BioShock™

Here's...One New BioShock Infinite ScreenshotIt's a tease for the game's new trailer, to be shown at the VGAs next week.


Way to be stingy, guys! In lieu of actual facts, then, we're going to substitute them for non-facts.


Folks, this is Eusebius Fink, owner of the Sky City Knickerbockers. He's made entirely of bronze, stands eleven feet tall, and is terrified of pigeons.


He's also a keen hunter, and a part-time hustler, so has a lot of MotherFuckin' Guns. Which is why his house is so big, and has that written right on the top of it.


BioShock™

The latest "Co-Op Life" video from Machinima focuses on Bioshock, and it's pretty funny stuff. A couple of guys are playing the game on the couch, and the whole experience has… well, it's come out into the real world with them. It's basically a much more high-budget approach to the same kind of satire we've seen of other videos, but in this case, the bigger production values pay off.


Bonus points for a quality Die Hard reference, and special recognition to the funny little girl who plays the Little Sister. If you had someone in the room with you when you made that first save/harvest decision, you may well have had a similar conversation.


"Why are you… what are you doing!?!?"


"It's… just a game?"


"I'm breaking up with you."


BioShock™
Bioshock Infinite - Elizabeth
Without giving too much away, a key twist in the original BioShock story is to do with your character being completely mute throughout the game. It was an interesting twist on Gordon Freeman-like character design, and a comment on the game’s key themes of determinism versus free will.

In BioShock Infinite, the protagonist - Booker DeWitt - will be able to speak. In an interview with IGN, its creator Ken Levine explained the decision. “How do you go back and say okay, well you're that kind of character again after you already had that discussion with the gamer?” asked Levine. “Our response to it was, let's really place you firmly in the world this time. Let's give you a story, let's give you a character to develop a personal story...You're very active, your story is very active, Elizabeth's story is very active.”

Although the protagonist may have found his vocal chords, Levine still values the use of silence in the game. Core to the game is damsel-in-distress Elizabeth’s relationship with Songbird, a strange mechanical bird that’s served as her friend and warden, and is now pursuing Elizabeth and DeWitt through the airborne city of Columbia. But, as Levine says, Songbird will never utter a word.

“The nice thing about silence is it forces you to make very clear decisions about that character,” said Levine. “It forces you to make that character have very clear motivations because you can't caught up in a ton of subtlety...It doesn't necessarily require words.”

Levine goes on to point out that visuals are more important than sounds in-game, because you generally tend to only hear a line of dialogue once, whereas images stay on screen for a lot longer. And the BioShock games have always been great at this visual storytelling - watch the original’s intro without sound and you still get a fairly good idea of what’s going on.

It’s an interesting change to the franchise. Adding vocals to Isaac Clarke in Dead Space 2 was a vast improvement, and his character suddenly felt a lot more fleshed-out - so to speak. But the critical question is how the story’s going to work in its inevitable twists without having a protagonist who gasps “OH MY GOD I REALLY WASN’T EXPECTING THAT DID YOU JUST SEE WHAT HAPPENED” all the time.
BioShock™

The BioShock movie isn't happening. Blame the special effects, blame the water, blame Hollywood. Whatever. It's Dead.


That doesn't mean there aren't bands of eager filmmakers roaming the internet, making fan films and trailers, like the one right up there. Because there are.


And what they lack in special effects and money, they make up in gumption.



You can contact Brian Ashcraft, the author of this post, at bashcraft@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.





Half-Life

Like Rich Wine and Sharp Cheese, Some Games Just Go Well TogetherI've noticed over the years that I enjoy playing games in pairs, coupling them like a fine wine and a dry, aged cheese. (Or a hoppy beer and a slice of spicy pizza, if you prefer.) I've got professional obligations now that I didn't have in the past, but all the same, I find that I tend to experience my gaming two games at a time.


It's vital, then, to choose a good pairing—a yin and a yang, a chocolate and a vanilla, a Cagney and a Lacey. Sometimes a great pairing happens by coincidence—two complimentary games are released right around the same time. Sometimes they are the result of careful planning. I thought it would be fun to look back at some memorable gaming pairings that I've enjoyed over the past few years, and to see what kinds of pairs you all are enjoying during this jam-packed holiday season.



Bioshock and Oblivion


In the mid-2000s, I took a few years off from gaming. It was during the period of time that the new generation of consoles was released, but I mostly missed it as it was happening. I didn't get an Xbox 360 when it was new. I never tried to play Kameo and try to tell myself that yes, this was what the next generation of gaming was going to look like.


By 2007, there were several games on the console that felt truly "Next Gen". The first two games I got, in the late summer of 2007, were The Elder Scrolls: Oblivion and Bioshock. In fact, it was Oblivion that finally convinced me to take the plunge and buy a 360. I spent the next month or so playing those two games nonstop.


What a dynamite pairing those two were! Oblivion gave me heady exploration with a hint of.. well, infinity. It was a game that was as exciting or as relaxing as I wanted it to be. Bioshock gave me a more tightly controlled experience, but one that was just open enough not to feel weirdly restrictive compared to Oblivion.


It was a special time, and a special pair of games. That same fall, there were other combinations, as well, including...


Half Life 2 and Mass Effect


Good gravy, will we ever see another Fall like the Fall of 2007? Actually, I'd argue that this current fall is its equal, at least in terms of quality. But 2007 had so many special things going for it—and among them, the release of Valve's Half-Life collection The Orange Box and the very first Mass Effect.


I binged on Mass Effect when it finally came out, but all of my downtime was spent playing Half-Life 2, a game which I had been wanting to play since the day it was first teased, but which I hadn't had a PC capable of running it since it had been released.


The combination of Mass Effect's cinematic story and Half-Life 2's breathless pacing and puzzles was damn near perfect. Soon I was tearing into my second playthrough of Mass Effect, just as I was finally finishing Half-Life 2 and moving on to its episodic content. Hopefully BioWare's next magnum opus will release alongside Half-Life 3. A guy can dream, right?


The Witcher 2 and L.A. Noire


This was an odd pairing from earlier this year, a combination that didn't quite sit right, though I thought it would. Here we have two semi-open games, two defined, interesting protagonists, two mysteries that need solving. But while Geralt's adventure in The Witcher 2 grabbed me from the start, I found that L.A. Noire made for a strange counterpoint.


Part of this is that when it came down to it, I didn't like L.A. Noire that much. But I didn't hate it or anything… I think that the bigger problem was the two games' incompatible pacing. The Witcher 2 is a long game, but not too long—it benefits from a strong sense of momentum and a story that doesn't encourage wandering. L.A. Noire, on the other hand, has some truly strange pacing—most of the game is spent watching, waiting, walking around… the odd new gameplay types combined with the large but empty city to create something blank and empty. Its cool, stark tone mixed about as well with the randy, colorful scatter of The Witcher 2 as tomato juice mixes with sushi. An interesting combination, but not one I'd necessarily recommend.


Skyrim and Saints Row: The Third


This has been the most recent pairing, obviously, and it's worked out pretty well. I was playing Saints Row for review, so I was focused mainly on the story missions. Skyrim on the other hand, as I mentioned earlier tonight, has been a game that I play simply to wander around.


The two games fit together surprisingly well—they're a real Yin and Yang. Saints Row is a adrenaline shot of goofy craziness, but it can be overwhelming. When I need a break, it's time to switch to Skyrim and walk up some mountain or other. Put it this way:


Sword and Sworcery and World of Goo


When I first got an iPad, I found myself inundated with games I wanted to play. These two were right at the top of the list, and quickly supplanted any other games (Sorry Gravity Hook! Apologies Monkey Island 2!). I'd play through one of Sword and Sworcery's chapters, listening to the soothing music while I guided my avatar through puzzle after strange puzzle. But at some point, I'd get stuck (most notably during the bit with the moon), and would kick over to 2D Boy's goo-based puzzler to play a quick couple of levels.


Once more, the games proved to be brilliantly complimentary, and I still find myself putting them together to this day. But as great as those two are, of all the recent gaming pairings I've enjoyed, I think that my favorite has been…


Arkham Asylum and Shadow Complex


I think this might be my favorite one. In August of 2009, I found myself in the possession of two games that would eventually become two of my favorite games of all time. Both were action/exploration games that featured Metroidvania-style backtracking and upgrading. Both used the Unreal engine. I played both on the Xbox 360.


But as similar as the two games are on paper, they're just different enough in practice to make for a phenomenal combination. Shadow Complex allows for more bite-sized exploration, and is presented in a 2-dimensional format that is less visually intense than Arkham Asylum's 3D adventure. Shadow Complex also has a much simpler story than Arkham Asylum, and none of the crazy twists and turns that made Rocksteady's first Batman game so much fun.


At times, it felt like I would take breaks from Arkham Asylum and use Shadow Complex to keep my mental Metroidvanina-muscles limber for when I returned. But when it comes down to it, those two games were simply great games—either one probably could have gone well with anything.


Of course, these are just a few recent pairings that I can remember. There are plenty more, and lots of classics from decades past that I haven't taken the time to detail. For now, I turn it over to you—what are some of your favorite games pairings from the past? What are some of the worst? Are you combining any games this holiday season?



You can contact Kirk Hamilton, the author of this post, at kirk@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
BioShock™
Bioshock Infinite
Bioshock’s fathomless setting of Rapture is the stuff Hollywood studio execs dream of: an established IP, a chance to splash out on visual effects, and a Byzantine plot. But the BioShock movie - once attached to Pirates of the Caribbean helmer Gore Verbinski - hasn’t surfaced yet.

Talking to Industry Gamers, Bioshock’s creator Ken Levine stated that the movie is “definitely something that’s still in the conversation”, so it’s not quite dead in the water. “We’d like to have a movie made,” said Levine. “But it would have to be the right one, and we’ve had the opportunity to get it made and unless all the right pieces are in place – it’s hard enough to get a movie made when all the right pieces are in place.”

The potential movie has been put on the back burner while Levine concentrates on the latest BioShock adventure, BioShock Infinite. “I think mostly about the game,” said Levine. “And when it’s done, and I have the story worked out completely - every single detail of it, I’ll probably be more comfortable thinking about that. But right now I’m really just focused on BioShock Infinite as a game.”

Although we’d love to see BioShock on the big screen, we do have doubts. In terms of content, BioShock was an adult game, with plenty of visceral gore and some challenging thematic elements. For Hollywood to green-light what would undoubtedly be a vastly-budgeted adaptation, the gore and horror would have to be toned down for a PG-13 audience. Surely BioShock’s essence is in its relentlessly horrific vision of a utopia gone wrong?

The other problem is that Gore Verbinski couldn’t direct you to a sofa in Ikea.
Nov 14, 2011
BioShock™

BioShock Movie? Meh... Once upon a time, Hollywood was hot to trot on BioShock. Now? Less so. Making movies, especially ones that take place underwater, are expensive.


Even though there was a director (Pirates of the Caribbean's Gore Verbinski), the project ultimately sunk. "I couldn't really get past anybody that would spend the money that it would take to do it and keep an R rating," Verbinski said earlier this year.


And while BioShock designer Ken Levine still seemed to have hope for the picture in Aug. 2010, these days he seems far less optimistic.


"We got very close to having it get made – we had a deal in place and a director. But for us there's no burning [desire] to have a movie made just to get it made," Levine told Industry Gamers. "For us and for Take-Two, it's really got to be something that will a) give the fans something that they want, and b) for those who don't know BioShock, really introduce them to something that is consistent with the game, and is it going to be a good representation of the game."


Levine summed it up with: "But you know, we don't have a need to get it made." He's right. They don't. Movies are good at introducing games to a larger audience, but the gaming audience is already pretty freaking big.


BioShock Creator Has 'No Need' to Get Movie Made [Industry Gamers]



You can contact Brian Ashcraft, the author of this post, at bashcraft@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
BioShock™

BioShock's Little Sister, In the FleshPulling off a good Little Sister cosplay is tough! Go too far one way and you'll look creepy, go too far the other way and you'll try and look sexy and end up being even creepier. This one, though, nails it.


Taken at this year's Otakon, and snapped by photographer LJinto, they're everything that's awesome about cosplay in 2011. Good source material, good costumes, good photos, good effects.


You can see way, way more awesome cosplay shots (both of the Little Sister and other stuff) at LJinto's Flickr page, linked below.




LJinto's photostream [Flickr, via Rampaged Reality]



You can contact Luke Plunkett, the author of this post, at plunkett@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
BioShock™ - contact@rockpapershotgun.com (Alec Meer)

No, says the angry man in the comments thread

While waiting impatiently for something else to download over the weekend, I booted up BioShock 1 for the first time in years, curious to see how it held up a half-decade on. I’d forgotten how remarkable and how magnetic its first few minutes are: whatever else you want to accuse the game of, the work it does in so quickly and so assuredly building a world and a mountain of intrigue around it is something we see all too little of. The vast majority of mainstream games open with enough dry exposition to choke a rhino, but this grabs your total attention with a bare minimum of talk, a steady flow of unpredictable spectacle and a spinetingling cocktail of awe and anxiety. Irrational are, I think, right to leave Rapture behind – but, for no particular reason other than ‘why not?’, let’s remember just why they built it in the first place. (more…)

BioShock™

When You're Too Terrified to Finish the GameIn today's spooktacular edition of Speak Up on Kotaku, commenter God Hand BrynnFlynn wonders if they're alone in being so terrified by a game that they just couldn't go on.


See, here's the thing. I'm 22 years old. As a 22 year old, you're not supposed to be afraid of the dark, you're not supposed to fall for the squeaky door hinge reveal of the horrific monster—heck, if something jumps out at you you're expected to yawn and say, "Big deal, only babies are supposed to be afraid of that kind of crud," and be on your merry little way.


Unfortunately, that's not the case with me, and to be perfectly honest, it's a frustrating impediment to my ability to enjoy good games. Case in point, I bought Bioshock when it first came out for my 360. I put it in my console, got to the bathysphere, saw my first splicer, freaked out so badly I had a panic attack, and never touched the game again. I sold it, and then repurchased it for the PS3 for the new content and to try again to play a game that, according to everyone who had ever played it, was stunningly intelligent and worth the play through.


Couldn't do it. I got to the splicer, managed to get past that with a pounding heart, and then promptly turned off the console. This past week I decided to make one final attempt on the last platform available to me and purchased it on Steam. This time, I've managed to get pretty far without a heart-pounding bout of fear, but it is incredibly difficult to say the least.


I guess what I'm trying to say is that I wish I could get over this irrational fear. There's a whole genre of thoughtful games I would love to play, but can't because there might be someone jumping out of a closet. Am I alone in this?


About Speak Up on Kotaku: Our readers have a lot to say, and sometimes what they have to say has nothing to do with the stories we run. That's why we have a forum on Kotaku called Speak Up. That's the place to post anecdotes, photos, game tips and hints, and anything you want to share with Kotaku at large. Every weekday we'll pull one of the best Speak Up posts we can find and highlight it here.
...