Tag Archives: infinite
Thu, Jan 05, 2012 | 07:52 GMT
Irrational head Ken Levine has said it’s “disappointing” the online community has focused on BioShock Infinite heroine Elizabeth’s “chest” instead of her character, saying any sex symbol status was never his “intent”.
Sat, Nov 12, 2011 | 21:37 GMT
“In the original BioShock, the entire game lived in one corner of [a] graph – few enemies, all at close range — so the Electro Bolt and shotgun were perfect. BioShock Infinite is going to have much greater ranges and, potentially, far more enemies, so we’re greatly increasing the spectrum of encounters that are possible, and that requires the player use a broader set of tools. That being said, it may be a given player will try to find a way to close down those distances and stick with Electro Bolt and shotgun, but I don’t think that’s going to be anywhere near as effective a strategy this time around. They were too devastating in BioShock, we admit that, but we’re not going to solve it by simply nerfing those weapons; we’re doing it by changing the types of encounter you’re going to face.” – Irrational’s Ken Levine to the PS Blog (via Joystiq).
Thu, Nov 10, 2011 | 21:01 GMT
“We’ve got the Move controls working now back at the studio, certainly more so than we had when we announced it at E3, and really we’re just waiting for the opportunity to show that with a new piece of content. It’s working well but we still have a lot of polishing to do. Of all the motion controllers in the world, the Move is the one best suited to a first-person shooter, and a lot of PlayStation games have done a great job incorporating it. I will say that we’re discovering some great opportunities with the Skyline gameplay, but rather than show it to people with an old demo, I’d prefer to show it with a new piece of content.” – Irrational’s Ken Levine to the PS Blog on how the Move controls in Infinite are coming along.
Tue, Oct 18, 2011 | 21:05 BST
Irrational’s Ken Levine has said the team is handling boss battles in Infinite a bit differently than it did with the original BioShock.
Tue, Aug 09, 2011 | 20:04 BST
Thu, Jul 21, 2011 | 18:47 BST
Puzzle Quest 2 for PSP has been canceled, according to Infinite Interactive CEO Steve Fawkner. According to a post on Facebook, Fawkner said: “After Firemint’s acquisition of Infinite, and EA’s acquisition of Firemint, so many people have moved around, that I find myself without enough manpower to finish it.” He goes on to say the cancellation had nothing to do with EA or Firemint, but that he is experiencing an “unfortunate logistical problem where key people are no longer available to work on it.” Fawkner said the game had one sound bug to be fixed, the game “would have been good to go.” Can someone out there help a brother out? Thanks, Joystiq.
Sat, Jul 09, 2011 | 15:47 BST
Sat, Mar 12, 2011 | 20:39 GMT
Irrational Games gave a talk on BioShock: Infinite at PAX East yesterday, describing what it will be like using the game’s Skyline to get around and showing off some of the visual ideas it used for the game.
Thu, Sep 23, 2010 | 19:41 BST
Irrational Games head, Ken Levine, has said the team really “stepped up” the level of interactivity between the AI in BioShock Infinite.
Thu, Sep 23, 2010 | 05:57 BST
Irrational Games head Ken Levine has explained a bit how Sky-Line combat will work in BioShock Infinite.
Thu, Sep 23, 2010 | 14:20 BST
2K’s finally released the long awaited BioShock: Infinite gameplay video that’s been shown behind-closed-doors since the game’s reveal last month, and has also put out five new screens for your viewing pleasure.
Sat, Sep 18, 2010 | 15:49 BST
In the video posted below the break, you’ll get to see a gameplay tease of BioShock Infinite.