smart enough to duck out of sight when the lead starts flying, and helpfully lobs healing items and ammo when you’re in danger. Better still, she adds a delightful glimmer of humor and innocence to a game that tackles some extremely dark and disturbing themes.

8252332064_0dc27e73f2_z.jpg

Compared to 2006’s BioShock, Infinite’s shooting fundamentals feel more confident and satisfying. I played with a variety of weapons — pistol, SMG, carbine, sniper rifle, and RPG — and they all proved to be potent, versatile death dealers. Though the game has shifted to a two-weapon system, you’re still able to upgrade your weapons via vending machines scattered around Columbia, enhancing accuracy, damage, clip size and much more. The revamped control scheme wisely reassigns some key actions, including a dedicated melee attack via the Triangle button and a handy sprint activated via L3. Overall, the DualShock 3 controls feel solid, familiar, and reliable. While the final version of the game will support the PlayStation Move motion controller, we weren’t able to try it out this time — we’ll be looking to do so as soon as possible.

Vigors are Infinite’s answer to Plasmids, and they’ve also received greatly enhanced functionality. Each Vigor can be used in two different ways; tap Devil’s Kiss and you’ll lob an explosive fireball, charge it up and you’ll drop a fiery mine. Murder of Crows proved to be a particularly devastating but energy-intensive Vigor, while Bucking Bronco catapulted enemies out of cover and into the sights of my trusty Repeater. My favorite was probably possession, which enabled me to remotely hack enemy turrets and score extra coin at vending machines. As with BioShock’s Plasmids, you can upgrade Vigors to add additional effects and benefits, though the upgrade path here seemed more varied and flexible.

Finally, it’s worth noting that the PS3 version of the game looks sharp and runs smoothly, even when the scenery soars past in the game’s vertigo-inducing Skyhook segments. Load times were infrequent, too,

Want to know more about BioShock Infinite? Drop me some questions in the comments and I’ll get you answers as quickly as possible.


Posted by IGN Dec 07 2012 12:57 GMT
- Like?
The release of Bioshock Infinite has been delayed again. Fans will now have to wait until March 26, 2013 to play the next game in the Bioshock franchise.

Posted by Kotaku Dec 06 2012 18:00 GMT
- Like?
#bioshock I love reading about what sorts of things influence people. I don't know if I'd ever truly understand or approach genius myself, but the next best thing is to look at the things that inspire it. Then I can only wonder how people can take such random, disparate things and make them into art. It's fascinating. More »

Posted by Joystiq Dec 05 2012 01:45 GMT
- Like?
In June 2011 we learned that BioShock Infinite for PS3 comes with a free copy of the original BioShock - this is still true, but only for US customers, 2K Games tells Videogamer.

"I can confirm that the PS3 version of BioShock Infinite in North America contains a copy of the original BioShock," 2K says. "This is not the case in UK as it's a local promotion in North America."

The second half of that promise made in June last year is still completely true, at least: BioShock Infinite includes Move support, as solidified by the North American PS3 box art. It doesn't, of course, have a separate, new peripheral for Move.

Posted by Kotaku Dec 04 2012 01:00 GMT
- Like?
#boxart This weekend there was a big hoopla over BioShock Infinite's newly revealed box art. Fans complained that it was too standard and boring, and didn't even feature Elizabeth, the focal point of the game. Where's the beautiful sky city? Previous BioShock titles always had the iconic Big Daddy on the covers, what about Songbird? What on this box art even indicates just how unique a game we're bound to see next year? More »

Posted by Joystiq Dec 03 2012 16:30 GMT
- Like?
If you've ever wondered if high quality cosplay could get you a job in the games industry, here's the story for you. Irrational Games hired Anna Moleva, a Russian veterinarian, precisely because her BioShock Infinite cosplay bore such a strong resemblance to its source. Moleva is now the official face of Elizabeth, as featured on the back of the game's box art (see after the break).

In case you're wondering if she's some kind of Jenny-come-lately, Moleva has a seven-year history with cosplay, as evidenced by her impressive Flickr portfolio. While Irrational's photos prove she makes an excellent Elizabeth, she's also a decent Alice, Commander Shepard, and Poison Ivy.

Posted by Kotaku Dec 03 2012 04:00 GMT
- Like?
#bioshock Turns out we weren't the only ones impressed by the "lifelike" imitation Russian cosplayer Anna Moleva could do of BioShock Infinite's Elizabeth. The game's creators, Irrational, were too. More »