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  • Ken Levine and Guillermo del Toro talk films, monsters, and narrative on latest Irrational Interviews

    by 
    Ben Gilbert
    Ben Gilbert
    10.31.2011

    We've got a perfect excuse for you to once again don that Big Daddy costume from Halloween of aught seven: a podcast. Wait, wait, hear us out -- the podcast is Irrational Games' own "Irrational Interviews," and stars none other than BioShock and BioShock Infinite creative lead Ken Levine. Oh, also, it's totally Halloween again, so you probably need a costume anyway. Furthermore, Mr. Levine's speaking with film director slash game developer Guillermo del Toro -- behind films such as Pan's Labyrinth and Blade 2, and heading up creative duties on THQ's inSane -- and it's just the first half of a two-parter. If it were ever a good day to hear two creative virtuosos wax philosophical about making scary monsters, today is that day.

  • Levine: Occupy Wall Street and tea party mirror revolution in BioShock Infinite

    by 
    Jessica Conditt
    Jessica Conditt
    10.28.2011

    Irrational Games' creative frontman Ken Levine started Occupy Wall Street in a city in the sky, a year before the first tent was pitched on the ground in Manhattan -- and if his timeline of events in BioShock Infinite is any indication of our own future, we'd better start building some evacuation skyhooks yesterday. Levine draws parallels between the fighting political factions in Infinite, the Founders and the Vox Populi, and the OWS and tea party movements, in an interview with the Washington Post. But it doesn't start -- or stop -- there: "In this world, we came up with the idea of looking at what was happening at the time of the game [the 1890s], with the jingoism movement and the nationalist movement versus internationalist movement," Levine said. "This was before the tea party, before Occupy Wall Street. Actually, when people saw that demo, they thought we were aping the tea party; they thought it was a hit piece on the Tea Party. But these movements tend to happen. There have been nationalist and nativist movements many times through history. "As we developed these opposing groups," Levine continued, "the Founders versus the Vox Populi, it was interesting to see this play out in real time, so that the fictional movements we're creating that are set in this heightened past are almost being duplicated in reality." The polarizing views in the game mirror real-life partisan perception of the BioShock games, Levine said, with people on both sides vilifying them for opposing reasons. Infinite demonstrates a possible outcome of such political extremes, with Columbia seceding from McKinley-era America and devolving into violent drama. "I hope the real-life movements don't head to the same place, though," Levine said. "I'm not going anywhere nice, I'll tell you that much."

  • Too many chefs: Ken Levine's thoughts on auteurship, editorship, and his work on the BioShock film

    by 
    Ben Gilbert
    Ben Gilbert
    10.26.2011

    When it comes to the development behind BioShock 1 and BioShock Infinite, Irrational Games studio head Ken Levine described his role as that of "editor of a magazine ... but I'm also a writer for the magazine," putting things into terms that my word-addled brain could understand. "I believe more in editorship. Auteur sounds like you do everything," he began, making a point to preface his following description with a nod to the other 100-ish folks employed at his Massachusetts studio. That aside, Levine was clear that his role on Infinite is absolutely that of creative lead, not just creative oversight. "This is my game. And I love the fact that we sit down and chat with each other [Levine and other game devs outside of Irrational], but at the end of the day ... this thing's gotta be my decision." When it came to the translation of BioShock 1 from game to film, however, Levine's role changed -- even though he had been creative lead (head editor?) during the game's development. "If I were to make a game that was based on somebody else's franchise, you need somebody there who's going to say, 'This is true to the franchise, this isn't true to the franchise.' So that was more my role in the film," he explained.

  • Irrational's Ken Levine on BioShock's final boss and how Infinite's solution is 'more in our wheelhouse'

    by 
    Ben Gilbert
    Ben Gilbert
    10.18.2011

    "So every game we make, we always say to ourselves -- back on BioShock 1, we had that terrible showdown fight at the end -- we're not good at that, let's not do that again. And then somehow, we end up ... it's like ... 'Baby I'll never hit you again, I'm changed, I'm changed!' And then we did it!" Irrational Games head and BioShock 1 creative lead Ken Levine struggled through that explanation this past weekend, pausing often, sighing a lot, and doubling back to be extra clear. His sentiment was certainly definitive, though: even he wasn't a big fan of the game's final boss fight with Atlas. "I think the boss battle in BioShock 1 -- the real boss battle -- is Andrew Ryan." I had asked about how BioShock Infinite, the studio's next game, would deal with boss fights, as the Atlas battle in the first BioShock title was seen by many as the lowest point in an otherwise spectacular experience. "I think we need to stay in our wheelhouse," he explained. "We're not Shadow of the Colossus. Those guys have a genius for that. We don't have that particular genius." Without getting into anything specific, and recognizing that it would be a "missed opportunity" not to do something with Songbird (Infinite's airborne antagonist), Levine said gamers should expect something more akin to the Andrew Ryan resolution in BioShock 1.

  • 'Irrational Interviews' pairs Ken Levine with the BioWare docs on latest episode

    by 
    Ben Gilbert
    Ben Gilbert
    08.31.2011

    When we tipped you in the past about Irrational Games' ongoing series of podcasts, dubbed "Irrational Interviews," we may not have been emphatic enough about becoming an ongoing listener. To date, not a single episode has been less than interesting, and this week's episode with the BioWare doctors goes far beyond that all-too-general adjective. The trio cover everything from their disparate, non-game industry backgrounds, to the myriad difficulties involved in growing a studio, to the requisite "where is the industry going" conversation (unfortunately, even these folks don't know for sure). And clocking in at around half an hour, you can easily fit it in while your significant other watches another episode of the Jersey Shore. [Image credit: Flickr user 'richcz3']

  • BioShock Infinite PAX panel video explores the importance of relationships, crying in tiny rooms

    by 
    Jordan Mallory
    Jordan Mallory
    08.29.2011

    PAX can be a fantastic catalyst for news and breaking information about upcoming games, but it also provides a unique window into the development process that we as consumers don't often get a chance to see. This year's BioShock Infinite panel, for instance, dove into the art of voice-acting, the challenges associated with dynamic story telling in a first person environment, and the benefits associated with crying in a 5-by-6 closet while strangers viciously berate you. The panel, hosted by G4's Adam Sessler, starred Irrational Games' Creative Director Ken Levine, as well as voice actors Troy Baker and Courtnee Draper, who voice Infinite's Booker DeWitt and Elizabeth, respectively. The group covered a wide range of topics regarding Infinite's lead characters, their motivations, and the somewhat unorthodox techniques used to extract such emotional performances from the actors. Despite being fairly F-bomb heavy, the above video doesn't disclose any information we weren't already aware of, so the spoiler-cautious among you need not worry.

  • Ken Levine talks BioShock: Infinite on PS3, Move functionality

    by 
    Richard Mitchell
    Richard Mitchell
    08.09.2011

    Do you really need an excuse to watch Ken Levine talk about BioShock: Infinite? Fine, for starters, he discusses the game's PlayStation Move support and his thoughts on the Vita. Second, he's rocking a sweet beard. Now watch it already. PS Blog also posted a few choice quotes from the designer about the process of creating Infinite for the PS3, noting specifically that, unlike the first BioShock, Infinite has been designed with the PS3 in mind from the outset. Levine noted that Irrational has become "very familiar" with the console and that the team is working to "leverage" the hardware as best it can. Levine also discussed the subject of replayability. While he wouldn't confirm whether or not Infinite will have a "new game plus" mode, Irrational is putting "a lot" of thought into the game's longevity. "People will see more as time goes on," Levine noted. Head over to PlayStation Blog for more info, including Levine's thoughts on 3D, politics in games and the PS Vita.

  • Levine reveals the psychology behind Bioshock Infinite

    by 
    Jessica Conditt
    Jessica Conditt
    07.09.2011

    We've seen the hypnotic 15-minute trailer for Bioshock Infinite, but much more lies beneath the floating surface of Columbia. Levine revealed the method behind Irrational's madness in a lengthy interview with Rock, Paper, Shotgun this week, discussing the stress to make Infinite perfect and the trials of living in a dream within a dream. Levine wants the story and AI behind Elizabeth to run so smoothly that players fall in love with her, which means innovating her every motion with a mix of scripted scenes and environment-induced emergence. Levine said Irrational are also taking a psychological approach to the player's relationship with Elizabeth, through the heady ritual of self-sacrifice: I started thinking about how a very sick patient often rapidly feels an intense bond with their doctor, because they're in danger. The same is true of people in combat. This tuned us to the nature of sacrifice, and to what a character wants and will sacrifice to get it. Elizabeth wants to control her own destiny and she'd rather die than not control her own destiny. We thought that this was something people could empathize with, but we also thought that sacrifice rapidly builds connections between people. After that, the interview takes a decidedly philosophical "Is this all a dream? Why are we here? Who is the boss?" turn, but if you're interested check out the full interview on RPS.

  • BioShock Infinite E3 demo video coming July 7, first two minutes right here

    by 
    Mike Schramm
    Mike Schramm
    06.30.2011

    You've surely already read about what we saw during the E3 demo of BioShock Infinite, from the sky-lines to Elizabeth's tearing ability and all of the other quirks of the floating city of Columbia. But perhaps that's not enough for you. Perhaps you want to pick over the experience yourself, looking for succulent secrets and tasty hints that we game press types may have somehow missed. In that case, you're in luck: Ken Levine says the entire 15-minute demo will be shown on Spike TV on July 7. Even before that, you can watch the full first two minutes of the award-winning demo above. Keep an eye out for our favorite part: "golden" American presidential statues that Booker dismisses with a certain monarchical reference. History! Metaphor! Meaning! No wonder this game's so impressive.

  • Xbox co-creator Seamus Blackley starts new game studio

    by 
    Ben Gilbert
    Ben Gilbert
    05.27.2011

    After helping birth the original Xbox way back in 2000, Seamus Blackley left Microsoft to get back to game development. He put that dream on hold in 2004 when his studio, Capital Entertainment Group, folded, choosing to soldier on as a talent coordinator at Creative Artists Agency. Beyond negotiating deals for famous names like BioShock creative lead Ken Levine and Flower devs thatgamecompany while at CAA, Blackley most recently helped ex-Infinity Ward heads Vince Zampella and Jason West navigate that debacle's dangerous waters. But now, it seems, Blackley is changing jobs once more. Variety reports that he'll be heading up his own game production company, with virtually zero details given about the move. The change is still fresh enough that Blackley has yet to alter even his LinkedIn profile, for instance. For now, the games team at CAA will now be headed up by Ophir Lupu and David Stelzer, who were already working with Blackley's command, as well as Greg Essig retaining his role as a "games agent."

  • BioShock Infinite won't support Move, Levine 'open to' 3D

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    03.22.2011

    When it comes to BioShock Infinite, Irrational Games is committed to delivering parity across platforms. Unlike the PS3 port of the original BioShock, the PS3 version of Infinite is being developed in house alongside the other versions. The PS3 game won't be adding any trivial, platform-specific gimmicks either. Creative director Ken Levine told Play that Infinite won't feature PlayStation Move integration, explaining that he'd "never want to throw in Move support just because it's going to make some first party happy." Levine suggested that Irrational simply doesn't see a novel use for the motion controller within the game. "[It's] like, 'Okay, do you want to harvest or save Little Sister? Waggle left to harvest, waggle right to save!'" he imagined if Move was applied to the first BioShock. "You can have Move support on your box, but people are going to know you're cheating them," he said, noting that "you have to be able to say you're doing something special with it." Levine, however, hasn't made a decision about a possible 3D display option in Infinite (which wouldn't necessarily be exclusive to the PS3 version). "It's something I'd be more open to," he admitted. "I'm not saying whether we're doing that or not, but it's sort of a passive integration."

  • Ken Levine irrationally interviews director Zack Snyder

    by 
    Justin McElroy
    Justin McElroy
    12.01.2010

    It's official: We need two Ken Levines. We want him to, of course, spend every waking hour of his life making BioShock Infinite -- that's key. But we also need him to spend all his time talking to interesting people and churning out fantastic discussions in his Irrational Interviews podcast. On the latest edition, he discusses adapting nerdy mythologies with someone who would know: Zack Snyder, the director of 300, Watchmen and the upcoming Superman relaunch. He also reviews some practical tips on cloning. We hope.

  • Levine: Game industry 'star-struck' by Hollywood

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    10.06.2010

    You wouldn't blame Ken Levine for having a chip on his shoulder when it comes to Hollywood. After all, as Develop recounts, the respected game designer "failed spectacularly" in his first career as a scriptwriter. So, when Levine was offered an opportunity to make a game with, in his words, "a very talented film director," it's not much of a stretch to imagine he experienced more than a little satisfaction in turning down the offer. "My feeling is why?" Levine questioned. "Why would any game designer want to do that?" Aside from any personal justice he might have enjoyed, Levine answers his own question with another: "Why would I want a film director to help me make a game, any more than they would want me to help out with their films?" And he takes it further: "I think there's a sense in the entertainment fields that video games are seen as the junior varsity," he said. "There's this feeling of 'oh one day you can come up to our league.'" "In our industry there's too many people star-struck of the movie world, jumping into deals with some big movie director just because they're big film directors." No, Levine isn't taunting del Toro, he's just reflecting on the obvious clash between how great games have been made (hint: rather anonymously) and the looming cult of celebrity eager to pervade the game industry. But hey, Ken, at least they asked you to work with a movie director -- just about anything passes as a star these days. Who would you rather (make your game with): Bristol Palin or The Situation?

  • 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]

  • 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.

  • 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!

  • 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.

  • Video Interview: Ken Levine, on BioShock Infinite

    by 
    Andrew Yoon
    Andrew Yoon
    08.12.2010

    In an industry filled with rumors and leaks, last night's reveal of BioShock Infinite managed to take nearly everyone by surprise. After nearly three years of silence, designer Ken Levine and the Irrational Games team unveiled their new title -- an extension of the BioShock franchise. We had a chance to talk to Levine after the reveal to discuss his inspirations for the heavily guarded title, and why the team chose not to pursue a completely new IP. While BioShock Infinite may share a name with its predecessor, Levine explains how Infinite has the spirit of a completely new game. Watch our video interview above, or read the full transcription below. Joystiq: BioShock went through a lot of prototypes, even late in development. How static has Infinite been? Ken Levine: Unfortunately, we're no better at knowing exactly what we're doing at the very beginning than we were with BioShock. The notion of American exceptionalism, that didn't even exist until six or eight months ago. It was always a city in the sky from the very beginning. But very similar to BioShock 1, where we didn't have Andrew Ryan and the notion of objectivism -- we leave ourselves very open for evolution. When we build these demos, they teach us things about what we're making. We don't just work from a design document; it's just not our way.

  • 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?