BioShock™ - contact@rockpapershotgun.com (Rich Stanton)

The contemporary big-budget FPS has a few different strains: blood-n-guts military settings a la Call of Duty, open-world environments like Far Cry, and high-concept dystopias. Outside of open-world most of these styles were first codified in the 1990s, and FPS games then and now share an enormous amount: primarily a core mechanic of shooting many hundreds of enemies in the face over and over again, as well as crossover in areas like structure, goal-chaining, and narrative delivery. FPS games, in other words, have for a long time been constructed on resilient and proven principles. And many of them come from Looking Glass Studios.

… [visit site to read more]

BioShock Infinite - contact@rockpapershotgun.com (Nathan Grayson)

Rarely do I effusively recommend a bundle made up entirely of games I already own, but it’s kinda hard to argue with every BioShock, Spec Ops: The Line, Mafia II, The Darkness II, and XCOM: Enemy Unknown, among others. The Humble 2K Bundle does come with a slight catch (a flat rate of $20 if you want a couple of the more recent games), but even then it’s a formidable deal. Unfortunately, this will technically> count as purchasing The Bureau: XCOM Declassified, but don’t worry: I won’t tell anyone.

… [visit site to read more]

BioShock Infinite - contact@rockpapershotgun.com (Alice O'Connor)

Hallo, Marie!

Which would win in a fight: System Shock 2 or BioShock Infinite? Oh these petty arguments and spewings of bile come round every so often thanks to the weird compulsion to rank and rate everything in the gameosphere. Let’s be lovers, not fighters. What would happen if System Shock 2 and Binfinite loved each other very much and wanted to share that love with the world? That’s a better question. And it has an answer: System Shock Infinite.

The SS2 mod continues the game’s story in a very Binfinite-y way, dabbling in time loops and reality tears, and even joins you with Marie Delacroix as a companion of sorts.

… [visit site to read more]

BioShock™ - contact@rockpapershotgun.com (Nathan Grayson)

With Irrational 20,000 leagues under and Ken Levine off doing his own, significantly smaller thing at 2K, you might think BioShock dead in the water. You would, however, be wrong. Following on from Levine’s original comment that he was leaving the series in 2K’s hands, Take-Two Big Daddy Strauss Zelnick has confirmed at a recent analyst conference that the oft-divisive series will carry on and once-thought-dead BioShock 2 developer 2K Marin will do the honors.

… [visit site to read more]

BioShock Infinite - contact@rockpapershotgun.com (Alec Meer)

There's me rhapsodising about the look then illustrating it with a picture of vending machines. This is why I don't work in marketing

Sanitarium-inspired space-horror adventure game STASIS impressed me even before it had any money in the bank, but based on its most recent videos it appears to be spending its Kickstarter funbucks wisely. Specifically, on making its haunting environments all the more detailed, animated, lavish and sinister. More ichor, too. More ichor always helps in any game. Yes, even the My Little Pony ones. Don’t try to tell me I’m wrong. … [visit site to read more]

BioShock™ - contact@rockpapershotgun.com (Alec Meer)

BioShock Infinite’s DLC, BioShock Infinite and BioShock 1 concludes with this second, longer, stealthier half of last November’s return to Rapture. It’s out now. >

You’ll hear no politics from me, though by God it’s tempting to correlate Burial At Sea Part 2′s status as a swansong for two BioShock universes with the recent, shock closure of Irrational. Whatever else there is to both tales, at least this concluding DLC for BioShock Infinite reverses the sense of decline we’ve seen since the original BioShock. Despite a multitude of sins it does leapfrog both Infinite and its own, irritatingly slight if visually flabbergasting Part 1. It also includes the single most unpleasant – and frankly needless with it – moment I’ve ever experienced in a videogame. … [visit site to read more]

BioShock Infinite - contact@rockpapershotgun.com (Nathan Grayson)

how do you like my cosplay

Irrational has (mostly) sunk beneath the gaming industry’s ever-turbulent waves, but its spirit lives on. And by that, I mean the rather tumultuous work environment gave birth to one last piece of DLC before massive (and by many accounts, inevitable) layoffs struck. BioShock Infinite: Burial At Sea Episode One was a mixed bag, but Episode Two has a shot at going out on a high note. There are plenty of solid ingredients in place: we’re back in Rapture, we get to play as Elizabeth, and apparently we can entirely> avoid killing anyone if we want to. 1998 mode is a bonus option with a heavy emphasis on stealth, and if some referential fake box art is to be believed, it’s rather heavily influenced by the original Thief.

… [visit site to read more]

BioShock Infinite - contact@rockpapershotgun.com (Graham Smith)

Hmm.

In a post on the Irrational Games website titled “A Message From Ken Levine”, the BioShock creator announced that he’s “winding down” Irrational Games. What does that mean? All but a core team of fifteen developers are being laid off, so that the remaining few can focus on new ideas, “a long period of design”, and the idea of “replayable narrative”.

This is a surprise. … [visit site to read more]

BioShock Infinite - contact@rockpapershotgun.com (Graham Smith)

There's always a lighthouse. There's always a city. There's always a bit where you get knocked down and drop your weapons.

The first part of Burial At Sea, BioShock Infinite‘s Rapture-bound DLC, met a mixed reception. Alec loved its pre-fall beauty and felt frustrated by its inevitable, violent turn and quick end. Which I suppose means there’s plenty of reason to feel excited by the arrival of part two.

Irrational want to whet your appetite for wetness with a three-minute video, but be warned: it assumes you’ve played part one and will heavily imply spoilers if you haven’t. (more…)

BioShock™ - contact@rockpapershotgun.com (Alec Meer)

BioShock could have made a wonderful movie. But realistically it would never been a wonderful movie, even if plans for a Gore Verbinski-helmed adaptation of the Irrational’s opus hadn’t been abandoned. It could only have been an overload of CGI that sacrificed depth and tone for a visual onslaught. I’m sure of that, and I’m glad the movie didn’t happen. But the real reason it didn’t is that backers Universal were spooked by the commercial limpness of the Watchmen adaptation, taking it as a sign that there wasn’t enough of an audience for an R-rated sci-fi movie at the kind of budget Verbsinki demanded; he then wouldn’t agree to a much a lower one. A later attempt at a cheaper movie by 28 Weeks Later director Juan Carlos Fresnadillo was nixed by Ken Levine, who told Eurogamer that “I didn’t really see the match there.”

The movie did at least make it to concept art stage, a few examples of which have recently emerged, and depict new areas of Rapture planned for the big screen. (more…)

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