Claptrap's Robot Revolution, the Borderlands DLC available today, carries this homage to another 2K Games hit, BioShock. You'll run across it very early in your return trip to Pandora. [Thanks Pascual M.]
Like BioShock's Rapture, BioShock Infinite's Columbia has some "different" ideology propping up its fancy tech, which is celebrated in these propaganda posters.
While some are fairly innocent, others are quite politically charged, harking back to the dark days of not just Nazi Germany, but America's own history.
You can see the whole set over on Game Informer.
Gore Verbinski, director of Pirates of the Caribbean, was signed up to do a BioShock movie. It turned out to be too expensive, and now there's a new director. Shame. The expensive one sounded awesome.
Quint from AICN took a tour of Verbinski's GORE studios last week, and asked around about the fate of the franchise's first attempt at making the silver screen.
Turns out "they were building sets when the plug was pulled, one month away from shooting", and that unlike many other CGI-obsessed Hollywood blockbusters, Verbinski "was going to be shooting on real sets and doing as much in-camera as possible".
GORE producer Nils Peyron said the aborted project "was going to be epic and...there was a crazy amount of jaw-dropping art they accumulated during pre-production", art we'd dearly like to see one day.
I hate Avatar, and many other contemporary blockbusters like it, because I've had my fill of computer generated graphics. Even in 2010, they still don't come close to the look and feel of a real set or a real car crashing into a real wall, so hearing Verbinski say he wanted to shoot BioShock "properly" makes me truly sad we'll never get to see his version of the film.
Then again, shooting on big sets with practical effects is also murderously expensive, and his version of the movie was cut for being murderously expensive, so...it's a world of cruel contradictions.
[AICN, thanks Tom!]
BioShock Infinite looked pretty great from what we saw in its cinematic trailer. Now let's now see how the in-game shots stand up.
It's bloomy! And also delightfully colourful, the dank, depressing depths of Rapture giving way to something so cheery Nintendo would be proud to race little karts around it.
Here are two screens; for the third, head over to Game Informer.
Exclusive BioShock Infinite Screens [Game Informer]
Hollywood is working on a big screen version of underwater opus BioShock. There have been stops and starts, but the game's designer Ken Levine assures the film adaption is being "actively" worked on.
"I will say that it is still an active thing," Levine tells DC radio station 106.7. "And it is something we are actively talking about and actively working on."
That doesn't mean that filming of the project is 100 percent certain. "I can't tell you whether — you know, the movie business is complicated — I can't tell you whether it's going to happen for sure or it's not going to happen for sure," Levin adds. "But it's something we are actively discussing, quite actively, and actively working on."
Levine also discussed the challenges of bringing BioShock to live in cinema. In the game, protagonist Jack is a non-entity. "You can't really do that in a movie," Levin says. "That's your guy, that's the guy you are following through."
The trick is to stay true to the game and also round out the character "so he's not literally a hand with a gun" and "so he's actually a person who is going through some sort of progression through his life."
Honoring the source material and making it work as a film is, as Levine notes, a "super, super challenge".
Gore Verbinski, the director behind the Pirates of the Caribbean flicks, was originally going to helm the project. But after budget snags, he switched to producing. He is currently working on a handful of other projects.
In his place, Juan Carlos Fresnadillo (Intacto, 28 Weeks Later) has signed on to direct the movie version of BioShock. Verbinski has stated that the film version needs to be R-rated — a "hard R" — and not PG-13.
Chad Dukes Interviews Ken Levine [106.7 Thanks, Thomas!]
You'd think that the URL www.bioshock.com would take you to the official site for 2K's BioShock series, but no, it does not. And after the publisher lost a recent court ruling, it probably never will.
The domain is currently owned by Name Administration Inc., a company that specialises in...purchasing domain names then sitting on them. They bought it shortly after the first rumours of BioShock's existence surfaced in 2004, and because they bought it so early - long before 2K parent company Take-Two could actually file for a trademark on the name - the courts have ruled that Name Administration can hang onto the site name.
So 2K had to make do with www.bioshockgame.com. It seems the publisher at least learned its lesson, as the upcoming BioShock Infinite is registered in 2K's name.
As for that picture...believe it or not, it's a real board game, one I used to play with my parents all the time when I was little. It's about sheep. And is as interesting as it sounds.
Take Two loses battle over Bioshock.com [Gamer/Law]
The trailer teased a return to the underwater failed Utopia of Rapture, first seen in 2007's BioShock. But last night, we saw BioShock Infinite in action, a live demo. This next big thing from Ken Levine's Irrational Games is something different.
This is the BioShock of a floating city, of America in 1912, of a helpful damsel in semi-distress and of something called the Skyline.
"The time for silence is over," said Ken Levine, creative director of Irrational Games to a room full of reporters at New York's Plaza Hotel on Wednesday night, seconds before the BioShock Infinite trailer began. We were a controlled audience, our laptops and cell phones confiscated before we entered a small ballroom and sat in front of the stage and screen from which Irrational would show its new project. The news vans outside the hotel had not been for BioShock Infinite but for controversial Democrat Congressman Charlie Rangel, whose birthday party was one story above and whose House ethics investigation is ongoing.
Levine's team is one of the most acclaimed and secretive in game development. Since the '07 BioShock, which they made in partnership with 2K Australia, Irrational gave no hint about what they were working on, no clue that they were making another BioShock. They were not involved in this year's BioShock 2, which was created by several sister studios and was set in that undersea city of Rapture. But Irrational, which had, for a time, been known as 2K Boston, is indeed back on the franchise and allowed Wednesday night for their new trailer tease briefly that they were back on the virtual ocean floor.
Their trailer begins with a camera swoop across what appears to be ocean bottom, past an iconic BioShock Big Daddy. But that's just a trick, a look inside the fish tank of a man on the place where BioShock Infinite is really set, the early-20th century airborne crumbling metropolis of Columbia.
What I saw — and what you can see in the trailer here — was the first glimpse of a game shrouded in years of secret development and now scheduled for a 2012 release on the PC, PlayStation 3 and Xbox 360.
The trailer signaled that Infinite is a first-person return to the style of idea-driven historical science fiction of BioShock, but set in the skies. Later, Levine would tell me that the game is thematically tied to the work he did in first BioShock in that it is another game about a strange and yet strangely familiar place as well as about expressive, variable gameplay. He doesn't call it prequel though and drew no narrative connections between the BioShocks we have played and the one his team is making. "I don't want to think about that," Levine said to me. "I don't think it's particularly constructive to have that conversation."
After the trailer unfurled Infinite's world, Levine began explaining the game to his audience. Infinite is set in the early 1910s. Its main setting is Columbia, a city that floats on balloons and drifted across an ascendant United States, showing the accomplishments of a post-Civil War American ready to express its idea of excellence.
"Something terrible happens," Levine said, establishing the stakes and the mystery. Columbia proves to be something worse than a beacon of prosperity. "This is not a floating world's fair. Columbia is a Death Star." In the lead-up to the events of Infinite, Columbia is embroiled in an international incident of unspecified horror and then disappears into the clouds. Our character, a "disgruntled former Pinkerton agent" named Booker DeWitt, is contacted by a mysterious man who knows where Columbia is. In that city, DeWitt is told, is Elizabeth, a woman who has been raised there and who the man wants rescued. DeWitt accepts the mission, which will be ours as a player: to rescue Elizabeth and, with her super-powered help, get out of the patriotic-turned-violent Columbia.
We were shown a live gameplay demo to get a sense of how Infinite will play. The demo was paced for action and was as heart-racing as a good sequence in the campaign of a Call of Duty. If you've played the BioShocks, as I have, you'd spot the potential for dynamic gameplay. Guns go in your character's right hand. Powers are on the left. The gameplay sequence began with DeWitt walking up one cobblestoned street of Columbia. A floating bell tower teetered and then collapsed in front of him. Up the street, he passed a woman sweeping in her doorway while the building behind her blazed. A dead horse was in the road, being pecked by birds. Columbia's a weird place.
Columbia looks American, particularly a style we might call, kindly, American Obnoxious, though Levine describes it more technically as an age of American Exceptionalism. It was built, in the fiction, at a time of swelling U.S. pride, when the inventions of electricity and radios and the progress of the American people could, theoretically, spawn a floating city that waves the flag and, more distressingly, exhibits imperial racism.
DeWitt walked past flags with 48 stars that flapped near posters pumping the slogans "For Faith, For Race, For Fatherland." Columbia's patriotism is off-the-rails jingoism, its citizens taking gun rights to the extreme. A man preaching politics from a gazebo stood near signs that warn "they'll take your gun" and barrels full of rifles from which, you can indeed take your gun.
When the Irrational developer controlling the Infinite demo had Dewitt take his rifle, the pontificating man in the gazebo scowled. His eyes and mouth started glowing and a fight began. For a moment, the fight pitted DeWitt's scoped rifle vs. this combative man and a swarm of crows — well, a murder of crows, to use both the proper term. Murder of Crows is also the brand name of the bottle from which DeWitt later drank in order to obtain the ability to send out his own angry birds.
We were shown other powers. Deeper into the demo, during a combat sequence in a bar, DeWitt appeared to use telekinesis to pull a shotgun out of a man's hands. The gun floated in front of the man, pointing at him, shot him, then zipped into the grip of our hero. That same power was used to stop a football-sized shell in mid-air, rotate it and fire it back at the turret from which it came.
Aside from the splendor of a floating city populated with angry patriots, the newness to the BioShock series presented by Infinite are the roles played by Elizabeth and the Skyline, the railways connecting Columbia's floating districts.
Let's take the lady first. Elizabeth is a skinny-waisted, dark-haired, cleavage-showing damsel who is sometimes in distress and sometimes the key combat support. She is not controllable by another player. She is a computer-controlled ally and she is not, Levine told me, ever supposed to feel like a nuisance, a video game "escort mission"-style hindrance. She is instead, he said, a character, one who will enable the type of in-the-midst-of-gameplay dialogue-driven storytelling seen among the characters of Valve's Left 4 Dead. She is also a power amplifier, if the player chooses to accept her assistance. And she has her limits.
In one moment of the demo, Elizabeth was placing a storm cloud over the heads of a crowd of gun-toting men; DeWitt blasting forth with electricity to ignite a storm of lightning on the crowd. In the next she was struggling to her feet, falling behind, nose bloody. "When she helps you, it takes a toll," Levine said in a canned print interview supplied by Irrational. "You're not a super hero and she's not a super hero, and you're both up against a very difficult challenge that pushes you to the extremes."
Later, there was a robot or a man in a robotic suit on a bridge menacing DeWitt and Elizabeth. The lady was able to zap an orb high on its suspension tower. DeWitt was able to bring it down on the robot-nemesis' head. The middle of the bridge collapsed. As Levine later told me of Elizabeth's gameplay significance, "She is there to enable things that are of a scale that you just couldn't do in BioShock 1." With the bridge out, a robotic bird swept in, ending the gameplay demo.
The other distinct gameplay element in the demo had been what Irrational calls the Skyline. These rails are ostensibly used for sky-trains that travel from room to room and from one city block to the next. But in the demo, they were used by people. That pontificating political man from the gazebo had grasped for one during his fight with DeWitt and zipped along it well out of reach and then back in for a melee swipe. DeWitt could grab onto one as well and zip down its line, to speedily get from one place to the next, and to, presumably, escape, dash toward or even flank his enemies.
In our interview, I asked Levine if it would be right to think of the Skyline as Infinite's Warthog, the Halo vehicle that changes the famous Xbox series on the fly from an on-foot heroic slog of a first-person shooter to a rushing driving-based war game. He liked the analogy and said that the rails in Infinite are not a mere Ratchet & Clank style mode of conveyance.
I saw a gameplay parallel between the Skyline and the rails that connect floating sectors of one of the main worlds in Retro Studios' Metroid Prime 3: Corruption. But in Infinite, the Skyline network appears to be so complex that it seems likely to function less as a limited-use means of conveyance and infrequent combat, as it was in Metroid, and more like an additional tactical option added to the already-variable arsenal of BioShock.
During his address to the press, Levine said that players of Infinite would feel as if they were playing a specific character. The hero of the first BioShock had an important relationship to other characters in that game, but he was, in terms of expression, a blank. Booker DeWitt won't be. He will feel like a specific guy with a specific story, Levine said. In the canned interview, Levine said of DeWitt: "He's known as a man who gets things done... for a price."
Levine still wants players to feel like they are conducting the actions in BioShock. He uses variations of the word "expressibility" many times while explaining a BioShock game's prime elements. Players will still be able to decide how to fight through each conflict in BioShock Infinite, using whichever powers, weapons and team-up moves with Elizabeth that seem best for them. But DeWitt will feel like a specific role we've played, Levine told me.
It appears that we are also going to be encouraged to think of the people of Columbia as a collection of individuals. Levine said that Infinite extends the idea shown in BioShock that not every character who you come across in these first-person shooters is a violent enemy. "We showed that idea of 'neutrality' in the demo," he said in the prepared interview, referring to the gameplay sequence we were shown. "When you walk into the bar, the guys there just look at you. They don't attack right away, which is very deliberate... [W]e thought 'wouldn't it be great if you walked into a room in this game and you didn't necessarily know the dispositions of the people in it? Are they going to sit there? Are they going to attack you? What might set them off?' We really wanted to have a notion that not everyone in the city was automatically hostile towards you. Instead it has more of that 'Wild West' feel where you walk into a bar with your hand on your pistol and you're not sure what's going to happen to you."
Of course, for the sake of presenting an action-packed demo, things got ugly in that bar quickly.
(Above: A look at BioShock Infinite swag given to attending reporters; hints about Columbia's secrets?)
BioShock Infinite is at least 16 months from completion. We won't be playing it until 2012, a century past the year in which the game is set. In the interim, more will be revealed. The Skyline, for example, will be a focus of a future showcase for Infinite, according to Levine. It is that important. Levine was non-committal about multiplayer, saying only that it would make sense to have some for the game if Irrational could think of something special. He would not divulge the reason for the the word "infinite" in the game's title, teasing only that it has significance. "The name has meaning," he said.
After three years we finally know what Irrational Games is doing next. And we know the future of BioShock, which is an all-new past.
BioShock Infinite manages to seem both novel and true to certain core systems and gameplay values introduced by the 2007 original. It is a potentially Final Fantasy-style sequel that may not have narrative connection to its predecessors (remember, they're not saying) but appears to be a spiritual continuation and advancement. Setting a BioShock in the sky makes the game appear to be more expansive, its gameplay possibilities broader.
A vibrant and bolder BioShock is coming, with more extraordinary action than we've seen before and more complicated storytelling, all set on a maverick construction of American ingenuity where we've never played before.
Guillermo Del Toro, the director behind Cronos and the big screen version of Hellboy, has walked from the Hobbit movie. He has plans! Video game plans.
"One of the things we're announcing in the next few weeks is a big deal with a big company," the filmmaker tells MTV. "We're going to do games that are going to be technically and narratively very interesting. It's not a development deal. We're going to do it. We're doing them. And we're going to announce it soon enough."
Del Toro would not divulge any more info, stating that said company "would probably shoot me in the head." But what kind of gaming tastes does he have?
In 2008, Del Toro told Edge, "I absolutely loved BioShock. I loved the world, the design, the lighting, the beautiful art direction and cinematography. I'm a fan of Silent Hill, Resident Evil and Devil May Cry. I love them all. The first Silent Hill was so beautiful, almost like a Lynch, Polanski or Romero type of horror experience..."
Continuing, he said he loved "the engine of GTAIV", but confessed he was not a big fan of the game itself.
"There are only two games I consider masterpieces," Del Toro add. And they are? "Ico and Shadow of the Colossus."
Guillermo del Toro Has Multiple Games In The Works With A 'Big Company' [Multiplayer]
No one can stop Mr. Bubbles from making his big screen debut, not even the underperforming Prince of Persia. Gore Verbinski, the man desperate to bring BioShock to the big screen, is still slaving away at it.
Verbinski, the director of Disney's Pirates of the Caribbean movies and now producer on BioShock's film adaptation—Juan Carlos Fresnadillo is now on directing duties—tells IGN that they're trying "to get the budget down and still keep so it's true to the core audience." What does that mean, exactly?
"The thing is it has to be R, a hard R," Verbinski assures. "We don't want to dumb it down, we don't want to make it PG-13. We want to keep it really edgy, and it's a huge bill." While video game film adaptation Prince of Persia: The Sands of Time may have done so-so at the B.O., Gore thinks BioShock is still ripe because "it's actually a great story."
While we're not holding our breath just yet for BioShock's budget woes to make it possible, if Verbinski's enthusiasm holds, it could happen.
Gore: Persia Won't Stop BioShock [IGN]