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Bioshock Infinite


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I can't put up a counter for Infinite. But I can do the next best thing for you Wholey.

<EMBED SRC="http://games.webgamedesign.com/free/counter2.swf?title=Skyrim!%20Fuck%20YEAH!&count=down&time=1321002000000&bgc=0x000066&bgb=1&bgd=0&bc=0xcccccc&bb=1&bd=0&tc=0xcccccc&tb=1&td=1&uc=0x99ccff&ub=1&ud=2&nc=0x333333&nb=1&nd=0" TYPE="application/x-shockwave-flash" NAME="Free Counter" ALIGN=MIDDLE WIDTH=500 HEIGHT=100 quality="high" bgcolor="#ffffff" allowScriptAccess="sameDomain" allowFullScreen="false" pluginspage="http://www.macromedia.com/go/getflashplayer">

So far away. :(

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  • 4 months later...

http://spong.com/article/26041/Ken-Levine-Bothered-by-Bioshock-Breast-Interest

If Irrational Games' producer Ken Levine had but one request to wish on fans looking forward to Bioshock Infinite, it would probably be this - stop looking at Elizabeth's tits.

As you would expect, Levine would rather people focus on the personality of the buxom AI companion rather than her heavy chest area. "In terms of her body type, I think certainly people on the Internet have spent way more time thinking about Elizabeth's chest than I have. It's something I've barely thought about," He said in an interview with OXM.

"It's disappointing when [Elizabeth's appearance] becomes a focus for conversation because that was never my intent and it's sort of a disincentive - I'd much rather talk about what she's going through as a person, but whatever, they have the right to shout out whatever they want.

"I've spent way more time thinking about her eyes than her chest because eyes show a ton of expression, and you see her at a great distance. AI characters get very, very small, very, very quickly so you need to be able to recognise her silhouette, the shape of her body. Her colour scheme's actually very simple, you know, the sort of two tone colour look - that's all to do with this sort of exaggeration."

Levine added that Elizabeth's final design has not yet been decided and may change by the time development of Bioshock Infinite is completed.

bioshock-infinite-elizabeth_2.jpg

I really like the art style of BI. Looks good. I don't think the tits are massively overt either, compared to what you get in other games.

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  • 3 weeks later...

http://spong.com/article/26147/BioShock-Infinite-Gets-New-Hardcore-Mode

Irrational has introduced a new mode to BioShock: Infinite, which it is calling '1999' mode. From what we understand it does away with on-the-go upgrades, providing a more harsh play-time.

Says Ken Levine, "We want to give our oldest and most committed fans an option to go back to our roots.

"In 1999 Mode, gamers face more of the permanent consequences of their gameplay decisions. In BioShock Infinite, gamers will have to sweat out the results of their actions. In addition, 1999 Mode will demand that players pick specialisations, and focus on them.

“I’m an old school gamer. We wanted to make sure we were taking into account the play styles of gamers like me. 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. 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.”

So, a hardcore mode.

Any takers? I guess if there are achievements tied to it, some of you guys will wank your cocks clean off at this option.

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Irrational’s announced and detailed something called 1999 mode for BioShock Infinite.

The new mode will challenge players in ways that will require a fair bit of skill, and with it come “permanent consequences of in-game decisions” that will be “unforgiving”.

Those who do play 1999 mode will get tweaks and features unavailable in a normal playthrough. Miser Levine reckons the new mode will allow old-school players to “go back to our roots.”

“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 head.

“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. 94.6% of respondents indicated that upgrade choices enhanced their BioShock gameplay experience; however, 56.8% indicated that being required to make permanent decisions about their character would have made the game even better.”

BioShock Infinite launches later this year for PS3, 360 and PC.

http://www.vg247.com/2012/01/19/irrational-announces-details-bioshock-infinites-1999-mode/

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  • 3 weeks later...

http://spong.com/article/26276/BioShock-Infinite-Developers-Kept-in-Dark-Over-Levines-Story

Ken Levine is on yawntastic PR form this week, after telling magazine PSM3 that only he knows the entire story to BioShock Infinite. "Even the team don't know the ending," he says. Oh, we've never heard that one before!

Apparently the reason is that he can authentically gauge reaction from the studio employees and make changes and edits when necessary. "I want to preserve [it] and observe [the team], so I can see their reactions. Keeping people virgins to that content is really important because you never get that reaction from someone a second time."

Levine adds that the studio tends not to like him going all David Attenborough on them, but remains stubborn to change. "I think [it's] a frustration on the team here. I don't want them to know the game story, and they want a document from me that tells them the whole game story.

"I'm not going to do that. That's not the way we present stuff to the gamer. We don't ship a document. The story is only relevant in terms of how you present it, not the details of what it is."

Also known as - "I'm making it up as I go along I am!"

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  • 4 weeks later...
BioShock Infinite launches in Europe on 19th October 2012, 2K Games has announced.

The Irrational Games shooter launches in the US on 16th October. Those dates apply to all three versions of the game: for PC, PlayStation 3 and Xbox 360.

"After BioShock, we had a vision for a follow up that dwarfed the original in scope and ambition," said 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."

http://www.eurogamer.net/articles/2012-03-01-bioshock-infinite-release-date-announced

Not too far away is it...

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  • 2 months later...

http://kotaku.com/5909018/new-job-listing-has-us-wondering-if-bioshock-infinite-is-getting-multiplayer

New Job Listing Has Us Wondering if BioShock Infinite Is Getting Multiplayer

A job listing posted by the creators of the just-delayed-to-2013 BioShock Inifinite on LinkedIn on May 2 seeks a "talented and experienced individual to help us with the networking aspects of BioShock Infinite."

Responsibilities:

Work with the team who created BioShock network code

Advising engineers on how to properly architect their systems for optimal networking

Extending and enhancing Unreal Engine 3 with proprietary networking tech to address gameplay, performance, platform, production, tools, and QA needs

Interfacing with Microsoft, Sony, and other providers about platform-specific services

Working with the Technical Director, Lead Programmers, and IT Director to plan and execute major changes to client-side technology and back-end services

Responsible for delivering a robust, scalable, and responsive client-side networking support on the PC, PS3, and Xbox 360 platforms

The first BioShock, which was made by Irrational, was single-player only. The second game, which was not from Irrational did.

Is the job listing a sign that BioShock Infinite is getting multiplayer?

Officially, the creators of the game aren't saying. One of their spokespeople told me that Ken Levine and his team have no further comment beyond what Levine told me in 2010. I'll reprint that here:

"Here's what I have to say about multiplayer," Irrational Games creative director Ken Levine said as I broached the topic during an interview with the designer last week in New York City. "It's what we said about BioShock 1: We have not made any determinations about multiplayer.

"I will say that we experiment with things, but for us we are never interested in making a multiplayer mode you could just play in some other game. Because, A) that's not creatively interesting and B), financially, you're wasting your time. They're going to go play Halo. They're going to go play Call of Duty.

"If we do something new - if we do something like Left 4 Dead that has something new to say - people will come to your game. If you don't, don't waste your time."

Today, when Infinite's delay from October 2012 to February 2013 was announced, I speculated on Twitter that a single-player BioShock Infinite might have needed to be moved away from a fall season full of multiplayer online shooter (the new Call of Duty, the new Borderlands, etc.) But friend-of-the-site and expert fact-digger-upper Superannuation Tweeted at me the listing I'm quoting above.

Levine's 2010 stance that he wouldn't tolerate me-too multiplayer remains reassuring, as does the positive examples of good multiplayer added to formerly single-player games such as Assassin's Creed and (trust me, because I've played it) Max Payne. But BioShock 2's coolly-received multiplayer is its own testament to the questionable need of some sort of add-on mode competitive mode.

For all we know, "networking" could refer to syncing leaderboards in BioShock Infinite or enabling campaign co-op. Or it could mean what it conventionally means with first-person video games these days: competitive multiplayer. Earlier today, Levine said BioShock Infinite won't be at E3 this year. We won't see it for a bit, and presumably, we'll not get a good answer to whether the February 2013 game really does have multiplayer for some time.

I'd lean into this as an explanation - getting out of Q4 can't hurt, either...

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I can live with a delay, I might not have bought it right away in that busy Q4 period anyway.

Interestingly, the rather cool looking Dishonored has just been given a October 12th release date just as the Bioshock Inifinite delay was announced. Probably won't make that date, but having both games out close to each other would have been a bit weird.

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On a slight tangent, the Irrational Interviews podcast (where they talk a lot about Bioshock) is really cool - they have other creatives debate the craft of gaming with Ken Levine. Its awesome.

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  • 2 months later...
<blockquote class="twitter-tweet"><p>Yes it's true, I'm leaving my family at Epic to join my new family at Irrational in Boston starting tomorrow.</p>— Rod Fergusson (@GearsViking) <a href="https://twitter.com/GearsViking/status/233680125089153024" data-datetime="2012-08-09T21:44:18+00:00">August 9, 2012</a></blockquote>

From a game where most of the fighting take place under ground to one where it takes place in the sky.

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