"When I saw Snowpiercer, I thought, they’re working. I’ve never seen a movie be more like a video game and work. Everyone I knew called it "BioShock on a train", which is good shorthand, because it means you know you can expect an apocalyptic dystopia, with class struggles drawn grotesque, confined to a failing industrial space. Boom! Video games' language is useful!" [more inside]
No one talks to the games press officially. I wish they did, but I get it. They want to keep their jobs. Let's just say multiple people within a studio were willing to risk their careers to confirm to me that yes, in fact, if their game didn't sell extremely well, like exponentially more than its predecessor or "well" according to a matrix of time and cost investment and desired profit, that their studio would be closed in a year.[more inside]
Bioshock Infinite is the worst game of the year. An essay on the sad state of videogame criticism.
A month after its release, Naughty Dog's sweeping interactive epic The Last of Us is being hailed as one of the best games of all time, with perfect scores even from notoriously demanding critics. Inspired by an eerily beautiful segment from the BBC's Planet Earth, the game portrays an America twenty years after a pandemic of the zombiefying Cordyceps fungus (previously), leaving behind lush wastelands of elegant decay teeming with monsters and beset by vicious bandits, a brutal military, and the revolutionary Fireflies. Into this bleak vision of desperate violence journey Joel, a gruffly stoic Texan with a painful past, and his ward Ellie, a precocious teenager who may hold the key to mankind's future. Boasting tense, immersive gameplay, compelling performances from a diverse cast, a movingly minimalist score from Oscar-winning Gustavo Santaolalla, and an array of influences from Alfonso Cuarón's Children of Men to Cormac McCarthy's The Road, it's already being slotted alongside BioShock Infinite and Half-Life 2 as one of modern gaming's crowning achievements. And while it's hard to disentangle plot from action, you don't have to buy a PS3 to experience it -- YouTube offers many filmic edits of the game, including this three-hour version of all relevant passages. And don't miss the 84-minute documentary exploring every facet of its production. [more inside]
There’s an old dream in game design. It drives the design of games like SimCity, Dwarf Fortress, Tropico, The Sims, and Prison Architect. I like to call it the Simulation Dream. - Bioshock Infinite designer Tynan Sylvester on games, complexity, stories and simulation.
Elizabeth's Escort Mission (SLYT)
"Propaganda shields ideas from danger, and I think I'd rather expose ideas to danger. I think that's what I like to make in these games, is to take ideas and say, well, let's see what happens when these aren't protected." With the much anticipated release of BioShock Infinite just two weeks away, EuroGamer sits down for a lengthy chat with creative Director Ken Levine about philosophy, politics and God. [more inside]
Dan writes about games for a living. Dan's dad does not play games. Dan plays games with his dad. Much amused frustration is had by both parties. 2011, 2012, 2013. Individual Youtube videos after the jump. [more inside]
Irrational Games' creative director Ken Levine wants you to meet BioShock: Infinite's new difficulty: 1999 Mode.
On November 22, 2011, TEDxBrussels held an all day event whose theme was: "A Day in the Deep Future." Speakers were asked to try and contemplate what life will be like for mankind in 50 years. Overview. [more inside]
Free, print-and-play Bioshock Monopoly. That is all.
Gamers, have you ever looked in the sci-fi aisle of your bookstore and wondered how there could possibly be novels set in the worlds of "Gears of War" or "Doom," but nothing in the richly imagined distopia of Bioshock? Have you fed your Art Deco obsession with Ryan-inspired fan fiction, wishing for something more? Wish no longer: Bram Stoker Award winner, sci-fi novelist, punk rocker, Blue Oyster Cult lyricist, etc. John Shirley has written the first official BioShock novel, "BioShock: Rapture," which hit store shelves yesterday. An excerpt of the book, which is a prequel to the first game, is offered here from publisher Tor. [more inside]
Episode One: Prairie Dogging is a Flash game that answers the question, "What if BioShock had been developed in the style of an old-school 2D adventure game?" By Jeremy Scott, creator of the Hsu and Chan comic strip. [more inside]
Jean-Paul LeBreton, level designer for BioShock 2, has written an analysis of the original Doom as well as remade (demade?) a level from BioShock using Doom [design notes].
The hot new PC game "Bioshock" installs a copy protection root kit called "SecuROM" which might open security holes and which interferes with legitimate programs. The DRM on Bioshock turns out to be draconian, and there's an online riot brewing among early purchasers who have already been screwed by it.
BioShock was released today for the PC and XBox 360. Why should you care? Well, it's the 2nd best reviewed game of the last 10 years, it's an interactive commentary on Objectivism, it features a great Art-Deco style and atmospheric sound design, and is the spiritual sequel to one of the best games of all time. If you still don't care, make sure to stay away from Big Daddy.