Irrational

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  • 'Irrational Jobs' career outreach forms in the wake of BioShock dev layoffs

    by 
    Mike Suszek
    Mike Suszek
    02.18.2014

    Immediately following todays' announcement that Irrational Games is winding down to just 15 employees, the hashtag "#IrrationalJobs" sprung up on Twitter to assist developers in finding new jobs. A similar, immediate outreach happened in the wake of 38 Studios' closure in May 2012. While the hashtag is currently in its infancy, it's accompanied by a link to a Google Doc full of opportunities for the studio's exiting developers. As Irrational Games Co-Founder Ken Levine noted in today's announcement, third-party developers and publishers should email chris.bigelow@2k.com directly with any interest in interviewing the departing employees. With any luck, the social media outreach, Irrational Games-hosted recruiting day and third-party developer interest will provide the BioShock developer's outgoing staff with enough opportunities to make their transitions seamless. [Image: Irrational Games]

  • BioShock Infinite: 'Burial at Sea Part One' review: That sinking feeling

    by 
    Richard Mitchell
    Richard Mitchell
    11.11.2013

    This is a review of downloadable content for BioShock Infinite. As such, it may contain spoilers for the main campaign. Ham-fisted is one of my favorite expressions. As a term meaning awkward or graceless, it's wonderfully evocative. You can easily imagine someone desperately trying to shove a ham somewhere it was never meant to go, perhaps into a Volkswagen's gas tank. Or you might picture a fist literally made of ham: two indelicate things, indelicately smashed together It's also a good fit for the first episode of BioShock Infinite's 'Burial at Sea' DLC, which is aggressive, salty and often clumsy.

  • BioShock Infinite Premium DLC now available separately on Steam

    by 
    Mike Schramm
    Mike Schramm
    06.26.2013

    Steam has released the BioShock Infinite "Columbia's Finest" DLC as a separate download, available now for $4.99. This DLC was initially included with the Premium and Ultimate editions of the game at launch, and adds 500 Silver Eagles and 5 lockpicks to your stash, along with six exclusive gear items. You'll also get two weapon upgrades: Comstock's China Boom Shotgun, and Comstock's Eagle Eye Sniper Rifle. This content is not part of the season pass that Irrational Games announced back in February, which promises access to three separate pieces of downloadable content in the future.

  • Metareview: BioShock Infinite

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.25.2013

    It's a good day for the team at BioShock Infinite developer Irrational Games, with the game receiving nearly universal praise. Our review couldn't help gushing either, saying Infinite is "undoubtedly the finest game crafted by Irrational Games" and "one of the best told stories of this generation. It simply cannot be missed." Eurogamer (100/100): "BioShock Infinite doesn't blur the lines between your reality and the game's to quite the same extent as its predecessor, but it's a more complete and polished story, and that's the thing you'll remember. " Game Informer (100/100): "Infinite is more than a new setting, story, and characters; those elements are seamlessly integrated with complex themes, a mysterious plot, and entertaining combat to create an amazing experience from beginning to end." PC Gamer (91/100): "Elizabeth herself is nice. I liked her. If you were hoping for something more – perhaps even the fabled Strong Female Character™ – you might be disappointed. When you're together, she's relegated to the role of caddy, limited to passing you a new weapon when you run out of ammo, and only ever using her own abilities when you command her to." Edge (90/100): "Sadly, as the combat opens up, the story begins to slowly unravel. There's no golf club moment, no singular twist around which the tale turns. Instead, Infinite provides a series of revelations that have you replaying earlier sections with a more enlightened, inquisitive eye." VideoGamer (80/100): "It is fascinating, and also boring. It is important, yet forgettable. Its world is enticing and unappealing. It attempts to move things forward, yet is in places stuck in the past. For a game that has the potential to open the franchise up to a multitude of different ideas and interpretations, BioShock Infinite can feel curiously limited."

  • BioShock Infinite's TV ad on the internets

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.18.2013

    Here's the full minute version of the BioShock Infinite commercial you should start seeing on TV in the coming weeks in 30- and 15-second versions. Hmmm, wonder if we'll get the full thing on Hulu?

  • BioShock Infinite baaa-ck with 'Lamb of Columbia' trailer

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    02.19.2013

    See, if we were located in the country of that other Joystiq, the headline would have been: "BioShock Infinite serves 'Lamb of Columbia' trailer frenched."

  • BioShock: Infinite mockumentary hears the Songbird

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    02.15.2013

    The second installment of BioShock: Infinite's clever pre-VHS school room documentary series explores Columbia's Songbird. If you missed the first chapter, check it out here.

  • Best Buy fulfilling some BioShock Infinite canceled pre-orders for free

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    02.08.2013

    Best Buy is reportedly making recompense for its cancellation of BioShock Infinite pre-orders by offering the game for free to some affected customers."We would like to make it up to you by sending you this product, via expedited shipping, free of charge," reads an email obtained by SideQuesting. "You can expect to receive your product around the street date or when the inventory becomes available."The generous customer service move affects both Xbox 360 and PS3 orders, as those were the ones hit by the glitch that reportedly caused over 3,000 pre-order cancellations.[Thanks, Michael]

  • Ken Levine: BioShock Infinite box art is for the uninformed

    by 
    Mike Suszek
    Mike Suszek
    12.09.2012

    Irrational Games boss Ken Levine talked with Wired recently about the cover art for BioShock Infinite, which was unveiled just over a week ago to the groans of many. Levine compared games to salad dressing when talking about the intentions of the game's box art, saying, "I don't read Salad Dressing Weekly. I don't care who makes it, I don't know any of the personalities in the salad dressing business."Levine said that members of the team went to frathouses to ask if gamers have played BioShock, and "not a single one of them had heard of it." He makes the distinction that the box art for BioShock Infinite is for those uninformed players that don't read news on gaming sites. So, it's not for you, dear Joystiq reader, though Levine addressed you as well, noting that the developer will be releasing a "whole set of alternate covers that you can download and print. We're going to be working with the community to see what they're interested in."Levine added that the BioShock team had to "make that tradeoff in terms of where we were spending our marketing dollars. By the time you get to the store, or see an ad, the BioShock fan knows about the game. The money we're spending on PR, the conversations with games journalists - that's for the fans. For the people who aren't informed, that's who the box art is for."BioShock Infinite will launch March 26, 2013 for PS3, Xbox 360 and PC. Levine also recently spoke with Joystiq about the game's themes of faith and evolution of its central character, Elizabeth.

  • Get your shinebox and head on down to Rapture with Brentalfloss

    by 
    Ben Gilbert
    Ben Gilbert
    08.17.2012

    Nothing quite says "underwater dystopia" like old-timey ragtime tunes. Brentalfloss clearly understands that relationship, as evidenced by the BioShock-themed music video he created with some colleagues recently. And hey, no casual racism! All the fun of the early 20th century without the awful societal norms!

  • Levine: 'I'm not going to stop people' from leaving Irrational

    by 
    Jessica Conditt
    Jessica Conditt
    08.09.2012

    Art director Nate Wells worked at Irrational Games for 13 years, beginning in September 1999 and the company's System Shock 2 days. Yesterday we discovered Wells and a handful of other people working on BioShock Infinite were no longer with Irrational, and Wells' Twitter briefly teased a job change before being deleted. While the bulk of people leaving Irrational can be chalked up to industry turnover, Wells' departure stands out for the public and Irrational Games founder Ken Levine."In a company of 200 people you're going to have turnover," Levine tells Kotaku. "We never like to see a guy like Nate leave because he's been here for a long time, but it's been 13 years and I think sometimes people want to spread their wings. I'm not going to stop people. We love Nate and I think we all remain friends. After 13 years he sort of finished his work on BioShock Infinite, as you will be able to tell when you see the game again... I think Nate's moving on to something else."Replacing Wells is Scott Sinclair, the art director for the first BioShock. This rounds out the core BioShock team that has stuck with the franchise – which is an achievement all on its own, Levine says:"As far as the team itself, the lead artist, the art director, the creative director, the lead effects artist, the senior sound guy, the lead programer and the lead AI programmer from BioShock 1 are all on BioShock Infinite. I don't think there's a single senior BioShock team member that isn't here, which I think is amazing and a testament to their commitment to the studio."

  • Key Irrational staffers exit company, including BioShock Infinite art director

    by 
    Richard Mitchell
    Richard Mitchell
    08.08.2012

    Several members of BioShock Infinite developer Irrational Games have left behind the buoyant shores of Columbia. At least four individuals now list Irrational games as a "past" employer on LinkedIn, with some even listing new current positions at other developers.The four who have left include design lead Jeff McGann, principal systems designer Kenneth Strickland, director of product development Tim Gerritsen and art director Nate Wells. Wells' departure is particularly noteworthy, as he has been with Irrational for nearly 13 years, having joined the company in September of 1999.Gamasutra reports that Wells' Twitter bio briefly mentioned he was changing jobs, though the reference has since been removed. Furthermore, his LinkedIn page noted developer Naughty Dog as an employer in 2012, though that has also been removed.At the very least, we know who's replacing Wells on the project, namely Scott Sinclair, art director for the original BioShock. Ken Levine himself confirmed as much on Twitter, stating that Sinclair is "back in the art director's chair for Infinite to bring it home." He added that he "Can't wait" to show fans "what's cooking." The wait could still be a while, as Levine has made it clear that we won't be seeing Infinite again until it's practically finished.Meanwhile, Joe Fielder, formerly a producer at Irrational, is now listed as a writer.It's worth noting that BioShock Infinite is nearing its February 2013 release date, and it's not uncommon for studios to shed staff as development draws to a close. Joystiq has contacted Irrational for comment.

  • Wedbush thinks Grand Theft Auto 5 will launch in October

    by 
    Ben Gilbert
    Ben Gilbert
    05.09.2012

    With this morning's announcement that BioShock Infinite will now launch in February 2013, publisher Take-Two Interactive altered more than a game's launch date. Take-Two is a publicly traded company, and one fewer gigantic product launch during the holiday season – arguably Take-Two's only holiday product launch, unless you count fall launches of Borderlands 2 and XCOM: Enemy Unknown as "holiday" – means that shareholders will want to know what's up. That worry is reflected in Take-Two's stock price, which took a five percent hit since the market opened this morning.But when Infinite got pushed out of the holiday season, it opened the slot up for another high-profile Take-Two-published title: Grand Theft Auto 5. "In our view, the delay opens the window for Grand Theft Auto V to be released in October 2012," Michael Pachter of Webush Securities wrote in an email this morning, echoing a release window leak from earlier this year.In his eyes, Infinite wasn't just delayed to make it "something even more extraordinary," as Ken Levine put it, but because the folks at Rockstar, "notified Take-Two that GTA V would be ready for October." He believes this resulted in Take-Two offering Irrational Games an extra few months to prepare BioShock Infinite. His logic? "The studio [Rockstar Games] has scheduled every prior GTA release during that month (with GTA IV delayed to April 2008, due to bugs in the PS3 version)."Furthermore, Pachter and co. speculate we could hear more about GTA 5's launch date "as early as May 22" during a scheduled quarterly investor call, or perhaps in a few more weeks at E3 2012. We've yet to hear back from Irrational, Rockstar, or Take-Two on the subject.

  • Irrational's Levine, BioWare's Gaider, and Obsidian's Avellone on why story matters in games

    by 
    Ben Gilbert
    Ben Gilbert
    04.23.2012

    I grew up reading and loving fiction. As I've aged and taken up a profession in journalism, I've erred on the side of nonfiction. And these days, most of my storytelling experiences come from film, television, and video games. But I'd be lying if I said that many of those story experiences – especially in the gaming medium – left the same impression on me as the works of Marquez or Vonnegut.In late summer 2007, I played BioShock, and my tune began to change. Six months later, I played Mass Effect, and my stance on games as storytelling devices was altered even further. Somewhere along the line, between Jill sandwiches and lost princesses, game devs started implementing stories that I actually cared about.Fast-forward to 2011, and the concept of games as storytelling devices is more accepted than ever. But games haven't changed – they're still mechanically driven constructs, and they still allow player agency to run all over what the game dev set out for you to experience. I found myself having conversations with Kotaku's Jason Schreier over the course of the past year about this seeming duality within games. We felt it was time for a proper discussion.Enter: "Plot vs. Play: The Duality of Modern Game Design," the panel Schreier and I hosted at PAX East. Our idea was to gather several game developers who've tackled this duality head on, and have them discuss their individual approaches to navigating that issue. Irrational Games creative director Ken Levine, Obsidian Entertainment creative director Chris Avellone, and BioWare lead writer David Gaider were our first team of game devs to take up the challenge – something we hope to continue at future PAXes – and they did a great job.In our rush to prepare for both the panel and that weekend's coverage plans at our respective outlets, neither Jason nor myself thought to set up a video camera to catch the event on tape. Thankfully, Mash Those Buttons captured the whole hour and put it up on YouTube, which I've dropped above.Let us know what you think, and please suggest any devs you'd like to see play a part in future versions of "Plot vs Play." We're open to ideas!

  • An Irrational fear of monsters

    by 
    Jessica Conditt
    Jessica Conditt
    04.09.2012

    "A good monster is a monster you can imagine in repose."That was the advice acclaimed horror writer and director Guillermo del Toro gave Ken Levine, the creator of the BioShock franchise, during a conversation on the Irrational Games podcast. Levine takes those words to heart in his own creative direction, and before building any terrifying monsters, he makes sure Irrational develops a rich, empathetic backstory that places each of the deformed, viciously homicidal creatures in routine settings, where they perform the most base of actions: contributing to society, petting a dog, relaxing, mourning.Four Irrational members – Levine, art director Nate Wells, lead artist Shawn Robertson, and sound man Pat Balthrop – gave the PAX audience a glimpse into the secret lives and creation of five major BioShock Infinite villains: the Motorized Patriot, Handyman, Siren, Boys of Silence and Songbird.

  • Seen@PAX East: Bomberman says hello

    by 
    Richard Mitchell
    Richard Mitchell
    04.08.2012

    Someone tried to tell us this was a character from the BioShock universe, but we think we recognize Bomberman when we see him.

  • BioShock Infinite's 'Boys of Silence' are awfully loud (also: terrifying)

    by 
    Ben Gilbert
    Ben Gilbert
    03.20.2012

    A motorized George Washington with a machine gun is worrisome, sure. And that dude with his giant porcelain hands? More menacing than Washington, no doubt. We think you'll agree, however, that BioShock Infinite's latest "heavy hitter," the "Boys of Silence" are by far the creepiest of the game's big boss dudes.

  • BioShock Infinite's sad men with giant hands, exposed!

    by 
    Ben Gilbert
    Ben Gilbert
    03.14.2012

    BioShock Infinite's version of Big Daddies sometimes resemble George Washington, and other times they're terrifying giants with exposed hearts and enormous porcelain hands. Take a look at the latter group in the latest trailer, just above.

  • Mass. Lt. Gov. wants game tax credits tied to job creation

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    02.16.2012

    Massachusetts is the fifth largest state for game industry employment in spite of better developer incentives in other states. Nearly 1,300 industry jobs exist in the Commonwealth, but a recent profile of Irrational Games by The Improper Bostonian covers how the state's grip on gaming could slip if it doesn't step up studio stimulus.A bill for game developer incentives has been floating around the Mass. legislature for about a year, but hasn't gained traction with lawmakers. The state currently provides heavy cuts for the movie industry, despite the game industry pumping more cash into local economies."It's ironic," Irrational Games' director of product development Tim Gerritsen said. "If you look at it, where do you want to put your money? We've got 120 permanent employees. They spend all their money here. They pay their rent here. They pay their taxes here. Do you want Dane Cook? He's here for two weeks doing a film, and he's gone.""When you talk about tax incentives, that's less revenue that you're receiving, so I think any kind of incentive would have to be linked to hard commitments from the private sector," said Lieutenant Governor Timothy Murray, who is coming off a win by keeping PAX East in Boston until 2023. The convention will also make donations totaling $325,000 over the next 11 years to MassDiGI.The state did lose a major studio last year when former Red Sox player Curt Schilling's 38 Studios moved to neighboring Rhode Island for a $75 million loan. The state isn't likely to lose established studios like Harmonix, Demiurge and Turbine. The problem comes founding or incubating new studios without concessions.

  • BioShock Infinite to include tougher '1999 Mode'

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    01.19.2012

    BioShock Infinite is gonna hurt you like it's 1999. Developer Irrational Games announced the "1999 Mode" for the upcoming RPG slash FPS this morning, and it appears to go beyond just messing with health stats for a more challenging game experience. "I'm an old school gamer. We wanted to make sure we were taking into account the play styles of gamers like me," said Irrational's creative director Ken Levine. "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." Levine continued, "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." The 1999 Mode will include unnamed tweaks and features that won't exist in the standard BioSchock Infinite experience. It will also "feature demanding weapon, power, and health management," along with a "Game Over" screen if the player lacks the resources for a respawn. The company is unlikely to cover incidental damages to property caused by playing 1999 Mode. For a look at a roughed up version of Elizabeth from the newly revealed mode, head past the jump.