Irrational-Games

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  • Gears of War, Max Payne and Bioshock added to GFWL Games on Demand

    by 
    David Hinkle
    David Hinkle
    07.10.2010

    Better late than never, right? Gears of War ($20), Bioshock ($20) and Max Payne ($10) have been added to Games for Windows Live's Games on Demand service. [Thanks, TheWeaponeer]

  • Irrational Interviews launches with Levine, Todd Howard

    by 
    Justin McElroy
    Justin McElroy
    07.01.2010

    Usually, these miniposts are for smaller stories, but this time we're just trying to hurry to the good bit: Irrational's launched a new audio show called Irrational Interviews. In the first episode, Ken Levine and Shawn Elliott talk with Bethesda's Todd Howard. So, uhh ... what are you waiting for?

  • Verbinski and co. trying to trim BioShock movie budget

    by 
    Justin McElroy
    Justin McElroy
    07.01.2010

    Speaking of BioShock, the Gore Verbinski-produced film adaptation of the game is apparently still in the works, despite being halted for budgetary concerns more than a year ago. IGN got word straight from Verbinski: "The problem with BioShock was: R-rated movie, underwater, horror. It's a really expensive R-rated movie. So we're trying to figure out a way working with [director] Juan Carlos [Fresnadillo] to get the budget down and still keep so it's true to the core audience, you know? The thing is it has to be R, a hard R." So we now know three things: (1) nobody's going to spend a lot of money to make that, (2) it sounds like it would be really awesome if they did and (3) seriously, nobody's going to spend a lot of money to make that. ... But, again -- would be awesome.

  • Irrational releases the original BioShock pitch document

    by 
    Griffin McElroy
    Griffin McElroy
    05.21.2010

    Every once in a while, our very plane of existence will be split into two by a major decision affecting the course of history, creating what scientists refer to as a "parallel universe." Less frequently, a window will open up which lets us catch a quick glimpse into the world of what might have been. Irrational Games threw open just such a window yesterday by releasing the pitch document for BioShock, which was planned to be a very different monster from the game we all know and love. Specifically, a sea monster. Some things in the document stayed true -- genetic modification was a major aspect of the pitch. Most of it ... well, let's just say we're glad things changed the way they did. We're not sure the story of Carlos Cuello, who must infiltrate a remote island run by cultists to rescue a wealthy heiress, would be quite so memorable. Also, those aforementioned genetic modifications give you traits of different sea creatures instead of regular ol' superpowers. Also, there was supposed to be multiplayer. Multiplayer! In BioShock! Have you ever heard of anything so preposterous?

  • XCOM being developed by 2K Australia [update]

    by 
    Ben Gilbert
    Ben Gilbert
    04.15.2010

    Update: As it turns out, 2K Australia is actually part of 2K Marin. We've got the full story right here. Original Story: Though 2K Games' middle-of-the-night XCOM announcement heralded 2K Marin as the studio heading up development of the title, 1UP reportedly clarifies that 2K Marin's "Canberra, Australia arm" (read: 2K Australia) will be in charge of the project. For those of you playing along at home, 2K Australia was the Australian counterpart to BioShock developer Irrational Games before it split to work with 2K Marin on BioShock 2, while Kenny L and company got to work on a separate (still unannounced) project. That said, this news frees up 2K Marin's core team for other projects. And if we were betting men, we'd put our money on the California arm of the company working on a third entry in the BioShock series. When reached for comment, a 2K Games rep told us we'll hear more specifics about XCOM and 2K Marin "over the next couple of months."

  • PAX East: Podcasting (f)or PR

    by 
    David Hinkle
    David Hinkle
    03.30.2010

    If you're interested at all in starting up a podcast or want to know more about what goes into creating one, the PAX East panel hosted by Gamers With Jobs' Julian Murdoch and attended by podcasting professionals Microsoft's Larry "Major Nelson" Hryb, Insomniac Games' James Stevenson, Irrational Games' Ken Levine and Shawn Elliott, and EA's Jeff Green is a pretty enlightening listen We were anxious to hear what the group had to say on the subject of using podcasts for promotion -- and we recorded it because, well, you might be interested too! For the full, unedited (and very NSFW) audio, click on the play button below. Highlights include outlining the value in podcasting, being on the front lines of PR when something bad goes down and answering questions on how to get a podcast off the ground and cultivating an audience. Feel free to give a listen below.

  • PAX East: Ken Levine and the Hug That Taught the World to Love

    by 
    Justin McElroy
    Justin McElroy
    03.29.2010

    No matter what anyone will tell you, this months-in-the-making hug between Joystiq's Justin McElroy and Irrational Games' Ken Levine was the most important thing that happened at PAX. Fair warning, Ken drops the F-bomb in the process of admitting the harsh truth that he listens to the Joystiq Podcast. It's pretty much the best thing ever.

  • The monsters you didn't see in BioShock

    by 
    JC Fletcher
    JC Fletcher
    03.17.2010

    The world of Rapture as it appeared in the first BioShock may have seemed totally complete, but Irrational Games revealed some elements that were kept behind the development curtain from us -- basically, monsters. The company revealed some rejected enemy designs from its "Vault," including some mutants that were much more ... mutated than the Splicers we saw in the final game. We imagine that people wouldn't look back so fondly on their experience in Rapture if it had been populated by melting guys and people that were in the process of turning into giant bugs. Creepy little girls seem just a bit less creepy in comparison.

  • New Irrational Behavior episode, 'How We Got Here,' launched

    by 
    Justin McElroy
    Justin McElroy
    03.02.2010

    You too can be a game designer. You may not believe it now, but wait until you listen to the newest episode of Irrational Behavior, all about what the Irrational team did before they went on to make games like BioShock and Freedom Force. The careers range all the way from the mundane (fast food gigs and baristas aplenty) to the way-way-out there -- tent putter-upper, "Ass Guy" at OzzFest and builder of Patriot missiles, just to name a few. Side note: We would listen to a whole podcast of art director Nate Wells talking about stuff, though maybe that's just us.

  • Happy Valentine's Day from the game industry!

    by 
    Ben Gilbert
    Ben Gilbert
    02.14.2010

    This past week may have been filled with investor calls and press events, but that doesn't mean that some members of the game industry weren't thinking about this weekend's day of love. Over the course of the past seven days, we were either sent these cards (by email) or found them on the various official sites of said developers/publishers -- and now we've compiled them into a love-filled gallery just for you. We might suggest you print out one (on high quality paper, of course) and give it to your dearest, but hey, let's be honest -- you should probably buy an actual card. And a copy of Flower. Hitomi demands digital gifts! %Gallery-85457%

  • Freedom Force and X-COM bundles $2 on Steam this weekend

    by 
    Xav de Matos
    Xav de Matos
    01.30.2010

    Throughout the weekend, Steam is offering two special packages that include all games in the Freedom Force and X-COM franchises for the insanely low price of $2 for each bundle. That's right, kids! For a two-spot you could pick up a bundle with Freedom Force and Freedom Force vs. The Third Reich or an X-COM collection which includes Apocalypse, Enforcer, Interceptor, Terror from the Deep, and UFO Defense. That's a lot of game for some pocket change, so get on it. Shortcut - Freedom Force Steam bundle Shortcut - X-COM: Complete Steam bundle

  • Irrational revisits scrapped BioShock, System Shock 2 features

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    01.26.2010

    Irrational Games' new community-oriented website continues to impress us with its candid peeks at the inner workings of the studio and interesting developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational's beloved pair of 'Shocks. "In one fell 30-second swoop, we could have prevented about 80 percent of the complaints, or at least redirected them toward Xerxes and the Many, and away from the development team," says designer Dorian Hart on the infamous ire directed at System Shock 2's degrading weaponry. And how would said swoop combat arguments about the unrealistic, accelerated rate of weapon malfunction? An in-game audio log "would have explained that as part of their takeover, the Many had released a special corrosive gas into the Von Braun that damaged weapons but was harmless to organic creatures." If that seems maddeningly simple, consider "Nav-Bot," a mechanical fellow intended to guide lost players through BioShock's city of Rapture. Designers had several concerns -- what happens if the helpful bot gets stuck in a scrap with enemies? -- but the player's familiarity with a plain ol' map dealt the death blow. "In the end, someone (maybe Jon Chey at Irrational Games Australia) made the executive decision that we needed to suck up the extra work and make a map," notes technical director Chris Kline. "Thus died Nav-Bot." May he rust in peace.

  • Interview: Ken Levine talks Irrational site, next game announcement and BioShock 2 relationship

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    01.15.2010

    Irrational Games' head-honcho Ken Levine spoke to us today about the developer's new website and stronger community focus -- but of course, we wanted more. We tried to get an answer on when the studio's new project will finally be announced, asked him what the company's plans are for PAX East, and finally got to the bottom of what his actual involvement is with BioShock 2 -- which isn't much. Joystiq: Why does a studio that's well-known for focused single-player experiences need such a robust community site? Ken Levine: I don't think that single player ... I don't think community is just for multiplayer. People like talking about the games. You go to Cult of Rapture, BioShock was a single player game and there's a lot of people on that site. People want to learn about us, they want to learn about other people playing the game, they want to learn what's happening at the studio. They want to know about the the integration behind stuff we did. Maybe I'm high, I just don't make the connection between multiplayer titles and a web page. We've known this change has been in the works since last March during GDC, where members of your studio were wearing shirts that hinted toward this name change. What was the impetus for putting so much effort into trying to create a community around Irrational with the site? Why was that so important? We've had a big community, back in the day when we did Freedom Force. We had a huge website that supported them. It kinda broke our heart a little bit when that went away and we converted to 2K Boston. When we took the name back, Take-Two was kind enough to agree and allow us to build our community. ... I really wanted a website that was about interacting with fans. I don't really care about the marketing stuff, that's handled elsewhere. This is not a site where you get five flash videos selling you a product. This is a site about the audience and about the audience getting a better understanding of what it's like to work here, be here and getting us a better understanding of what they like and don't like about our games.

  • First (and only) look at Irrational's canceled zombie game 'Division 9'

    by 
    Justin McElroy
    Justin McElroy
    01.13.2010

    It was rough yesterday when we heard that Irrational Games had a really incredible sounding zombie game called "Division 9" buried under its floorboards, never to be released. Ask our loved ones, we cried, moped, cried some more, and then consumed tubs of Chubby Hubby. We lost count -- it was that bad. And now that we've seen screens and video of the project, via Game Informer; now that we know the game has a dark, desperate, realistic feel that's even better than we imagined? Well, it's frankly more than we can bear. If you need us, we'll be in the frozen desserts aisle ... or maybe the whiskey aisle. Jury's still out.

  • Irrational Games has new website, podcast ... and an abandoned zombie game

    by 
    Justin McElroy
    Justin McElroy
    01.12.2010

    It's a great time to be a fan of Irrational Games. Not only has the developer recently gotten its nomenclature back into shape, it's got a gorgeous new website full of secrets and stories behind several projects (for example, Chief Ken Levine promises to talk about Irrational's new project there ... eventually). Heck, there are even achievements! Perhaps most exciting is a podcast called Irrational Behavior -- helmed by former 1UP Yours and GFW Radio heartthrob Shawn Elliott -- a sort of Irrational Games audio magazine presented with a Life Well Wasted/This American Life flavor. The first episode centers on abandoned ideas, including a game that blends SWAT, X-Com and zombies. And that we want right now, please.

  • 2K Boston is bringing back Irrational Games name, legacy

    by 
    Mike Schramm
    Mike Schramm
    01.08.2010

    [Image credit: Game Informer] Halo: Reach isn't the only story that you'll find in next month's Game Informer -- the magazine's blog has also revealed that the developer known for the past two years as 2K Boston will be returning to its roots as Irrational Games. The change isn't unexpected, as we've seen hints of the old identity coming back to the spotlight for a while. But apparently the company is going full force with the "renewed commitment" to the legacy: it'll be kicking off a new website soon (in about three days and 16 hours as of this writing, according to the countdown now running on IrrationalGames.com) that will contain lots of community features and information about Irrational's past -- including fan favorites like System Shock 2 and Freedom Force, in addition to 2K Boston's BioShock and future titles. Meanwhile, the company has a new logo -- spiffy! -- and the next Game Informer will have more information about the studios' history and why it made the choice to turn back the clock on its identity. We look forward to reading all about it.

  • Ken Levine lists favorite games again, changes mind on a few

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    10.28.2009

    Ken Levine plays video games. Shocking, we know! Speaking with IndustryGamers, Levine, who is currently working on a super-secret project, listed his ten favorite games. Occupying the top five spots in descending order are: World of Warcraft, Civilization, Beyond Good & Evil, Ultima Underworld and Company of Heroes.Back in 2007, Levine produced a similar list for MSNBC. His top five have apparently shifted in the last two years, though, as Heroes of Might and Magic 2 and Legend of Zelda: A Link to the Past have fallen even beyond the BioShock developer's top ten. How hast these games forsaken thee, Ken? What hast they done for thou to banish them from thy heart likest so?

  • MIT BiG: Levine talks life before BioShock

    by 
    Christopher Grant
    Christopher Grant
    05.08.2009

    We're here at the MIT Business in Gaming conference this afternoon to watch Ken Levine – who holds the title trifecta of "co-founder, "president" and "Creative Director" at 2K Boston (née Irrational) – take the hotseat in a Q&A format (that, for some reason, is being billed as a "keynote"). No bother – given an opportunity to hear the BioShock developer discuss the current state of the industry (not to mention regaling us backstage with amusing yarns about Strauss Zelnick's protein-centric diet), we took our spot in the front row, laptops at the ready. After an introduction by one of the show's sponsors (get off the stage, bub!) the Q&A was handed over to MIT graduate student Dennis Fu, who peppered Levine with a series of questions inspired by the day's panel topics: digital distribution; in-game advertising; MMO business models; and serious games. Fu stepped right into the deep end, asking Levine "What can you tell us about BioShock 2?" As he's said before, he's keeping himself intentionally in the dark so that he can play it "as a fan." "We're sort of keeping ourselves at a distance," he explained.

  • Ken Levine: Next project will cost 'a fair amount of money'

    by 
    Christopher Grant
    Christopher Grant
    05.08.2009

    During his Q&A at the MIT Business in Gaming conference, Ken Levine revealed the cost of some of his projects and hinted at the cost (and scale!) of 2K Boston's latest, still secret, project. "Freedom Force was $2 million; System Shock 2 was $600K, it was nothing. BioShock, I think it's been published, was $15 million," Levine said. When we asked how much, on that scale, his new project would cost, Levine teased, "It's more than System Shock 2." He elaborated, "It's a fair amount of money. Our goal is to build experiences." Referring to the craft of building experiences, Levine noted that BioShock "didn't have the best shooting compared to Call of Duty" and "it didn't have the most revolutionary AI." What it did have was an "experience [gamers] couldn't get anywhere else." It was something "that people can look at it and say, 'I can't have this experience anywhere else.'" Here's the thing: "Generally those experiences cost a fair amount of money to make," Levine says. Of course, he can't say how much – "because I would probably get fired before I walked out the door" – but he assures us "It won't be the cheapest product ever made." So we've got a ballpark here: Somewhere between $600K and infinity.

  • Take-Two files trademark for 'Irrational Boston'

    by 
    Ben Gilbert
    Ben Gilbert
    04.01.2009

    The clues have been building up and it appears that 2K Boston may be changing its name to Irrational Boston, the original name of the development studio (albeit now with a location tacked on to the name). The information comes by way of a trademark registration (via superannuation) filed by parent company and publisher Take-Two Interactive, not to mention shirts we spotted 2K Boston employees wearing at GDC last week.Little is known about how the name change will affect the development studio but we are prone to wild speculation. So let's begin! Is it a sister studio inside 2K Boston? Is it to spin off 2K development studios under the "Irrational" name? And what does this mean for the other half of the original Irrational Games that's now named "2K Australia?" The official word from 2K Boston as of this morning was, "No comment," but we should expect to hear something "very soon." We'll update this post as news comes in.[Via superannuation]