Irrational-Games

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  • Irrational introduces 'Monster Island' ... which we'll never play

    by 
    JC Fletcher
    JC Fletcher
    10.27.2010

    We think Bioshock Infinite looks great and all, but after seeing developer Irrational Games' decade-old pitch for a game about Godzilla-style monsters versus the humans trying to destroy them, we can't help but look at Infinite with a bit of contempt. Sure, it's irrational to think this pitch is what the team would be making if they weren't making the next BioShock -- but we are talking about Irrational Games here! "The pitch promised some 20 monsters, a living city, heavily destructible environments, and a dynamic civil defense network," Irrational's Chris Remo recounted in the studio's latest "From the Vault" feature. The game would have let players control either a monster or the defending forces. To twist the knife, Irrational artist Jorce Lacera went back and illustrated some concept art for the unmade game, including the image above and a reimagining of the classic movie monster Anguirus. Check out the article and spend the rest of the day dreaming about what will never happen.

  • BioShock Infinite displays finite number of new screens

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    10.21.2010

    Like a drip off the great sky-city of Columbia, making its long journey down to us ground walkers, Irrational has deemed these four pictures worthy of eyeball consumption on this day.

  • Watch the BioShock Infinite gameplay demo

    by 
    David Hinkle
    David Hinkle
    09.21.2010

    We could all use a helping hand from time to time. In BioShock Infinite, that role is played by Elizabeth, the empowered beauty you see above. We bring this up because, well, not all of you are within reach of your Xbox 360, able to check out the gameplay demonstration that went live on Xbox Live Marketplace today. So we've gone ahead and placed it past the break for your viewing pleasure. Of course, we've already seen it -- and subsequently told you about it -- but now that you're able to check it out, what do you all think? %Gallery-102914%

  • BioShock Infinite gameplay video now on XBLM

    by 
    Ben Gilbert
    Ben Gilbert
    09.21.2010

    The Xbox 360 Dashboard might not want you to know it just yet, but hidden among the 'Game Videos' section of the game marketplace is a just-released 10-minute gameplay demo for BioShock Infinite. The guided demo will go live everywhere else tomorrow, but if you've got an Xbox 360, we'd suggest queuing up the clip for download right now. It'll probably be the best ten minutes (involving telekinesis) you'll experience today!%Gallery-102914%

  • BioShock Infinite gameplay teased on video

    by 
    Andrew Yoon
    Andrew Yoon
    09.18.2010

    You've seen the CG trailer. You've read our preview. You've even watched our interview with Ken Levine. But what does BioShock Infinite's gameplay look like? This week's episode of GTTV offers a small glimpse.

  • BioShock Infinite propaganda implores your patriotism

    by 
    Ben Gilbert
    Ben Gilbert
    09.16.2010

    What will you say when little Sally asks, "Daddy, what did you do during the Siege of Columbia?" Will you tell her that you stood with your Ultranationalist compatriots against the foreign hordes, or that you rejected your floating paradise in favor of the common man? BioShock Infinite proposes just such questions with the recent release of a handful of propaganda art pulled directly from Columbia's walls. Game Informer has them exclusively as part of coverage of the game leading up to the Saturday Evening Post-style cover story in its next issue. We absolutely suggest you check out the pics, but try not to be swayed by the WWII-esque sentiments.

  • See the first in-game shot of BioShock Infinite's Handyman

    by 
    David Hinkle
    David Hinkle
    09.07.2010

    We're not so sure we'd give up most of our flesh and bones for some bitching robotic arms and a protective tank for a heart. While it'd be great to be able to reach stuff on the top shelf of the cupboard without grabbing a chair, it's not like we need a can of Beefaroni that bad, you know? Don't tell that to BioShock Infinite's Handyman, the villainous hybrid of man and machine revealed at PAX and pictured above (via Game Informer). He's already made his choice. So pointing out all of the stuff he'll it'll never be able to do again will likely put you on the receiving end of a massive beatdown -- just like the poor guy in the screenshot. Check out more new BioShock Infinite screens on Game Informer.com.

  • Here's the BioShock Infinite Game Informer cover(s)

    by 
    Christopher Grant
    Christopher Grant
    09.04.2010

    Next month's Game Informer cover isn't revealing a new game – unlike last month's Batman: Arkham City cover – but it's still got plenty to offer. Behold! Three separate BioShock Infinite covers, crafted by Irrational artist Rob Waters, that ape the old-timey, Norman Rockwell aesthetic of "The Saturday Evening Post." Unveiled during a PAX panel titled "From Concept to Cover: The Game Informer Selection Process," GI Editor-in-Chief Andy McNamara shared not only the final three covers, but the many revisions that went into each one. We've got some galleries below of each cover and its various revisions, including some commentary from both Game Informer and Irrational.

  • Irrational interviews Marvel's Brian Michael Bendis on writing

    by 
    Ben Gilbert
    Ben Gilbert
    09.02.2010

    Moving from game development to multidisciplinary writing, Irrational Games' Ken Levine and Shawn Elliott chat with Amazing Spider-Man writer Brian Michael Bendis on the second episode of Irrational Interviews, released this week. Did you know that what became BioShock was heavily seeded by a trip Levine and his wife took to Rockefeller Center? You would've if you'd already listened to the episode! What're you waiting for, dummy? Direct Download / iTunes Feed / Irrational Interviews RSS Feed [Image credit: Pinguino]

  • Take-Two loses legal fight over BioShock.com

    by 
    Justin McElroy
    Justin McElroy
    08.25.2010

    Take-Two: Would you kindly give us Bioshock.com? Name Administration: ... Umm, no. We're a domain squatter in the Cayman Islands, not giving companies domains is kind of what we do. Take-Two: Oh, WIPO? Would you kindly tell them to give us back Bioshock.com? World Intellectual Property Organisation: Well, we talked about it, and ... no. For starters, they registered it before you got any trademarks on the "BioShock" name. Besides, that phrase could apply to other stuff besides your game. Take-Two: Alright then, would you kindl-- Name Administration: Look, just stop it, OK? You've been saying "would you kindly" every 20 seconds during this hearing and frankly, it's starting to creep us out. And why is it whenever you say it you have to ... oh, what would you call it, WIPO? WIPO: Glowering. You're glowering. Name Administration: Yes! You're glowering, and it's weird. And while we're at it, what's up with the golf club?

  • What's in a name: Irrational Games

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    08.20.2010

    It's time for another origin story of an industry presence. During a recent Gamescom interview with Ken Levine of Irrational Games we asked how the developer received its senseless, illogical name: "Naming things is my least favorite thing to do. In terms of BioShock Infinite, the name doesn't make a lot of sense to people. Even naming BioShock, I was never like, 'Oh my god! That's exactly it!' 'Irrational, that's exactly it!' Names are difficult because you're trying to do so much work in such a little space. So we're never happy with it. "Irrational was almost called 'Underwater Horse.' The reason that was, you know hex-based war games? My business partner John and I played this very complex World War II game where not only was there a horse-vs-horse combat table, it was so complex, but there was an underwater horse-vs.-underwater horse combat table. So we almost called the company that. We just couldn't come up with a name. "[Irrational] was the name we all hated least. But now after fifteen years or whatever it's been -- thirteen years. I think the identity has sort of subsumed itself into the name and the word means something to us beyond what "irrational" means in the dictionary because it's a culture, it's a kind of game." And what about the company's Prince-like name change from Irrational to 2K Boston, back to Irrational? With a very dry and clipped delivery, Levine said, "It wasn't my idea to call it 2K Boston." Like this feature? Be sure to check out the What's In A Name Archives.

  • Irrational podcast discusses BioShock Infinite's 'Handyman'

    by 
    Richard Mitchell
    Richard Mitchell
    08.20.2010

    The Irrational Behavior podcast season concludes this week with an episode dissecting the work that went into the BioShock Infinite reveal trailer. While it's a good listen all on its own, the podcast also reveals a handful of tidbits on the trailer's mysterious, mechanical assailant. The creature is known as an "Alpha," though the Irrational team also refers to him as the "Handyman." Originally, the trailer was to offer a full glimpse of the Handyman, though that idea was later scrapped for the more "noir-ish" take used in the trailer. Apparently, the character design featured a "big goofy mustache" and a bowler hat, but Ken Levine dismissed the design as "something out of the Italian kids' menu." The Handyman also had crab-like claws initially. These were later replaced by the fingered hands seen in the trailer, not only because they were better for grabbing and punching, but because they added a degree of humanity to the Handyman. Finally -- get this -- the Handyman was originally supposed to cry as he assaulted the protagonist Booker Dewitt, but the sound of a man sobbing didn't mesh well with the feeling of the trailer. Yeah, we can see how that might be jarring.

  • Ken Levine keeping mum on BioShock Universe continuity

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    08.20.2010

    For those who've been wondering how the recently announced BioShock Infinite's universe relates (if at all) to the original BioShock ... well, it would seem that answer isn't coming anytime soon. Irrational Studios' big daddy, Ken Levine, told Joystiq at Gamescom today, "You can see from the gameplay perspective connections between the games, how it's a BioShock game. I think we'll learn over time about what and if the other connections are. But it's really important to me that the same way if I had talked to people about 'would you kindly' or anything like that ahead of time, it would have taken away a lot of the experience. We want to protect the experience." When we politely pointed out that he had avoided answering the question on whether the game is set in the same universe, he simply reiterated, "We want to protect the experience." He did eventually note regarding criticisms of the game's name: "More will be understood in time. The name will become far less mysterious once you finish the game." Yeah, great -- that's two agonizing years from now!

  • BioShock Infinite images catch fleeting glimpses of Columbia

    by 
    David Hinkle
    David Hinkle
    08.18.2010

    Irrational Games has let loose several BioShock Infinite screenshots. Each one depicts an unsettling scene: a gun-toting news vendor, a candid shot of the dark-eyed Elizabeth, and some nut conducting an orchestra for the clouds. In fact, that conductor fellow kinda looks like Andrew Ryan, but considering this game takes place in 1912, it can't be him -- unless they had Oil of Olay Age Defying cream back then or something, but we seriously doubt that. %Gallery-99727%

  • Ken Levine: Why Irrational didn't do BioShock 2; What he thought of it

    by 
    David Hinkle
    David Hinkle
    08.12.2010

    With the announcement of BioShock Infinite, you may be asking yourself, "Well, why did you bow out of doing Bioshock 2, Irrational Games, only to come back to the BioShock universe?" According to comments from IG head honcho Ken Levine during our recent interview, he "felt like we said what we wanted to say about Rapture." He went on to say, "that's one of the reasons BioShock 2 wasn't the right project for us and, as we agreed with the company, we didn't have the timeframe or the scale to make the product of the ambition we had." The sequel, which was developed mainly at 2K Marin and launched earlier this year, was also brought up by Eurogamer during its interview with Levine, though it was more concerned with his thoughts on how the sequel came out. "I think it's a very talented team," he said of developer 2K Marin, "and I think it fulfilled the mission of completing the story of Rapture."

  • Ken Levine explains why BioShock Infinite isn't photorealistic

    by 
    Justin McElroy
    Justin McElroy
    08.12.2010

    There's a lot to process in the debut trailer and screens for BioShock Infinite, not the least of which is the look of the characters, which have a slightly exaggerated look to them. In a discussion with Gamers With Jobs on their 200th podcast, Irrational Games boss Ken Levine explained. "A movie uses photorealism quite often because it's free. We don't get a cost benefit for being photorealistic, it's the same reason Pixar's not photorealistic, you just end up creepy," he said. "There's no need to be photorealistic and I think it's kind of a cop out. I'd much rather play a game that's stylized." Or maybe by 2012, we'll all look like Pixar characters and that will be the new photorealism. See, it's hard to say, because that's so long from now.

  • BioShock Infinite preview: Setting foot in the floating city of Columbia

    by 
    Christopher Grant
    Christopher Grant
    08.12.2010

    The Event This wasn't a normal video game press event. First, and perhaps most obviously, the security was thick. While an allegedly corrupt politician celebrated his birthday upstairs – an endless procession of well-dressed upper crusters made their way into the historic Plaza Hotel while protesters held court outside – another high-profile event was being held on the second floor. And while there was no police presence like outside, the black-pants, black v-neck crew that Irrational Games brought with them had things on lockdown. "Does that computer have a camera on it?" one of them asked me. "You'll need to check it." I went back into the hallway and got back in line. The same line I already stood in to check my cellphone. Security was thick. But that's been the Boston-area developer's modus operandi since work began on its new title nearly three years ago. It's exceedingly rare in our industry to have a high-profile developer like Irrational keep something so completely under wraps for so long. And now, a room full of gaming press were assembled to see what Ken Levine and Co. have been working on. With an embargo less than 24 hours away and the promise that no outlet would be getting an early exclusive, Irrational wasn't about to let up on security now. After an introduction by a PR representative, again pleading with us to keep things quiet until today, Irrational Games' founder Ken Levine took the stage. "It's a long way to come for a trailer, a demo, and a little conversation," he admitted. "We also appreciate the patience you've had with us. It's been three years and we've said nothing about what we're doing," but it was finally time to see what was beneath the curtain. Cue the trailer.

  • BioShock Infinite coming to PS3, Xbox 360 and PC in 2012; see the trailer now

    by 
    Andrew Yoon
    Andrew Yoon
    08.12.2010

    It has been nearly three years since Irrational Games released BioShock, a critical darling and a financial success. Somehow, designer Ken Levine and his team have managed to keep their new project under wraps until now. The mystery ends today, with the unveiling of BioShock Infinite. Set in 1912 (making it a prequel!), Infinite will look unlike anything you'd expect from a BioShock game. Curious to see? Watch the debut CG trailer after the break, and feel free to peruse the first ever screenshots in our gallery. If you're hankering for more coverage, check out our interview with Ken Levine, and find out how the game works in our preview.%Gallery-99251%

  • What is Icarus? An Irrational teaser site, it seems

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    07.27.2010

    What good's a secret project without a secret teaser website? WhatIsIcarus.com isn't much at the moment -- as evidenced by the image above -- but it's likely to fill in leading up to the August 11 reveal of Irrational Game's "Project Icarus." While domain registry info does not directly link the mystery site to Irrational, its nameservers point to parent-company Take-Two, along with (curiously) sister subsidiary Rockstar Games. For those of you who enjoy a long tease (without a countdown clock), keep an eye on WhatIsIcarus -- and let us know when something happens!

  • Irrational Games event on August 11th in NYC, game reveal probable

    by 
    Christopher Grant
    Christopher Grant
    07.24.2010

    We don't know much about "Project Icarus," the still-codenamed and much-anticipated new game from Irrational Games, the Boston-based dev behind BioShock. While BioShock 2 has come and gone out of spinoff 2K Marin, and we've already gotten our hands on 2K Marin's followup, XCOM, we still don't have a shred of information on what Irrational's been working on over the last three years. That's all likely to change on August 11th when Ken Levine and company are holding an event in New York City. We received the above invitation today and, while it's short on details, it promises that "details and formal email invitations" will be arriving shortly. Until then, peruse the above image for any hidden secrets it might hold. New York City, is that a clue? August 11th? That's the 223rd day of the year but what does it mean? It's Hulk Hogan's birthday ... are you seeing what we're seeing? It all makes sense now!