Showing posts with label Bio Shock Infinite. Show all posts
Showing posts with label Bio Shock Infinite. Show all posts
Tuesday, 22 January 2013
BioShock Infinite: Mind in Revolt provides insight into the mysterious sky-city of Columbia prior to the events of BioShock Infinite and is written by Irrational Games’ writer Joe Fielder with creative director Ken Levine.
“Since we first announced BioShock Infinite, our fans have asked for more information about Columbia and the complex cast of characters that inhabit the floating city,” said Fielder. “After reading the e-book, players will have a better understanding of BioShock Infinite’s world, the struggle between its factions, and the motivations of key characters, like rebel leader Daisy Fitzroy, without spoiling the mysteries of BioShock Infinite.”
Also available worldwide for free to those who pre-order BioShock Infinite is the Industrial Revolution Pack, which grants exclusive access to three in-game gear items that boost combat abilities, 500 bonus in-game currency, five lock picks, and the Industrial Revolution puzzle game which unlocks stories of Columbia and allows players to pledge their allegiance to the Vox Populi or Founders through Facebook.
Wednesday, 9 May 2012
In a statement released today, Ken Levine, Creative Director of Irrational Games, said:
"When we announced the release date of BioShock Infinite in March, we felt pretty good about the timing. Since then, we've uncovered opportunities to make Infinite into something even more extraordinary. Therefore, to give our talented team the time they need to deliver the best Infinite possible, we've decided to move the game's release to February. We wanted to let our loyal (and very patient!) fans know this as soon as possible."
"I won't kid you: BioShock Infinite is a very big game, and we're doing things that no one has ever done in a first-person shooter. We had a similar experience with the original BioShock, which was delayed several months as our original ship date drew near. Why? Because the Big Daddies weren't the Big Daddies you've since come to know and love. Because Andrew Ryan's golf club didn't have exactly the right swing. Because Rapture needed one more coat of grimy Art Deco. The same principle now applies to BioShock Infinite."
"What does this mean for you? It means a bit more waiting, but more importantly, it means an even better BioShock Infinite. The great can be made greater, and we owe it to both ourselves and to you, our fans, to take this opportunity. Irrational Games is one of those rare developers lucky enough to ask the people who sign the checks: 'Hey, can we have a few more of those checks?'"
In addition to the delay, Ken Levine also confirmed that BioShock Infinite will not be shown at E3 next month, or at Gamescom in Germany, stating that "Preparing for these events takes time away from development, time we're going to use instead to get the best version of Infinite into your hands in February."
Tuesday, 27 March 2012
Tuesday, 20 March 2012
Wednesday, 14 March 2012
Thursday, 8 March 2012
Thursday, 1 March 2012
“After BioShock, we had a vision for a follow up that dwarfed the original in scope and ambition,” said Ken Levine, Creative Director of Irrational Games. “BioShock Infinite has been our sole focus for the last four years, and we can’t wait for fans to get their hands on it.”
BioShock Infinite puts players in the role of Booker DeWitt, a hard-bitten former Pinkerton agent, together with the revolutionary AI companion, Elizabeth. The two struggle to escape the sky-city of Columbia, in a 1912 America that might have been. Armed with an arsenal of new weapons and abilities, they face menacing enemies, in unique expansive environments. Classic BioShock gameplay joins innovations such as aerial combat on high-speed Sky-Lines in the service of an immersive storyline – an Irrational Games signature.
Thursday, 19 January 2012
1999 Mode is designed for gamers who long for the days of games that demanded more of the player. It will include tweaks and features that BioShock fans will not experience in a standard play-through of BioShock Infinite, no matter the difficulty level.
"We want to give our oldest and most committed fans an option to go back to our roots", said Ken Levine, Creative Director of Irrational Games. "In 1999 Mode, gamers face more of the permanent consequences of their gameplay decisions. In BioShock Infinite, gamers will have to sweat out the results of their actions. In addition, 1999 Mode will demand that players pick specializations, and focus on them."
"I'm an old school gamer. We wanted to make sure we were taking into account the play styles of gamers like me. So we went straight to the horse's mouth by asking them, on our website, a series of questions about how they play our games. 94.6 percent of respondents indicated that upgrade choices enhanced their BioShock gameplay experience; however, 56.8 percent indicated that being required to make permanent decisions about their character would have made the game even better."
In addition to these permanent decisions, 1999 Mode will feature demanding weapon, power, and health management. The mode also takes a much harder stand on player respawning, sending the gamer directly to a Game Over screen if he or she lacks the resources to be brought back to life. It's not for the faint of heart.