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Bioshock infinite psn9/23/2023 SS: BioShock was highly notable for its Art Deco environments. That’s something that people should keep their eyes on - once the gameplay footage comes out, there will be some things that will make people ask questions along those lines, and wonder about any of those kinds of connections. SS: Would you say that BioShock Infinite is in the same universe, or the same timeline, as BioShock? We wanted to make sure we had something that felt familiar in some ways, but also felt different at the same time. Once you make a game like BioShock, the audience expects to be surprised and amazed the same way they were by Rapture. That’s a question we’ve had to wrestle with for a long time, and it took us a few years to get to the point where we were ready to talk about it. We’re open to explode any ideas, change any ideas, re-imagine any ideas. Anything that was in the previous game has to earn its way into this game. I guess “re-imagining” is a good way to describe it. You know, they’re going to follow the story, it will be the same world, a lot of the same weapons… KL: In the game industry, people have a particular sense of what a sequel is. SS: On that note, you couldn’t really consider BioShock Infinite to be a sequel to BioShock. So “Project Icarus” is turning the page on the franchise and exploring a different direction. But even something as primal and central as that, we thought…is that the right thing for this game? Or do we want to take it in a totally different direction? There are so many things that are tropes of the BioShock franchise - Big Daddies and Little Sisters wandering around, for example. But there are also elements that you don’t even know what to make of. So there are obviously some similar elements. We wanted to start this game with a sense of, “there are no sacred cows.” Anything from the existing franchise that would go into BioShock Infinite had to earn its way there. It is about location, but that location isn’t Rapture. KL: I think the mission of this studio is to make games that other people couldn’t or wouldn’t make…when it comes to a BioShock game, the obvious thing people think about is the location. SS: Your new game is quite a dramatic change from BioShock, isn’t it? One of the reasons there’s been so much secrecy is that we want people to see the trailer (above) prior to knowing what the game is. Coming out with a press release isn’t very interesting. Ken Levine, Creative Director, Irrational Games: There’s been so much speculation, we wanted to play with people’s expectations a little bit. Sid Shuman: So… you guys know how to make an entrance, huh? I was fortunate enough to get a few minutes to chat with Ken Levine, Irrational Games’ creative director and a key force behind BioShock, in order to delve deeper into the details and inspirations behind the studio’s latest creation. We’re pleased and excited to welcome Irrational Games to the PlayStation.Blog to reveal their latest project to PS3 fans. The less you know before watching, the better! Before you do anything else, watch the premiere video of the next game from Irrational Games that will land on the PlayStation 3 in 2012.
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