Monday, 07 October 2024
News with tag Irrational  RSS
BioShock Infinite: Burial at Sea - Part 2 Review (Strategy Informer)

Added: 25.03.2014 10:15 | 10 views | 0 comments


From Strategyinformer.com: "Given recent events it was rather hard to go into the second episode of Bioshock Infinite: Burial At Sea with an objective eye. It isn't just the last piece of DLC, it's the last time Irrational Games will ever visit Bioshock and the last game most of the developers at the studio will ever make there. It's their full stop on the Bioshock universe and Irrational's brief period as one of the biggest developers in gaming, so it better live up to both legacies. Fortunately for literally everyone, it does".

From: n4g.com

News: BioShock Infinite: Burial at Sea Episode 2 requires two downloads on Xbox 360 'due to size'

Added: 25.03.2014 9:15 | 2 views | 0 comments


New single-player content to come in anywhere between 6-10GB.

"For our #BurialAtSea #EpisodeTwo fans on Xbox 360 tomorrow, please note due to the size, there will be two downloads in order to play," Irrational tweeted last night.

It isn't known how big each of the downloads will be, but the developer states that Episode 2 comes in between 6-10GB depending on platform. It also isn't clear why two files are required, especially considering Games on Demand titles have previously demanded bigger downloads.

Nevertheless, Irrational says that the content is due to hit Xbox Live right around now, with a PC release expected between 5-7pm...



From: www.videogamer.com

Ken Levine talks linear narratives Irrational's downsizing at GDC

Added: 23.03.2014 10:30 | 21 views | 0 comments


"We got very good at keeping secrets, but I don't think we enjoyed the process.".
Much of the gaming world was shocked last month when it was announced that Irrational Games was to effectively shutter down to a skeleton crew after the release of the final piece of Bioshock Infinite DLC - Burial at Sea Part 2. Now head honcho Ken Levine has been talking a little about the motivations behind the decision and the type of games he wants to make with the new smaller Irrational Games.

From: www.totalxbox.com

GDC 2014: BioShock Infinites Elizabeth Originally Couldnt Speak

Added: 21.03.2014 16:15 | 7 views | 0 comments


Once upon a time there existed a version of BioShock Infinites Elizabeth who was slightly older, was a brunette with small eyes and she couldnt actually speak, explained Shawn Robertson, Animation Director at Irrational Games.

From: n4g.com

Would You Kindly Get Off Ken Levines Back?

Added: 21.03.2014 4:15 | 9 views | 0 comments


OnlySP: The news that Irrational Games, creators of the incredibly popular titles BioShock and BioShock Infinite (amongst others) was closing down swept through the industry recently. Some people castigated studio head Ken Levine, saying that he was putting dozens of people out of work solely for his own ego; others said that BioShock Infinite had failed to meet 2Ks sales projections, and so the studio was being shuttered as a result.

From: n4g.com

3 New Screenshots for BioShock Infinite: Burial at Sea Ep. 2

Added: 19.03.2014 17:16 | 12 views | 0 comments


Irrational Games has released three new screenshots for the upcoming BioShock Infinite: Burial at Sea Episode 2 DLC, which will place gamers in control of Elizabeth as they continue their journey through Rapture.

From: n4g.com

Bioshock Infinite's Elizabeth gets her own Burial at Sea statue

Added: 18.03.2014 16:15 | 20 views | 0 comments


Irrational Games has released a high-quality statue of Elizabeth from Bioshock Infinite. Named Elizabeth Noir, this statue shows her dressed as she was in the DLC pack, Burial at Sea. Dressed in a classic outfit fitting for a film noir, Elizabeth measures 12 inches tall and comes on a high-quality stand.

From: n4g.com

Watch GDC Live: Livestreams of BioShock, Shenmue, LucasArts, and more panels

Added: 17.03.2014 19:30 | 7 views | 0 comments


. (via the GDC website)

THURSDAY, March 20

Creating BioShock's Elizabeth

  • Who: Shawn Robertson | Animation Director, Irrational Games
  • When: 2:30PM-3:30PM PST
  • What: Behind the critical success of BioShock Infinite is the game's heart and soul, Elizabeth. Not only did Elizabeth carry the narrative weight of BioShock Infinite on her shoulders, she was also a robust AI that allowed for many systemic interactions. The creation of Elizabeth was an organic process that evolved over time and included members from every department at Irrational. This presentation will go over some of the decisions we made and the lessons we learned as we gave shape to Elizabeth and attempted to bring her to life. With a focus on animation, Shawn will talk about the various systemic and narrative techniques that we used on Elizabeth, and give practical examples of how they worked within the game. He will touch upon how a character like Elizabeth needs art, narrative and systems working together to create the illusion of humanity.

Lucasfilm Studio Postmortem

  • Who:
    • Steve Arnold | Co-Founder- Emeritus, Polaris Partners
    • Noah Falstein | Chief Game Designer, Google
    • David Fox | Director/Game Designer, Electric Eggplant
    • Ron Gilbert | Game Designer, Independent
    • Peter Langston | Cooperative Resercher/Co-Director/Arts and Technology Hacker, Apple Advanced Computation Group
    • Chip Morningstar | Principal Architect, PayPal
  • When: 10:00AM-11:00AM PST
  • What: Before LucasArts, there was Lucasfilm Games. From a small startup within a medium-sized (and very famous) film company, this group grew from 1982 to 1990 to become one of the most popular game companies of its day. It then morphed (a Lucasfilm term!) into LucasArts, which was acquired by Disney, and then shut down shortly after GDC 2012. In the early days, the company was known for experimentation, with early multiplayer (Ballblazer), first-person games (Rescue on Fractalus, Koronis Rift), the first MMO (Habitat/Club Caribe), and of course, some well-loved graphic adventures (Maniac Mansion, Zak McKracken, The Secret of Monkey Island, Indiana Jones and the Fate of Atlantis and more). This postmortem asks the questions, "What mix of creative and business forces shaped this early success story?" and "Could this kind of company be duplicated today?"

From: www.gamespot.com

Watch GDC Live: Livestreams of BioShock, Shenmue, LucasArts, and more panels

Added: 17.03.2014 19:30 | 3 views | 0 comments


. (via the GDC website)

THURSDAY, March 20

Creating BioShock's Elizabeth

  • Who: Shawn Robertson | Animation Director, Irrational Games
  • When: 2:30PM-3:30PM PST
  • What: Behind the critical success of BioShock Infinite is the game's heart and soul, Elizabeth. Not only did Elizabeth carry the narrative weight of BioShock Infinite on her shoulders, she was also a robust AI that allowed for many systemic interactions. The creation of Elizabeth was an organic process that evolved over time and included members from every department at Irrational. This presentation will go over some of the decisions we made and the lessons we learned as we gave shape to Elizabeth and attempted to bring her to life. With a focus on animation, Shawn will talk about the various systemic and narrative techniques that we used on Elizabeth, and give practical examples of how they worked within the game. He will touch upon how a character like Elizabeth needs art, narrative and systems working together to create the illusion of humanity.

Lucasfilm Studio Postmortem

  • Who:
    • Steve Arnold | Co-Founder- Emeritus, Polaris Partners
    • Noah Falstein | Chief Game Designer, Google
    • David Fox | Director/Game Designer, Electric Eggplant
    • Ron Gilbert | Game Designer, Independent
    • Peter Langston | Cooperative Resercher/Co-Director/Arts and Technology Hacker, Apple Advanced Computation Group
    • Chip Morningstar | Principal Architect, PayPal
  • When: 10:00AM-11:00AM PST
  • What: Before LucasArts, there was Lucasfilm Games. From a small startup within a medium-sized (and very famous) film company, this group grew from 1982 to 1990 to become one of the most popular game companies of its day. It then morphed (a Lucasfilm term!) into LucasArts, which was acquired by Disney, and then shut down shortly after GDC 2012. In the early days, the company was known for experimentation, with early multiplayer (Ballblazer), first-person games (Rescue on Fractalus, Koronis Rift), the first MMO (Habitat/Club Caribe), and of course, some well-loved graphic adventures (Maniac Mansion, Zak McKracken, The Secret of Monkey Island, Indiana Jones and the Fate of Atlantis and more). This postmortem asks the questions, "What mix of creative and business forces shaped this early success story?" and "Could this kind of company be duplicated today?"

From: www.gamespot.com


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