Tag Archives: irrational
Thu, Oct 27, 2011 | 01:02 BST
Levine: BioShock: Infinite is “my game”
Irrational Games boss Ken Levine is definite about who’s steering the BioShock: Infinite ship.
Mon, Oct 24, 2011 | 03:57 BST
BioShock: Infinite’s politics have real world equivalents
BioShock Infinite’s politics-heavy plot in firmly rooted in real world cycles, Irrational boss Ken Levine has explained.
Tue, Oct 18, 2011 | 00:59 BST
BioShock Vita won’t be a port, may be partially outsourced
Reaffirming that a planned BioShock game on Vita won’t be a port of an existing game, Ken Levine has said some development may be outsourced – but only if the right partners can be found.
Thu, Oct 13, 2011 | 23:16 BST
BioShock Infinite’s Elizabeth is the “catalyst” for conflict
Irrational head Ken Levine has explained that BioShock Infinite’s Elizabeth is the spark that lit the powder keg of Columbia’s seething political dissent.
Wed, Aug 10, 2011 | 11:03 BST
Irrational: 1980s BioShock Infinite scene came from “abandoned” game
Remember that infamous scene from the E3 demo of BioShock Infinite? It was made of assets from a previous project at Irrational that was canned, the studio has said.
Thu, Jul 07, 2011 | 03:48 BST
BioShock Infinite’s protagonist revealed
The face of BioShock Infinite’s hero Booker DeWitt has been revealed, and you didn’t even have to search around for a mirror.
Fri, Jun 24, 2011 | 08:07 BST
New BioShock Infinite trailer explores tears, other worlds
The next episode in BioShock Infinite’s series of canon exploration trailers has creator Ken Levine explain Elizabeth’s ability to manipulate tears into other worlds.
Spoilers: it looks amazing. Check it out through the cut. See the previous entry here.
BioShock Infinite is due on PC, PlayStation 3 and Xbox 360 in 2012.
Thanks, RipTen.
Thu, Jun 23, 2011 | 16:54 BST
Ken Levine explains Bioshock Infinite’s fiction
BioShock Infinite is unlikely to break from its precursor’s tradition of layered narrative, so you’d do well to start boning up now. In the video below the cut, creator Ken Levine discusses the origin of Colombia City and the origins and intent of the Vox Populi faction – as well as showing off some in-game footage.
Mon, Jun 06, 2011 | 03:08 BST
BioShock: Infinite’s vigors and nostrums detailed
BioShock: Infinite’s vigors and nostrums are distinct from BioShock’s tonics and plasmids in more than just name.
Tue, May 24, 2011 | 01:09 BST
Levine: There’s still juice in current consoles
Bioshock creator Ken Levine has said this console generation still has plenty of life in it, and commented that Irrational is over straight shooters.
Thu, Feb 24, 2011 | 04:57 GMT
Levine: First-person is the most immersive, child-like perspective
First person perspective offers the fewest barrier to a child-like sense of immersion, according to BioShock creator Ken Levine.
Fri, Feb 11, 2011 | 06:50 GMT
Ken Levine’s BioShock: Rapture foreword completed
Whatever the explanation for the recent quiet delay of the official BioShock novelisation, we know it must be getting close: Ken Levine has completed the foreword.
Sun, Jan 02, 2011 | 23:49 GMT
Bioshock: Rapture novel due in March

The world of literature has been bereft of Ken Levine’s dark world for long enough, but the much-delayed Bioshock novel adaptation has finally found a release date in March.
Mon, Aug 16, 2010 | 14:36 BST
Bioshock Infinite impressions

The funny thing about keeping a high profile game project secret nowadays is the sheer difficulty factor. Twitter, online resumes, trademarks, financial reporting, classification boards: they all conspire against would-be tight lipped developers. So Irrational Games deserve credit for somehow concealing the fact they have spent the past three years working on BioShock Infinite unbeknownst to anyone outside of the studio and what we assume was a very tight clique within 2K Games.
Thu, Apr 03, 2008 | 19:05 BST
Levine on psychic monkeys and SS2
RPS just posted a “making of System Shock 2″ thing, featuring quotes from Ken “Beard” Levine. The best bit’s about the monkeys.
“I have these psychic monkeys… so I had to work out how and why, in a way which wasn’t ridiculous and hopefully kinda scary,” he said. “When my back’s to a wall, I tend to work better. Everyone else was. ‘Dude – you’re fucking insane. We’re not having monkeys in the game.’”
Read the rest.



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