BioShock Infinite - GR Review
Added: 27.03.2013 21:08 | 19 views | 0 comments
Somewhere, over the cloudshellip;
The similarities between the two mind-bending shooters produced by Irrational Games start early and recur frequently in the latest from Ken Levine and company, Bioshock Infinite. Players take a rocket ship up to the skies rather than a bathysphere down below the sea. You get powerful, elemental attacks on one hand and a firearm in the other. With "the twist" being so central to the original Bioshock, it's impossible not to try guessing at the truth behind everything in BioShock Infinite.
But I didn't get to experience the original Bioshock's ending firsthand. It was spoiled for me and, as a result, almost the entirety of the experience fell apart with it. I wasn't motivated to harvest more Little Sisters. I'd fought a few Big Daddies and didn't feel like anything beyond those hulking beasts could impress beyond the ruined plot. Infinite contains a similar sense of mystery and intrigue throughout the experience, and while you probably already know all about Booker Dewitt and his mantra—bring us the girl, and wipe away the debt—it's better to experience the narrative for yourself. Despite my intention to stay firmly in spoiler-free territory with this review, Infinite improves on its predecessors by miles in gameplay, meaning even a late-game secret won't ruin the experience for anyone with a mild interest in first-person shooters with strong storytelling.
Tags: Games, Infinite, Booker, Bioshock, With, BioShock, BioShock Infinite, Shoot, Players, Irrational, Irrational Games, Levine, Ken Levine, Little, Despite
From:
www.gamerevolution.com
| Irrational Games Studio Founder Ken Levine Discusses The Intricacies Of BioShock Infinite
Added: 27.03.2013 7:18 | 15 views | 0 comments
Ken Levine discusses the complexities of bringing Columbia to life in this exclusive interview about BioShock Infinite.
From:
n4g.com
| BioShock Infinite Review - Explosion.com
Added: 25.03.2013 13:18 | 19 views | 0 comments
"Is it someone new? Four words. Four seemingly innocuous words that, to the average gamer, mean very little. Yet to hardcore fans of the BioShock series these will be the first things you attach yourself to as you are welcomed to the flying city of Columbia by a shady looking priest. Swapping sea for sky, Ken Levine and his talented squad of developers (Irrational Games, 2K Marin) return to BioShock to deliver arguably this gaming generations final swan-song. Are 2Ks lofty ambitions fully realised in Infinite, or is this a game that flies too close to the proverbial sun that once set in Rapture little over six years ago?" Gary Marston, Explosion.com
Tags: Gain, Infinite, BioShock, BioShock Infinite, Shoot, Review, Food, Irrational, Columbia, Levine, Ken Levine, Infinite Review
From:
n4g.com
| Ken Levine tweets he was roofied and sh*tstorm ensues
Added: 23.03.2013 23:18 | 18 views | 0 comments
Ken Levine comes under heat for a "rape" joke
From:
n4g.com
| A chat with Kevin Levine - Interview - The Digital Fix
Added: 22.03.2013 16:18 | 7 views | 0 comments
This place is a labyrinth. Stretched darkly lit corridor after infinitely repeating corridor, each littered with strange art deco motifs that somehow flow into more haphazard and unrefined leaky engineering blocks.
Despite being weary from travelling and having dealt with several journalists already he seems still incredibly eager to chat about his studio Irrationals next release Bioshock Infinite and, well, anything apparently.
From:
n4g.com
| News: Ken Levine quashes BioShock Infinite's $200 million budget rumour
Added: 22.03.2013 11:41 | 10 views | 0 comments
Analysts had put the development and marketing budgets at $100 million a piece.
"200 million for Infinite? Did someone send some checks to the wrong address?" Tweeted Levine.
The Tweet followed a The New York Times article in which it was reported that a team of 200 has been working on Infinite for more than four years, with an estimated costs of "upward of $100 million".
In addition, the report says that analysts have estimated a marketing budget for the game to be $100 million.
Source: @IGLevine
From:
www.videogamer.com
| BioShock Infinite creative director denies claims game cost $200 million to produce and market
Added: 22.03.2013 2:51 | 13 views | 0 comments
Analysts estimate game development to have cost $100 million; additional $100 million spent on marketing and promotion. [UPDATE]: Creative director Ken Levine refutes the claims.
According to a article citing unnamed analysts, BioShock Infinite may have cost its parent company Take-Two Interactive $100 million to develop, with a further $100 million spent to promote and market the game to the public.
BioShock Infinite is the third instalment in the series and has been in development at Irrational Games for four years, with a 200 person team working on the project. The game follows on from 2007's .
The cost of developing games has risen across the board in recent years. Last month, using a "hypothetical profitability model", Sterne Agee analyst Arvind Bhatia predicted that Grand Theft Auto V#146;s creation based on a 250-person team during a five-year development period. An additional $69 million to $109.3 million is expected to be spent in marketing costs to raise awareness for the game.
By comparison, during its six years of production--across four continents and through the hands of more than 800 developers--2011's Star Wars: The Old Republic reportedly cost publisher EA in development costs alone.
For more on BioShock Infinite, check out GameSpot's hour-long discussion with Irrational Games creative director Ken Levine.
Tags: Games, Star, Infinite, BioShock, BioShock Infinite, Shoot, Last, There, Grade, Irrational, Interactive, Auto, Grand Theft, Theft Auto, According, Irrational Games, Levine, Ken Levine, Creation
From:
www.gamespot.com
| BioShock Infinite creative director denies claims game cost $200 million to produce and market
Added: 22.03.2013 2:51 | 12 views | 0 comments
Analysts estimate game development to have cost $100 million; additional $100 million spent on marketing and promotion. [UPDATE]: Creative director Ken Levine refutes the claims.
According to a article citing unnamed analysts, BioShock Infinite may have cost its parent company Take-Two Interactive $100 million to develop, with a further $100 million spent to promote and market the game to the public.
BioShock Infinite is the third instalment in the series and has been in development at Irrational Games for four years, with a 200 person team working on the project. The game follows on from 2007's .
The cost of developing games has risen across the board in recent years. Last month, using a "hypothetical profitability model", Sterne Agee analyst Arvind Bhatia predicted that Grand Theft Auto V#146;s creation based on a 250-person team during a five-year development period. An additional $69 million to $109.3 million is expected to be spent in marketing costs to raise awareness for the game.
By comparison, during its six years of production--across four continents and through the hands of more than 800 developers--2011's Star Wars: The Old Republic reportedly cost publisher EA in development costs alone.
For more on BioShock Infinite, check out GameSpot's hour-long discussion with Irrational Games creative director Ken Levine.
[UPDATE]: BioShock Infinite creative director Ken Levine has , refuting the claims made by the New York Times report. "200 million for Infinite? Did someone send some checks to the wrong address?"
A spokesperson speaking on behalf of the game declined to provide GameSpot with an official statement clarifying the cost of development.
Tags: Games, Star, Infinite, BioShock, BioShock Infinite, Shoot, Spec, Last, There, GameSpot, Grade, Irrational, Interactive, Auto, Grand Theft, Theft Auto, According, Irrational Games, Levine, Ken Levine, Creation, York
From:
www.gamespot.com
| Levine explains how Oreo packaging is like box art
Added: 21.03.2013 19:32 | 19 views | 0 comments
BioShock Infinite creative director Ken Levine says the goal of both is to appeal to consumers and lead to a sale.
Packaging for a snack like Oreo cookies and video game box art are not as different as they may seem, according to creative director Ken Levine. The industry veteran explained to GameSpot this week that snack packaging and box art have a shared goal: to convince consumers to make a purchase.
"What is the package of an Oreo cookie? It is a representation of something that is trying to catch your eye and appeal to you," Levine said. "Does it taste like an Oreo cookie? No. Does it feel like an Oreo cookie? Can you eat it? No. Does it have any nutritional value? No."
The BioShock Infinite box art has been a point of controversy for Irrational Games since its unveiling. It features a gun-toting Booker DeWitt, the game's male hero on the front, with Elizabeth placed on the back. Levine that the box art was designed for the uninformed. This group may not keep up to date with the happenings of the business but is in no way any less important, Levine argued. In fact, he said it is the opposite; these gamers are keeping the business alive.
"I understand why people are bothered by this, because for some reason BioShock in particular is something they put this particular value on," Levine explained. "But I have a responsibility to the company I work for, to the people I employ, to give them the best shot of having their work recognized and rewarded. And you know what, if I'm going to get criticized because I chose a [controversial] box cover, those people don't have the same responsibilities that I do."
"I have a responsibility to the company I work for, to the people I employ, to give them the best shot of having their work recognized and rewarded."
Levine explained that the process of choosing box art for BioShock Infinite came down to selecting imagery that would draw consumers to it and hopefully lead to a sale. He said Irrational created numerous concepts and showed them to thousands of people to gauge their reactions.
"This is not something to take lightly; the goal is when you walk by it on the shelf, is that person going to go and pick up the box?," Levine said. "And you can intellectualize that process a great deal and say 'What if this, what if that?' But when you actually put it in front of people, what is their reaction?"
Levine said when gamers finally do play BioShock Infinite, they will understand that the box art only scratches the surface of what the game truly is trying to say. "One's fish and one's fowl," he said.
"I pick up the front, yeah, Elizabeth's not on the front, but you flip it over, she's on the back. Sorry [waves hands sarcastically]. If that's what it takes to make the game successful and to continue to employ people, and to have more of these games, I'll take that hit happily."
BioShock Infinite launches March 26 for Xbox 360, PlayStation 3, and PC. Levine what he's making next.
Tags: Mario, PlayStation, Games, When, Infinite, Booker, BioShock, BioShock Infinite, Shoot, Xbox, Spec, Down, GameSpot, Irrational, Elizabeth, Irrational Games, Levine, Ken Levine, Orcs
From:
www.gamespot.com
| Levine explains how Oreo packaging is like box art
Added: 21.03.2013 19:32 | 11 views | 0 comments
BioShock Infinite creative director Ken Levine says the goal of both is to appeal to consumers and lead to a sale.
Packaging for a snack like Oreo cookies and video game box art are not as different as they may seem, according to creative director Ken Levine. The industry veteran explained to GameSpot this week that snack packaging and box art have a shared goal: to convince consumers to make a purchase.
"What is the package of an Oreo cookie? It is a representation of something that is trying to catch your eye and appeal to you," Levine said. "Does it taste like an Oreo cookie? No. Does it feel like an Oreo cookie? Can you eat it? No. Does it have any nutritional value? No."
The BioShock Infinite box art has been a point of controversy for Irrational Games since its unveiling. It features a gun-toting Booker DeWitt, the game's male hero on the front, with Elizabeth placed on the back. Levine that the box art was designed for the uninformed. This group may not keep up to date with the happenings of the business but is in no way any less important, Levine argued. In fact, he said it is the opposite; these gamers are keeping the business alive.
"I understand why people are bothered by this, because for some reason BioShock in particular is something they put this particular value on," Levine explained. "But I have a responsibility to the company I work for, to the people I employ, to give them the best shot of having their work recognized and rewarded. And you know what, if I'm going to get criticized because I chose a [controversial] box cover, those people don't have the same responsibilities that I do."
"I have a responsibility to the company I work for, to the people I employ, to give them the best shot of having their work recognized and rewarded."
Levine explained that the process of choosing box art for BioShock Infinite came down to selecting imagery that would draw consumers to it and hopefully lead to a sale. He said Irrational created numerous concepts and showed them to thousands of people to gauge their reactions.
"This is not something to take lightly; the goal is when you walk by it on the shelf, is that person going to go and pick up the box?," Levine said. "And you can intellectualize that process a great deal and say 'What if this, what if that?' But when you actually put it in front of people, what is their reaction?"
Levine said when gamers finally do play BioShock Infinite, they will understand that the box art only scratches the surface of what the game truly is trying to say. "One's fish and one's fowl," he said.
"I pick up the front, yeah, Elizabeth's not on the front, but you flip it over, she's on the back. Sorry [waves hands sarcastically]. If that's what it takes to make the game successful and to continue to employ people, and to have more of these games, I'll take that hit happily."
BioShock Infinite launches March 26 for Xbox 360, PlayStation 3, and PC. Levine what he's making next.
Tags: Mario, PlayStation, Games, When, Infinite, Booker, BioShock, BioShock Infinite, Shoot, Xbox, Spec, Down, GameSpot, Irrational, Elizabeth, Irrational Games, Levine, Ken Levine, Orcs
From:
www.gamespot.com
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