BioShock™
BioShock Infinite


It's time to make sure your tickets are in order and your tweed vests are properly packed in your steamer trunks, because the (sky)train to BioShock: Infinite's floating metropolis is on schedule to depart on March 26. That is, Irrational's Ken Levine wrote in a blog post that the game has gone gold.

"When we first announced BioShock Infinite, we made a promise to deliver a game that was very much a BioShock experience, and at the same time something completely different," Levine says. "And our commitment to making good on that promise, no matter what, has been our driving force for the last three years or so."

Levine breaks down the damage in delivering a worthy successor to BioShock after five years in development: "The total cost of the game was five years, 941 billion Klingon darseks (plus tip), 47 camels, a cranberry flan, and the blood, sweat, and tears of the Irrational team." Useless fact of the day: a darsek roughly equals one half of a bar of gold-pressed latinum.

Over at Polygon, Design Director Bill Gardner talks about the bumps and design redirections encountered in Infinite's long skyrail leading to release, revealing he initially conceived the game's setting taking place during the Renaissance period and that the team ultimately culled enough content to "make five or six games."

"I will say that I was actually pushing for something more Renaissance, but within six months, Assassin's Creed II was announced and I was like, 'OK, well they beat us to the punch,'" Gardner says.

With one of the most contextually sensitive remarks I've ever seen, Gardner comments on Infinite's canned content: "I mean, it pains you when you're talking about about cutting one of your babies, but ultimately, you've got to to look at the final piece."

Though Gardner didn't elaborate on how fleshed-out the cut content actually was, I find it somewhat difficult not to address the slight hyperbole in the reported quantity of Infinite's axed portions. It's more likely Gardner is referring to possible ideas for levels and mechanics that were eventually discarded or half-finished areas eliminated for the sake of time or to ensure what the player experiences jives with Irrational's intended theme. And from what we saw during our recent and lengthy visit to Columbia, its surviving districts pull off that obligation most handily.
BioShock™ - contact@rockpapershotgun.com (Alec Meer)

Grr!

As we all know full well and is entirely obvious, BioShock: Elizabeth is a straightforward damsel in distress with a pretty face and a nice dress, and there’s nothing more to her than that. There definitely> isn’t anything surprising or sinister about her: she will be rescued by the big man with the big gun, the mean nasty boss will fall to his doom and everyone will live happily ever after.

Or maybe there’s some massive twist at the heart of the game and she’s not what she seems to be at all? Nah. (more…)

BioShock™
cityinthesky__ONLINE_wideuse


There’s something I can’t tell you about BioShock Infinite. Not because it’s a spoiler – I’ll avoid those too – but because I can’t quite communicate it. It’s something I felt after playing Half-Life 2, and again after playing BioShock 1. It’s the sense you get after experiencing something so vivid and rich that you know you’ll never be able to fully describe what it felt like. But I’ll try.

"‘City in the clouds’ doesn’t really express the sheer size of it: there seem to be several of those in every direction."
That’s not how I expected to feel after playing Infinite for the first time. They’d kept it out of journalistic hands until suspiciously close to release, and the trailers and walkthroughs didn’t give a good sense of what kind of game it was. Somewhere in my head, I just copied BioShock 1 from the bottom of the sea and pasted it into the clouds.

Some of that is accurate. In BioShock 1, you played an outsider discovering a failed utopian city at the bottom of the sea; in BioShock Infinite, you play an outsider discovering a failing utopian city floating in the sky. Both games let you explore an extraordinary place, piecing together its story from evidence left lying around. And both games alternate that with combat: you wield both conventional guns and a suite of basically-magical powers that let you do interesting things to your enemies.

Once you arrive, though, it’s hard to call them similar. ‘City in the clouds’ doesn’t really express the sheer size of it: there seem to be several of those in every direction. Columbia’s huge districts are disjointed, drifting in loose formation as the impossible flotilla tours the world. The first one I explore feels disjointed in itself: half the buildings seem to be bobbing and lurching independently, like some weird dream. Curving skyrails take massive carriages of cargo, like sidewinding trains. Airships propel themselves slowly between districts on twin fans. And the smoke from every chimney streaks in the same direction: we’re moving.



But the most startling difference from BioShock 1 isn’t the views: it’s the people. Rapture was a failed utopia, Columbia is still very much in the process of failing.

"Exploring a dead place by yourself, with you being this cypher, we’ve kind of done that."
Plenty of times in my five hours, I’d enter a new district of the city where no-one has any particular reason to hate, fear or shoot me yet. Columbia is full of civilians milling around, gossiping, griping, and going about their business. It’s exactly what Irrational Games had avoided doing not only in BioShock, but in its spiritual predecessor System Shock 2, simply because it’s so hard to make it work. I asked creative director Ken Levine: what changed?

“If we went back to that now, I think people would say we were just repeating ourselves. Listen, it would have been a lot easier. We would have been having this conversation two years ago... but exploring a dead place by yourself, with you being this cypher, we’ve kind of done that.”

Was it as hard as they feared back then? “So, I don’t want to bore you with my problems, but the writing task was monstrous. It was huge. I remember the first level I wrote, the first draft for this prologue, I sat back and looked at this script, and I realised this script alone was longer than my entire script for BioShock.”



As I’m playing it, though, it’s not a game of long conversations. A lot of that work seems to have gone into a depth of story, rather than length. Even more so than in BioShock, the density of information encoded into the world around you is overwhelming. Every poster is propaganda for a faction you’ll meet, or a product you’ll buy, or a cryptic hint to one of the game’s dozens of connected mysteries. Pre-television viewing booths show flickery greyscale government infotainment, with title-card dialogue and jaunty music.

"Almost every line of dialogue has some payload of information about this foreign place."
Plot characters still leave audio diaries of their thoughts lying around, but now they’re joined by living people having normal conversations. And almost every line of their daily lives has some payload of information about this foreign place.

“It’s damned inconvenient when buildings don’t dock on time,” a well-dressed man complains to his companion as I walk by. “Yesterday I had to take a gondola, rubbing shoulders with all sorts.” If you’re ‘someone’ in Columbia, your destination comes to you.

Later on, I actually see it happen. As I’m walking towards a bridge, Chas White’s Home and Garden Supply shop floats slowly towards me and docks noisily with a pair of metal teeth jutting out of the street, clanking into place and steadying as it locks. A nearby troupe of a cappella singers harmonise over the noise.



It’s all terribly... nice. It has the atmosphere of a cheerful village fete, but in a village that couldn’t exist. At one point, we seem to be in a cloud: a thick haze turns everyone in the street to silhouettes, picked out by spectacular rays of golden sunlight. Confetti floats through the air, and hummingbirds pause to probe flowers. Two children splash each other in a leaking fire hydrant.

"Blood geysers all over my face. I’m drenched. Everyone’s screaming."
Half an hour later, for reasons I won’t go into, I’m ramming a metal gear into a man’s eye socket until blood geysers all over my face. I’m drenched. Everyone’s screaming. Four more men are coming for me, and this blunt steel prong is all I have to kill them with.

I skipped ahead there for two reasons: one, I don’t want to spoil why violence does finally break out in BioShock Infinite. It’s a moment that will become notorious in gaming, and a hard one to forget.

Two, I wanted it to sound jarring, because it is. Extremely, intentionally and upsettingly so. When I ask Ken about it, he describes the intended effect as “biting into an apple and finding the worm at the core”.

It works as that. But it’s also jarring in another way. A moment ago I’d been enthralled by this place, fascinated by how different and fresh it was, hanging on every word of these people’s everyday lives. When I realised my next task was to ram a piece of metal into eight different people until they were all dead, part of me thought, sadly, “Oh yeah. Videogames.”



It’s not a new thought, it only stands out here because Infinite is so superb at conjuring this place and luring you into its story. When I mention it to Ken, he’s sympathetic. “It’s an intensely bizarre concept that you play a character – whether it’s Uncharted, or this game, or even like an Indiana Jones movie – who’s essentially a psychopathic mass murderer. You’re fucking insane. I’m very aware of this issue... it’s something we actually attempt to confront at some point.”

"It’s strange to see white-on-black discrimination so unflinchingly depicted."
The other thing Infinite confronts, with surprising directness, is racism. I’m so used to games having some orc- or elf-based analogue for it that it’s strange to see regular white-on-black discrimination so unflinchingly depicted.

“I didn’t want a game that just had some racism in the background,” says Ken. “I wanted you to be engaged and confront those issues – in the same way we confronted you with what capitalism does when it goes to its maximum extreme.”

“In this game we think it’d be honest to deal with these topics, and these aren’t topics we take lightly, and they’re not necessarily going where you think they’re going. This is not... I don’t want to spoil anything.” Well, mission accomplished.




It’s a very story-driven game – you’re always heading to an excitingly new part of the city with a specific purpose. As far as I played, it never lapses into a formula, which gives it a sense of adventure and discovery that BioShock didn’t always have. And the places it takes you to are what really made me fall in love with it.

"You’re always heading to an excitingly new part of the city. It never lapses into a formula."
I’m in a temple. Soulful gospel music echoes through the dark halls as I wade through knee-deep holy water. Spectacular statues sparkle in shafts of sunlight. A preacher’s speech to his damp-robed congregation crosses the line from passionate to unhinged.

I’m on a beach. There’s actual sand, and an ocean of sorts. I can still see Columbia in the sky... and after a moment I realise I’m still in Columbia. The ocean runs off the edge of this district in a vast, Niagara-style waterfall.

I’m in an exhibit, of sorts. A huge statue of Columbia’s first lady catches beams of brilliant pink light, as plaques tell the story of her life. In the next room, a spectacular diorama has larger-than-life statues of dozens of soldiers tumbling off a cliff, a frozen snapshot of a massacre, shrill opera music blaring out of bad speakers to underscore the unmoving drama.

I’m in a mansion, old and gloomy. Stairs lead up. A banquet hall is to the left, and I see what looks like a butler in there. He’s facing the wall. I walk around to get his attention, but he just stares blankly. I look at the table. It’s piled with rotting food, and there are crows everywhere.



Even taking it slowly, these new places come at a rate and a density of detail that feels like sensory overload. Each one has that depth of story I described earlier: dozens of clues and hints and references and traces of people’s lives and stories. And each one has an extraordinary visual design that makes you stop and gawp.

Most of them, of course, are also battlegrounds. At first, I didn’t think much of Infinite’s combat. Not just its videogameyness in a world that’s otherwise so real; I also felt like I didn’t have a lot of options, and you’re fighting a crazy number of soldiers and turrets. There doesn’t seem to be a good way to avoid getting hit.

"Taking cover gets you cornered. Hooking onto a skyrail and going full throttle makes you too fast to track."
It gets better when skyrails are introduced. Steel tracks worm their way through the plentiful empty space in Columbia, and your sky hook lets you launch yourself onto them and ride them like a rollercoaster. That, ultimately, is how you avoid getting hit. Taking cover usually just gets you cornered by someone you can’t take on at close range, but hooking onto a skyrail and going full throttle makes you too fast to track.

From there, you can aim a jump to any of the various platforms and vantage points, pounce on an enemy with lethal force, or just stay on the rail until it loops around, to get an overview of the war zone.

Your set of abilities expands gradually, and the spaces you’re fighting in get bigger and have more interesting stuff going on in them. So to get a sense of how it scales up, I asked to play a late-game fight.



The first thing I do is hop on a skyrail and take a tour: a bunch of heavily armoured soldiers are shooting at me from a central balcony, some more from a moving airship, and a half-robot giant – a Handyman – is stomping around below.

As I watch, he jumps onto the rail I’m on and sends an electric charge through it, shocking me. I stay on until I’m in a position to pounce on one of the armoured guys on the central balcony. My flying skyhook attack knocks him clear off it, but his partner fights back hard. My shotgun doesn’t do much against him, so I try a new ability: Charge. I fly forwards and slam into him with alarming force, and he goes down.

"Elizabeth's most useful ability is to open a ‘tear’ – a rift in space that brings forth some useful object."
I’m low on health, so I run over to some medkits – or rather, where some medkits could be.

Your companion, Elizabeth, joins you in combat, riding skyrails with you, tossing you ammo, and reviving you when you’re down. But her most useful ability is to open a ‘tear’ – a potential rift in space that brings forth some useful object or feature. You can see all the potential tears in an area in grey fuzzyvision, and ‘use’ one to ask Elizabeth to make it real. She can only sustain one at a time, and by this point in the game, a big combat space like this has at least eight.

So I ask Elizabeth to open the tear in front of me, grab a medkit from the box that appears, and heal myself. I decide to try another new ability: Undertow. As I hold down the right mouse button, a tendril of water creeps out of my hand, curls around the arena, grabs onto the Handyman and sucks him in front of me. Oh, thanks Undertow!



I switch to Shock Jockey and electrocute him while he’s wet, then ask Elizabeth to open a nearby tear that brings in a pool of water. I try to lure the Handyman into it in order to shock him again, but he has an annoying habit of jumping directly to me. He’s pounding me to oblivion with his articulated fists.

I skyrail over to a high balcony to get away. A tear here handily contains a barrel of rocket launchers, so we open it and I grab one. Another tear has an automated turret, so I tell Elizabeth to open that one before we move on.

"Late-game combat is still hectic, but you’ve got a lot of options."
The Handyman chases, and is pelted by both the turret and my rockets as I ride away. He grabs the rail in both hands, but I’m wise to it this time: I drop down just before the current shoots through the metal. I hit him with two more rockets as he leaps around the arena, then use Undertow – intentionally this time. A snake of liquid seeks him out and pulls him to me, and holds him in place for a second. I use the time to back up a little, switch to Charge, and hold down the right mouse button. The moment he’s free, I slam into him full force, and he crumples.

Late-game combat is still hectic, but you’ve got a lot of options and they’re more satisfying than just shooting dudes with the bog-standard weapons. The constant skyrailing and leaping around make it fast, dramatic and acrobatic to play.



I’m glad the combat gets more interesting, but combat wasn’t the most common complaint about BioShock – it was the ending. I ask Ken if he agrees that BioShock got less interesting after the Andrew Ryan encounter. “Yeah,” he says succinctly.

"The ending of the game is the most ambitious thing we’ve ever done, as a company."
I ask if they’ve learnt anything from it, hoping for a post mortem. Instead, he jumps straight to BioShock Infinite.

“I would say that the ending of the game is the most ambitious thing we’ve ever done, as a company. It is either going to be something incredibly wonderful, or people are going to burn down our office... So I can’t tell you whether people will like it or not. I can tell you it is absolutely different to anything you’ve seen in a videogame.”

It’s the sort of ridiculous thing Peter Molyneux would say. But after playing BioShock Infinite, after coming away with an experience I can’t fully express, and after thinking back to the scene in Andrew Ryan’s office in BioShock 1... I half believe it.

BioShock™

The first installment of the Columbia: A Modern Day Icarus? video series reminded Luke, me and loads of other folks of the low-budget, off-putting documentaries and filmstrips that aired in the ‘70s and ‘80s. I used to have to watch those things in class, too, with some annoying homework assignment attached to them. Imagine if anything as disturbingly cool as the Songbird was ever shown in your classroom. All fart jokes and note-passing would cease. And a quiet terror would settle over the student body.


Sid Meier's Civilization® V
civilization_V_gods_and_kings


Jon Shafer, designer of Civilization V, has successfully funded his upcoming At the Gates on Kickstarter with 22 days to spare. Today, in an update on the Kickstarter page, he took a long and merciless look into the mirror of self-criticism, admitting what he perceives as mistakes in the design of Civ 5 that he hopes to make up for in this new project. Everything from AI programming to unit stacking is dissected.

One particular element of Civ 5 he singled out was the AI design, and the way that many of the computer-controlled leaders would behave somewhat randomly. He pins this on a very complex diplomacy system with lots of moving parts, that often didn't present any kind of outward logic to the player. "The only thing which matters in a game is the experience inside the player's head," he wrote. "It doesn't matter what your intentions are or what's going on under the hood if the end result just isn't fun.

"With I'm staying completely focused on the end goal: results. This means a much simpler AI system, which in turn will result in a much stronger opponent. When you as the developer know exactly what an AI player is doing and why, it becomes much easier to recognize bad behavior and fix it."



He was also very critical of his decision to institute the One Unit Per Tile rule, explaining that it caused issues with everything from AI to production times.

"In Civ 5, every unit needed its own tile, and that meant the map filled up pretty quickly. To address this, I slowed the rate of production, which in turn led to more waiting around for buckets to fill up. For pacing reasons, in the early game I might have wanted players to be training new units every 4 turns. But this was impossible, because the map would have then become covered in Warriors by the end of the classical era. And once the map fills up too much, even warfare stops being fun.

"...The key is the map. Is there enough of room to stash units freely and slide them around each other? If so, then yes, you can do it. For this to be possible, I'd think you would have to increase the maximum map size by at least four times. You'd probably also want to alter the map generation logic to make bottlenecks larger and less common."

If you're in the mood for a long read, you can check out the full essay, which goes through just about every design element in Civ 5 and puts it under the microscope, offering solutions to his perceived problems that will be used in At the Gates. In case you missed it, you should also peruse our interview with Jon about the game.
BioShock™
would you kindly


Coming to you LIVE from the bottom of the Atlantic Ocean, it's time to celebrate Valentine's Day with Rapture's number one radio dating programme: Would You Kindly! Free from the tyrannical oppression of government broadcasting standards and hosted by the founder of Rapture, Andrew Ryan, Would You Kindly challenges one contestant to choose from three viable paramours (sitting unseen behind a screen) by asking them a series of romance-based questions. So, inject your plasmid of choice, spider-walk to your favorite spot on the ceiling, telekenetically turn up the volume on your radio, and enjoy the show!

 



Good evening, my friends. This is Andrew Ryan. I hope you are enjoying your Valentine's Day celebration. Tonight I wish to remind each of you that RAPTURE, the utopian paradise I founded at the bottom of the Atlantic Ocean, is still home to your FAVORITE DATING PROGRAMME! WELCOME to another broadcast of... WOULD! YOU! KINDLY!


*RAUCOUS APPLAUSE*




I came up with this programme on my own, without the man in Washington, without the man in the Vatican, without the man in Moscow, to distract you from the fact that my perfect city is filling with water and populated by shrieking lunatics and giggling vampire children.


*hesitant, scattered applause*




Here is how the show works. A young woman shall sit here and ask questions of three viable paramours. She will not be able to gaze upon their visages, nor they hers. At the end of the programme, she will select her favorite and they shall enjoy a romantic excursion to Rapture's most expensive, least water-damaged restaurant, where they will sip tonics and dine upon whatever they can find in the trash bins. That's right, a woman CHOOSES, a viable paramour ACCOMPANIES HER TO DINNER! Let us meet our candidate. Please introduce yourself.






Hello! My name is Faith Connors. I live in a futuristic dystopia where I work as a courier, delivering messages for the revolution by running over the rooftops and using acrobatic maneuvers known as parkour.




And what a striking woman you are! Slim and athletic, you appear to be the product of superior genetic material! I, for one, would not kick you out of my luxurious penthouse bed for being a filthy socialist parasite!


Thank you. I guess.


I would, however, attack you with SWARMS OF STINGING BEES. Now! Let us meet our first paramour! Would you kindly sign in!


Alfred. Come in, Alfred. I've infiltrated Ryan's dating show. They're asking me for some sort of introduction. Access the bat computer to find an appropriately witty response, and contact me when you have it.


He appears to be speaking into some sort of portable longwave radio device. Paramour Two? Would you kindly introduce yourself!


My name is Corvo Attano, but I'm also known as The Masked Felon! I'm a shadowy supernatural assassin in Dunwall, which is also a dystopia. See, we already have something in common!


MASKED FELON! You WON'T get away this time.




What? What are you talking about?






I WILL find you, Masked Felon!






I'm right here. You're sitting next to me.






SILENCE! Paramour Three! Would you kindly sign in!







Paramour Three is not in his chair, but instead appears to be staring at us from across the room and through a window. Very well! Candidate, begin your questioning!




Okay. Paramour One, give me your best pick-up line!






Oracle. I need to you access the mainframe of a popular dating website and compile a list of the most successful pick-up lines. Contact me when you have them.






It's sort of rude to talk into your communicator when I'm talking to you.






Yeah, man. Really.






It's ALL OVER for you, Masked Felon! Did you REALLY think your plan would WORK?






Fellow, what is your deal?






There is NO ESCAPE, Masked Felon! I WILL FIND YOU!






Again, I'm sitting right here. Our knees are almost touching.






Okay, Paramour Two: Describe your perfect date.






Well, it starts with us moving quickly and silently over rooftops and ledges to avoid being seen by patrolling guards.






I'm listening.






Then, we slip down to street level and into my favorite cafe, where I subdue everyone to give us some privacy. Non-lethally, of course!






Nonlethal takedowns? You're speaking my language.






Then, I summon a swarm of rats to eat all the unconscious bodies, and my magic mechanical heart tells me all about you in a voice only I can hear!






Ooh, you lost me at the end there. Nice try! Paramour Three, describe our romantic first encounter.




You are ssstanding in a test chammmber, Miss Con-nors. It is fill-ing with radioactiiive waste. I am watch-ing you frommm... a catwalk.


That's... really weird. But continue.


Our eyes mmmmeet, and time seems... to stand still. This is be-cause I am actually stop-ping time.


I can stop time, too! If the time-stopping thing works for you, I'm all over it.


Your TIME TRICKS won't save you, MASKED FELON!


Guys, shut up. Paramour Three, go on, please. Time is stopped, we're gazing at each other, and...


I approach you. I take your hannnd in mine. And then I ssstore you in di-mennnsional stasis for fff-fifteen years.


There's the horrifying final detail I was waiting for. Out of curiosity, what happens fifteen years later?


Then, it's rise and shine, Miss Con-nors.  Wake up and... smell the omelette.


Well. I guess it's nice that you like to cook breakfast.





He seems to have disappeared. He did not even leave behind the sweat of his brow, which, HERE IN RAPTURE, he would be ENTITLED TO!


I'm starting to think this was a terrible idea.


And you are free to THINK that in RAPTURE, where you cannot be slapped around by GOVERNMENT MUSCLE! FREE from the BOLSHEVIK POISON fed to the masses by ROOSEVELT to--


Calm down. Okay, Paramour One? What do you look for in a woman?


Oracle. I need--


Forget it. Paramour Two, same question.


Physically? Oh, someone about your height, your weight, and with a healthy cone of vision, like yours. And three coins in her pocket.


So... wait, you can see me? You can see through walls?


And then some! I bet Paramour One can't top that!


Female subject is conscious and sitting. Solid skeletal structure. No weapons. Pulse is normal.


So you can both see through walls. You're both just staring at me. Isn't that against the rules?


Rules? Here in RAPTURE, game show hosts do not fear the CENSOR, and are not bound by MORALITY!


Sounds like we've actually got a lot in common, Paramour One.


The GAME IS UP, Masked Felon!


Ugh. Maybe you two peeping toms should just go to dinner with each other. Um... hello?


They appear to have choked each other unconscious.


Swell. Just tell me the quickest roof out of here and I'll be on my way.


And that brings us to the end of WOULD YOU KINDLY! Please enjoy this promotional clip from our next episode!


Did I ever tell you... what the definition... of romantic is? Romantic is when I give you a dozen roses and a box of candy... over and over again... and expect nothing in return. That. Is. Romantic. A florist told me that. I thought he was bullshitting me, so I shot him.


I think I am going to pass.
Sid Meier's Civilization® V
Civilization V Gods and Kings Gustavus


If you've been holding off on buying Civilization V in the hopes of snagging all of the released content in one package, your day has finally arrived. Civilization V: Gold Edition includes the Gods & Kings expansion, along with all of the map, civilization, and scenario packs for $50. That's $10 cheaper than buying just the base game and the expansion separately on Steam. Of course, this won't be the complete collection for long if the rumors about the upcoming One World expansion are true. But it's still enough content to keep you busy for a while. (180 hours, in my case.)

Compared to vanilla Civ V, you'll be getting Korea, Spain, the Incas, Denmark, Babylon, Polynesia, the Celts, the Netherlands, the Mayans, Carthage, Byzantium, the Huns, Austria, Ethiopia, and Sweden. Not to mention some pretty cool scenarios, including my personal favorite, Fall of Rome. If you'd like to see Gods & Kings in action, check out my Civilization V Chronicles, our review of the expansion, and the Steam demo.
BioShock™ - contact@rockpapershotgun.com (Alec Meer)

Matters are rather different for the third BioShock game than they were for the first. While Irrational’s original had to grab attention from a machinegun-crazed mass audience, their next one comes with built-in renown, potentially affording the studio more opportunity and freedom to indulge themselves in other aspects of the game. Where BioShock’s undersea city of Rapture was, in hindsight, much more of a concept than a functioning place, BioShock Infinite’s floating metropolis Columbia seems to be striving harder to have an explicable and finely-sketched society.

Reflecting this is newly-released ebook novella Mind In Revolt, by Irrational’s Joe Fielder with assistance from Ken Levine, which could technically be described as a prequel but seems more designed to flesh out the social pressures bubbling under Columbia’s utopian surface in the way that the rollercoaster ride of an action videogame might not. > (more…)

BioShock™

BioShock Infinite's Lead Creator on History, Video Game Violence and... What Happens to the Sewage in a Floating City?In an office in Union Square last week, BioShock Infinite 's lead creator, Ken Levine, said I could ask him about anything. He was in a kind and generous mood, offering me a strawberry from a bowl of them—he at eats at least half a pound of them a day, he told me.


Anything?


OK...


Here are three things we talked about:


1) Founding Fathers, Racism and What Will Horrify People In The Year 2113

The new game Levine and his crew at Irrational Games are making takes place in 1912 on a city that floats above America. The people running this city idolize some of the founding fathers, but they hate Abraham Lincoln. This is the second straight game from Irrational that looks at some of the warped ideals of the past and warps them further, so I wondered what Levine's view of history is: something to revere? Something to scorn?


"I think there were certainly things that were culturally fascinating in a different period," Levine said. "I also think it's amazing to see people who are so ahead of the curve. I think a lot of people look at this game and in some ways think it's critical of the American experiment, but I think if you look at guys like Thomas Jefferson and George Washington or Ben Franklin, [they] were so extraordinarily ahead of the curve in so many ways in science and philosophy and certainly in politics—the work they were creating, the structure, the tripartite checks and balances and all those things were extraordinary...


"On the other hand, they were very much men of their time. Jefferson and Washington were slaveowners. Jefferson probably fathered a child with one of his slaves, which was very common at the time. I find that interesting. I don't need to… it's ok to be able to hold both of those ideas in your head at the same time. I think it's hard for a lot of people to do [that.]…These guys were both revolutionaries for freedom and held people in bondage in the same time. To me that's interesting. It's certainly not interesting for the people who were held in bondage, but looking back as a history nerd and as a culture nerd, I think they're fascinating, brilliant, revolutionary figures who are also at the same time enslaved to the ideas of the time they came from."


BioShock Infinite's Lead Creator on History, Video Game Violence and... What Happens to the Sewage in a Floating City?


Levine said that Infinite isn't intended to be a history lesson. It refers to the founding fathers; it uses popular reaction to Washington, Jefferson, Lincoln and many others to define its factions. But if there's a message about history in the game, Levine wagers it is mostly about thinking about how our history is taught and about how these figures were more complex than we might have thought and more complex than how we traditionally think or talk about them.


Levine: "It's hard to talk about that period without talking about racism, without really being dishonest about the period."

When I played the first four hours of the game last December, I was surprised how prevalent racism was in the game's narrative and setting. You feel like you're in a place and time where racism is much more widely accepted among the white majority. This doesn't feel common for a video game, but fits with Levine's belief that you can't talk about an interesting era and avoid its complexities. "It's hard to talk about that period without talking about racism, without really being dishonest about the period," he said. "I'm sure in the same way people are going to look back at now from a hundred years from now and they're going to be shocked at some of the things that we're ok with…"


Like eating animals, I suggested?


"I think that's probably going to be it," Levine replied. "Look, I"m a vegetarian and I'm wearing leather shoes and a leather belt… I'm not a political vegetarian. People can eat whatever they want...I'm going to guess that's probably it, but I'm just guessing here. I could be completely wrong."


Or he could be outlining the plot of BioShock Future. A game made in 2113, set in 2013 all about a sick society that chows down on cows. Yes? No? (Probably not!)


2) Smart Games And/Vs. Gun Games

We were talking about the origins of the first BioShock and Levine's commitment to having Irrational make games about things they think are interesting, even if that sends them down the path of making a game about a failed Objectivist utopia. "We just follow the things we're interested in." That sounds great. That's what I think we want people who make the games we play to say, but a thought struck me and I spilled it out as a very long question.


I said: "You guys are a studio that tries to do smart and interesting things. You find themes that appeal to you. And that explains… it makes total sense why you'd make BioShock Infinite and its setting and its place.


"You're also a studio that's really good at making shooters, so it totally explains why you'd make BioShock Infinite a first-person shooter.


"Do those two things have anything to do with each other?


"Why is it that a studio that thinks about really interesting themes and is interested in making a game about Objectivism or about a person who creates their own philosophy or some of the other things you're talking about… why is it that a studio that is highfaluting enough and interesting enough to do that is also a studio that makes first-person shooters? Do they have more to do with each other than one would think?"


Levine: "In terms of the shooting, it's weird, right?"

"Well, the first-person perspective and these kinds of worlds we create have a lot to do with each other," Levine replied as he began to talk about the core elements of Infinite, which involve you, as a character named Booker, infiltrating that lively, complex floating city of Columbia, to rescue a woman named Elizabeth who will spend most of the game adventuring at your side.


"It wouldn't really work from any other perspective because of the kind of detail [we have]. When you're controlling the camera you can get really up close to the kind of detail we have…and the relationship with Elizabeth, if you were seeing her over your shoulder that wouldn't really work… there are certain moments that only work in first-person… it's not 'the other is having a relationship with her. The goal is that you're having a relationship with her. That's the intent."


That explained the camera angle, of course, but not the popular gaming action-shooting-that goes with that camera angle. Levine got that.


BioShock Infinite's Lead Creator on History, Video Game Violence and... What Happens to the Sewage in a Floating City?


"In terms of the shooting, it's weird, right? Games have this interesting thing. When you see some people experimenting, like Kentucky Route Zero and stuff like that where they are starting to experiment with sort of not having a game element or even Walking Dead has a really reduced element. My problem is, I like games. I like challenge. I like having a skill component of it. And so what is that skill component? It is weird in some ways that all of a sudden you bust out a gun and start shooting. It would make sense maybe in a [Levine interrupts himself] but the scale and the amount of shooting that you have is heightened obviously, but, you know, so is Indiana Jones. The dude is an archeologist and he's busting caps in people's asses left and right. He probably kills 100 people in that thing."


It feels like a fundamental thing, I suggested to Levine. Violence in games is an efficient way to give the player agency. Let the player blow something up or shoot something and they can sense their agency. It's a way to make a game feel interactive and to present it as a system, perhaps?


"It's a limitation of the medium," Levine said. "I can sit down and write a scene about just about anything. It's really tough to make a game about any particular topic. You go see a movie like Margin Call, which is a fascinating exploration of how emotionally and the kind of pressures that led to the financial meltdown were on people. To turn that into a game would be a real head-scratcher. But to turn it into a movie is really a function of: can you write a good movie about it? Because you don't need that skill component, and you don't need to sort of train people on the systems and things like that [as you do] in games.


Levine: "My problem is, I like games. I like challenge. I like having a skill component of it."

"So we tend to have fewer forms in the game space. One of the nice advantages of a form is that it's a skill-set that people have acquired. And remember that if you hand a controller to somebody who has never played a first-person shooter, it's not something you were born with. So, you know there are certain advantages it gives you."


Perhaps the shooter is just a simplistic thing, but not a regrettable form, I offered. It can be quite complex, right?


"I would say it's an evolutionary form as we figure out more and more … we'll go nuts with Booker and Elizabeth. We are taking some baby steps there along the way of a character relating to another character. That needle has not moved very far in the video game space—outside of cutscenes—where you have any agency. I think that was one of our biggest challenges: moving the needle there, but that needle is really on the left side (zero) and not the right side (100).


"We're figuring it out and in the context of these very big expensive games because that's one of the things that helps you figure it out is having a lot of money and time to help figure out these problems. But this is an artform that is incredibly new. Go look at cinema. They didn't have camera cuts at the beginning. They didn't have close-ups. They didn't have reverse-angles. The language evolved over time through experimentation."


3. What a floating city does about sewage...

I'd seen Infinite's lead producer retweet the following:


Me: Do you know what happens to the sewage in the city? I saw Rod Fergusson retweeting somebody asking what happened?


Levine: When guys on my team retweet, I'm like, oh my god, now people are going to ask me about this. Well… Ken Levine knows everything that happens!


Me: We can skip…


Levine: I guess two things can happen to it. What happens on a ship or what happens on an airplane.


Me: I guess it depends on how the Founders are feeling about the people below.


Levine: They wouldn't so much care. [laughs]


BioShock Infinite's Lead Creator on History, Video Game Violence and... What Happens to the Sewage in a Floating City?


Oh, and here's one more bonus bit. There's been some talk about how well the BioShock brand is known by the kind of fratboys who help make Call of Duty popular. Levine says that any outreach to that constituency did not have much affect at all on the creation of the game. It seems like more of a marketing thing.


Levine hopes they'll get it—maybe embrace Infinite the way so many people did the similarly distinct and offbeat Inception and The Matrix: "It's not exactly something that pulls its punches or is trying to pander to a mass audience," Levine said of his new BioShock. "It's a pretty strange bird. But I believe that people who think strange birds are unappealing to a broad audience are underestimating the world."


Sid Meier's Civilization® V - Valve
Sid Meier's Civilization® V: Gold Edition is Now Available on Steam!

The Gold Edition contains Civilization V, Civilization V: Gods & Kings and all of the Civilization V DLC in one bundle!

...