Irrational-Games

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  • 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!

  • Nate Wells leaves Irrational Games for Naughty Dog

    by 
    David Hinkle
    David Hinkle
    08.13.2012

    BioShock Infinite art director Nate Wells just left Irrational Games, and today he's revealed it's for a new gig at Santa Monica-based Naughty Dog. Wells announced the news on Twitter earlier today, though didn't say much more beyond that – it's unknown whether or not he'll have any hand in Naughty Dog's next game, The Last of Us.Wells was one of three high-profile vacancies at Irrational Games last week, which was soon followed by one high-profile hire: Epic Games alumnus Rod Fergusson. In a follow-up piece, Irrational Games creative director Ken Levine commented on Wells' departure and BioShock Infinite's new art director, Scott Sinclair.

  • 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.

  • Freedom Force: Superhero role-playing done right

    by 
    Rowan Kaiser
    Rowan Kaiser
    05.11.2012

    This is a weekly column from freelancer Rowan Kaiser, which focuses on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. The Avengers' huge success in its first week of release may represent the pinnacle of the superhero takeover of mainstream culture. Superhero comics have long been comparable to video games' bigger brother, with many of the same criticisms and stereotypes and similar slow paths to respectability. There's always been a great deal of crossover between the two, especially in terms of games based on comics. Most of these were platformers or brawlers, and most, like licensed games generally, were mediocre at best – with a few exceptions.Roleplaying games especially seemed to be a natural fit for superhero games. Both usually have origin stories, over-the-top villainy, straightforward morality and, most importantly, characters overcoming adversity by gaining more strength and greater power, with single characters or small party dynamics. There were a few attempts of varying success, like the simple RPG/adventure hybrid Superhero League Of Hoboken, but it still took until 2002 for a great superhero RPG to be released: Freedom Force.

  • 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.

  • BioShock Infinite delayed to February 2013

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    05.09.2012

    Take-Two has delayed BioShock Infinite until February 26, 2013."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," said Irrational Games Creative Director Ken Levine. "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."Levine also mentioned in a separate statement that the game will be going dark from here on out, noting it will not be shown at mega events E3 and Gamescom."That way, the next time you see our game, it will be essentially the product we intend to put in the box. 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."%Gallery-124453%

  • 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 2 emerges on Mac today

    by 
    Jessica Conditt
    Jessica Conditt
    03.29.2012

    BioShock 2 is out on Mac today, in just enough time for you to enjoy the entire game before playing BioShock Infinite on anything but Mac this October -- although if you enjoy waiting, we hear the Vita version still doesn't have a release date. BioShock 2 on Mac includes the multiplayer component, The Fall of Rapture, as well as the complete campaign.Irrational previously announced BioShock 2 would hit Mac in January, published by Feral Interactive. Turns out half of that statement was true, and BioShock 2 is today available for Mac download via the Feral store, Mac App Store, Gamersgate, Gamefly, Mac Game Store and Macgames.fr.

  • Bioshock film adaptation loses director Juan Carlos Fresnadillo

    by 
    Jordan Mallory
    Jordan Mallory
    03.24.2012

    It's been a couple years since we've caught wind of any movement on the Bioshock movie adaptation announced back in 2008. Last we heard, pre-production on the film had been halted while discussions were held regarding the project's necessary budget and potential rating upon release.Those talks are still ongoing, but once-attached director Juan Carlos Fresnadillo has apparently run out of patience. "To be honest, by now, I'm completely out of that, and developing other stuff," Fresnadillo said in a statement to The Playlist. "Right now it's on hold. The studio and the video game company, they have to reach some kind of agreement about the budget and the rating."Here, Hollywood, allow us to resolve four years' worth of negotiations in four seconds: Make Bioshock's budget "all of the money" and let it have an R rating. Problem solved.

  • 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.

  • Levine wants to show you BioShock on Vita, not talk about it

    by 
    Xav de Matos
    Xav de Matos
    03.08.2012

    "It's something completely different that we're crafting," Irrational Games boss Ken Levine tells me as I press him for details on BioShock for the PlayStation Vita. Levine revealed during Sony's media briefing at E3 2011 (pictured) that the new handheld would be home to a unique experience set in the BioShock universe."It's not BioShock Infinite ported to the Vita," he reiterates.Moments earlier, Levine highlighted a point of frustration that comes with making announcements. While happy to discuss BioShock Infinite's October 16 release date, his Twitter feed immediately filled with questions about the "next thing, or the 'Collector's Edition,' or the Vita game." And here I am, falling into the same trap as his Twitter followers -- asking new questions when old ones are answered.When might we hear more about the portable experience? "Look," he says with an emerging laugh in his voice, "we're working on it. We're trying to figure that [announcement timing] out. I ideally wouldn't have talked about the Vita game when I did. It was understandably important that, you know, Sony wanted us to share that information."

  • Introducing BioShock Infinite's second heavy hitter: George Washington with a mini-gun

    by 
    Xav de Matos
    Xav de Matos
    03.08.2012

    There's a new breed of baddie coming to BioShock Infinite. Dubbed the "Heavy Hitters," these menacing foes are another in a long line of defense against Booker DeWitt, protagonist and trespasser in the floating city of Columbia.The 'Motorized Patriot' is a machine that wields a mini-gun and dons a horrifying wax mask, modeled after George Washington. Unlike the residents of Columbia, Heavy Hitters are relentless in their attack, and don't hesitate."We perceived a lack of variety in the enemies in BioShock," Irrational Games boss Ken Levine tells me over the phone. "There tend to be a lot of Splicers with weapons -- that was the primary thing you dealt with -- or there were a couple of them with plasmids. And then you had the Big Daddies. We really wanted to broaden out the pool [for BioShock Infinite]."A total of four 'Heavy Hitters' are featured in BioShock Infinite. The hunkering, horse-throwing beast from the original gameplay trailer -- dubbed 'The Handyman' -- is another. Each has unique characteristics, and each ask for different tactics if you hope to defeat them.Irrational's intent isn't for Heavy Hitters be the 'Infinite versions' of BioShock's iconic Big Daddy, Levine says. It was a matter of expanding the variety of enemies for players."We're not trying to recreate anything 'note-for-note.' If I have a C-Sharp in BioShock, I'm not really looking to necessarily have a C-Sharp in BioShock Infinite," Levine explains before apologizing for being "a music nerd.""I want the kind of vibe to feel the same and the piece to feel like they're connected." There are "a ton of things" that connect the two games, he says, but only because the team feels their inclusion "organically worked" in BioShock Infinite. Irrational doesn't want to fall into the trap of feeling forced to add something to its next game, simply because it was prevalent in the first one in the series.BioShock Infinite launches for the PC, Xbox 360, and PlayStation 3 on October 16.

  • BioShock Infinite ignites a revolution on October 16

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.01.2012

    BioShock Infinite will fly into retail on October 16 and 19 in North America and internationally, respectively, 2K Games just announced. The game will launch on Xbox 360, PC and PS3; with the latter receiving Move support and a free copy of the first BioShock."After BioShock, we had a vision for a follow up that dwarfed the original in scope and ambition," said Irrational Games Creative Director Ken Levine. "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."So, prepare for a trip to Columbia this autumn and fight like it's 1999 (or, 1912, which is when the game is actually set).

  • 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.

  • Levine gets dramatic when writing, directing for BioShock: Infinite

    by 
    Jessica Conditt
    Jessica Conditt
    01.09.2012

    Irrational Games' Ken Levine writes video games through the lens of a playwright and stage director, having penned plays since the age of 14 and majoring in drama in college. This perspective on storytelling helped him write the audio logs in BioShock, and it's shaping the way he directs the voice actors -- in person for the first time -- in BioShock: Infinite, Levine told Gamasutra. Writing Elizabeth and Booker, Infinite's main characters, was a completely different process than writing BioShock's antagonist, Andrew Ryan, Levine said. "I always had Ayn Rand in my ear while I was writing him, and she is quite articulate in her viewpoints. So he was a pretty easy character to write, for me," Levine said. "Booker and Elizabeth, because there's a very different constraint set, because I haven't done this kind of writing for a game before, where you sort of have all this dynamism with a character you're walking around the world with, that you're speaking to, as Booker... just the mechanics of it!" Levine said he was inspired by the easy banter Naughty Dog placed in Uncharted, and he saw how it could transfer to a period piece. As he describes them, Levine's characters are unique to their time period and his own imagination: "Elizabeth is a person who sees nothing and wants to see everything, and Booker is somebody who's seen everything and wants to see nothing. They're at opposite ends of the spectrum." The full (and long) interview is here, if you're interested in details about how Levine makes women weep.