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Oh boy, am I conflicted. Fallout 4 s main plotline requires that I do this thing> and as far as things> go, it s a pretty major thing> and a major thing> that you d expect someone with the maternal instinct of my character Halle to crack on with straight away. The trouble is, rather than doing this major thing>, for at least an hour now, she, and when I say she , I mean I , have been poking around Sanctuary, scrapping anything that glows yellow so I can salvage enough materials to build a house big enough for me and my Minutemen companions. I had largely avoided Bethesda s drip-feed of Fallout 4 pre-publicity but when I somehow found out that the game had settlement building, I think I might have involuntarily passed a little wind in joyous anticipation.
That’s because I ve felt a similar rosy inner glow while hanging around other hubs and houses in many other games I ve played. I think it s easy to underestimate the value of having a home base option, especially in open world games where there is a free-roaming element, but it’s a part of why I love certain games.
Expansion packs were once a core part of playing PC games, but they can often feel less essential in a world of constant updates and microtransactions. Original game Alec, expansions Adam and Graham, and brief DLC Alice gathered to discuss their favourite game expansions and why they still think the model works.
Books! They’re like films without pictures, or games that are all cutscene. Old people and hipsters really like them, teenagers think they’re like totally lame, and quite frankly we should all read more of them. There are countless games inspired by books – most especially Tolkien, Lovecraft and early Dungeons & Dragon fiction – but surprisingly few games based directly on books. Even fewer good ones.
Perhaps one of the reasons for that is that a game can, in theory, cleave closer to what a book does than a film can – with their length and their word counts, their dozens of characters and in some cases even their own in-game books, they can to some degree do the job of a novel. They don’t need to be based on books – and often they can do so much more, thanks to the great promise of non-linearity. Of course, the real reason for the dearth is that novels are so rarely the massive business a movie is these days. You might get a forlorn Hunger Games tie-in here and there, but suited people in gleaming office blocks just aren’t going to commission an adaptation of the latest Magnus Mills tale, more’s the pity.
I suspect that, over time, we’ll see the non-corporate side of games development increasingly homage the written word, but for now, these ten games (and seven honourable mentions) are, as far as I’m concerned, the best, and most landmark, results of page-to-pixel adaptation to date.
Ken Levine has moved onto other projects, and Irrational essentially no longer exists, but publishers 2K have declared that the BioShock series will continue nonetheless. Good, I’m glad: the games so far have had downs as well as ups to say the least, but they have, to a one, attempted to do things that other big-budget shooters do not. It’d be a terrible shame if that was lost and the floor ceded to yet more military-inspired prepostero-realism. I’m also fascinated to see what a BioShock game that wasn’t led by someone who has, for better or worse, become something of a figurehead for game stories and high concepts would look like. Would they become more free to explore their own worlds, less hampered by the need to meet expectations of Big Ideas and Ultimate Answers?
There are things I’d like the next game to try. There are things I desperately pray it doesn’t do. These are just a few of each. Would you kindly take a look? (Contains some spoilers for BioShock 1 & Infinite).
Rumblings in the towers of Take-Two have gotten me wondering about the status of the BioShock franchise. GameSpot are reporting the publisher’s CEO and potential movie villain Strauss Zelnick calling the series “really important” to Take-Two at a recent conference. According to Zelnick, it’s so far sold a whopping 25 million units, 11 million of which were BioShock Infinite.
Zelnick has previously referred to this as one of Take-Two’s “permanent” franchises, alongside Grand Theft Auto, Red Dead Redemption, Civilization and Borderlands. But things have so far been quiet. No future full-releases have been publicly confirmed for the series – Zelnick notes he has no announcements to make of BioShock’s whereabouts. Likewise, Irrational Games are but a memory. Ken Levine is working on something about blocks or something.
Irrational Games as we know it closed in February, though the BioShock studio lives on in a way with a small group of survivors under Ken Levine at a new team within 2K. Once upon a time, though, there were two Irrationals. A Canberra arm of Irrational was founded in 2000, then later renamed 2K Australia. It mostly worked with Irrational and other 2K studios, on games from Freedom Force to BioShock Infinite, but most recently was behind Borderlands: The Pre-sequel. And now it’s gone too.
Parent company 2K Games have confirmed that they’re closing the studio and laying off the staff. Sounds like it was too expensive for them, and too remote.
Sometime BioShock boss Ken Levine has opened the first tears to his new development dimension. He effectively closed his long-time studio Irrational last year in favour of working on smaller-scale projects, but still within the protective fortress of 2K. At the time he talked about making narrative-led games with more replayability, and while last night’s sudden flurry of updates is nothing like a reveal, he has a least given out a few big hints, together with a pledge for more open development than was the case on the spoiler-vulnerable BioShocks. What he’s got planned is a open worldish (“but not necessarily outdoors”) RPG, sci-fi, PC, probably first-person, chapter-like structure, brand new setting, add “ins” rather than add-ons, and a Passion System. Missus.