BioShock™
Burial at Sea 1


Booker DeWitt is slumped in his office, his numb stupor disturbed by a persistent knocking at the door. Historically for Booker, whatever's on the other side isn't going to be good news. And so it proves in Burial at Sea Episode 1, the first story based DLC for Bioshock Infinite. Its opening minutes follow the beats of a hardboiled detective novel. Moments later, the door swings open to reveal a girl, a case, and a whole ocean of trouble.

It's not that simple, of course. The girl is Elizabeth, the case is to find a missing child, and the ocean belongs to Rapture. If you've played Bioshock Infinite, you've probably got some questions right now. Questions like, "wha-?", "huh?", and "come again?" It's not that these characters couldn't exist in this city - Infinite's ending made sure of that - but it's a surprise to see Booker feeling so at home here, especially because this isn't some intra-dimensional knock-off Rapture. It's the Rapture, the one we knew and shot bees at, shown two years before Andrew Ryan was introduced to the business end of a 9-iron.

Such a setup could easily seem forced, but Burial at Sea is a proper follow-up to Bioshock Infinite's story - just one that happens to expand our perspective on one of the most iconic game worlds of recent years. "You could take any of these cool characters, stick them together, and there's some fan service there," says Burial at Sea's producer Don Roy about the plot, "but we wanted do it in a truly meaningful way, so that it stands on its own and is impactful."



And Burial at Sea is impactful, especially throughout its opening areas, where Booker and Elizabeth explore the commercial district of Rapture seeking an an invite to meet with one of the city's more illustrious residents. Here, the shops and corridors are packed with detail, providing insight into the workings of the Rapture before the fall. "I'm very excited to see if players and fans have that experience," says Roy. "One of the great things about Infinite was the introduction of the life in the world. So the narrative that we could tell through civilians just walking around and being there, so that is a great new tool in our toolbox that we were able to bring to Burial at Sea."

To call it "life" is a bit of a push. As in Infinite, Burial at Sea's Rapture feels more like an explorable stage - its actors dutifully perform their vignettes as you pass. But the hyper-real spectacle does sell the idea of a place where magic has become the norm - from the theatrical flourish of a Houdini splicer serving drinks to his customers, to the awkward silence that follows a line of Little Sisters. It's an effective snapshot of a growing excess that would of course result in Rapture's horrifying implosion.

Nowhere is this more apparent than when meeting Sander Cohen, one of the few returning characters from Bioshock 1. His encounter is the highlight of this short Part 1 campaign, and it effortlessly ties together ideas and plot strands from both Irrational Bioshocks. It also shines a light on Elizabeth's perception of Booker. Their relationship is colder and more formal throughout the story; a result of the fact that Booker doesn't know who Elizabeth is, and that Elizabeth absolutely knows who he is.



"I love it," says Roy of this new incarnation of Elizabeth, "because she's still truly evolving as a character. I'm interested to see how players react to her, because there is a stark difference. Her existence is now coloured by the violence that she's witnessed in Columbia - and partaken in - and the transformation at the end to be who she ultimately became. So she's coming into the situation with a purpose, but she's coloured by all those experiences."

Burial at Sea does switch pace from exploration to combat, which brings back another recurring Bioshock scenario - rooms full of crazed, magical psychopaths in need of killing. Burial at Sea sticks with Bioshock Infinite's combat system, tweaked and squashed to fit inside the rooms and corridors of Rapture. "That's one of those ones where everybody in the room is 'yeah, we know how to do this,'" says Roy, "And then you start building and you're like 'oh wait, we have to build this from the ground up.' But it's great, because you end up with the best work when you do that. Trying to piece together something is never going to be as good as holistically going, 'we're going to make this new, and we're going all in.'

"Having to rebalance and rework the systems so they fit Bioshock 1's structure - because it's Rapture, and it's hallways and it's more enclosed encounters - was a big challenge for the team. But so many great lessons learned, and we flexed muscles we hadn't in a long time. And you start getting it, and you start making good decisions about the amount of resources the player has, and one day you're playing and it's really fun. You're running for your life, and you're having to make hard decisions, but they're fun hard decisions to make."



Not everything transfers cleanly. Rapture's using Infinite's Vigors now, for instance, although the fan-designed Old Man Winter bottle does reintroduce one of Bioshock 1's powers. "That's the best case scenario," explains Roy. "We realise we need a plasmid, we know we'd like to have some functionality that was in Bio 1, and we have this thing show up. It's amazing, and it looks like it could have been done out of our studio, and it's compelling and awesome and when you see that poster you're like, 'I want that bottle'."

There's an attempt to explain the switch: a series of audiologs from Ryan's researcher Suchong, as he investigates the after-effects of Elizabeth's reality hopping. The reasoning behind the inclusion of Infinite's Skyhook, on the other hand is arbitrary and throwaway. Brief justifications aside, the combat system feels great in its new home. Where Infinite could overwhelm through numerous systems in large arenas, Burial at Sea's tighter space and lighter resources mean every element feels essential. You need Elizabeth's tears to buy you cover, Vigor traps to cut off possible flanking routes, and the scarce handful of bullets in your handful of guns. Fights feel scrappy and reactive in a way that Infinite never captured and, for all the grandness of the opening, it's this focus on scavenging, planning and scrambling through that provides the majority of the DLC's thrills.

If there's a downside, it's those thrills are packed into such a small package. At roughly ninety minutes, it's short, even for a DLC campaign, and ends with a cliffhanger to set up next year's Episode 2, in which you'll play as Elizabeth. Of that chapter, Don Roy was understandably cagey. "The one thing I will say is that she's very different from Booker. The exciting thing about doing that - the reason to do that - is to be able to see the world through her eyes. As we were talking through the possibilities, it became, 'well, we can't not do this'. It's what fans want, it's what we want."

Bioshock Infinite: Burial at Sea - Episode 1 is due out on November 12th.
BioShock™
Burial at Sea 1


Booker DeWitt is slumped in his office, his numb stupor roused only by the persistent knocking at the door. Historically for Booker, whatever's on the other side isn't going to be good news. And so it proves in Burial at Sea - Episode 1, the first story based DLC for Bioshock Infinite. Its opening minutes follow the classic tropes of hardboiled detective fiction, as, moments later, the door swings open to reveal a girl, a case, and a whole ocean of trouble.

It's not that simple, of course. The girl is Elizabeth, the case is to find a missing child, and the ocean belongs to Rapture. If you've played Bioshock Infinite, you've probably got some questions right now. Questions like, "wha-?", "huh?", and "come again?" It's not that these characters couldn't exist in this city - Infinite's ending made sure of that - but it's a surprise to see Booker feeling so at home here. Especially because this isn't some intra-dimensional knock-off Rapture. It's /the/ Rapture, the one we knew and shot bees at, shown two years before Andrew Ryan was introduced to the business end of a 9-iron.

Such a setup could easily seem forced, but Burial at Sea is a proper follow-up to Bioshock Infinite's story - just one that happens to expand our perspective on one of the most iconic game worlds of the last decade. "You could take any of these cool characters, stick them together, and there's some fan service there," says Burial at Sea's producer Don Roy about the plot, "but we wanted do it in a truly meaningful way, so that it stands on its own and is impactful."



And Burial at Sea /is/ impactful, especially throughout its opening third, where Booker and Elizabeth explore the commercial district of Rapture, looking for an invite to meet with one of the city's more illustrious residents. Here, the shops and corridors are packed with detail, providing insight into the workings of the Rapture that was. "I'm very excited to see if players and fans have that experience," says Roy. "One of the great things about Infinite was the introduction of the life in the world. So the narrative that we could tell through civilians just walking around and being there, so that is a great new tool in our toolbox that we were able to bring to Burial at Sea."

To call it life may be a bit of a push. As in Infinite, Burial at Sea's Rapture feels more like an explorable stage, its actors performing their vignettes as you pass. But the hyper-real spectacle does sell the idea of the place - from the theatrical flourish of a Houdini splicer serving drinks to his customers, to the awkward silence that follows a line of Little Sisters. It's an effective encapsulation of the evolution of Rapture, and the growing excess that would lead to its ultimate devolution.

Nowhere is this more apparent than when meeting Sander Cohen, one of the few returning characters from Bioshock 1. His encounter is the highlight of this short Part 1 campaign, and it effortlessly ties together ideas and plot strands from both Irrational Bioshocks. It also shines a light on Elizabeth's perception of Booker. Their relationship is colder and more formal throughout the story; a result of the fact that Booker doesn't know who Elizabeth is, and that Elizabeth absolutely knows who he is.



"I love it," says Roy of this new incarnation of Elizabeth, "because she's still truly evolving as a character. I'm interested to see how players react to her, because there is a stark difference. Her existence is now coloured by the violence that she's witnessed in Columbia - and partaken in - and the transformation at the end to be who she ultimately became. So she's coming into the situation with a purpose, but she's coloured by all those experiences."

After Cohen, Burial at Sea switches pace, and Booker and Elizabeth travel toward another of Bioshock's recurring themes: rooms full of crazed, magical psychopaths in need of killing. It's Bioshock Infinite's combat system, tweaked and squashed to fit inside the rooms and corridors of Fontaine's derelict department store. "That's one of those ones where everybody in the room is 'yeah, we know how to do this,'" says Roy, "And then you start building and you're like 'oh wait, we have to build this from the ground up.' But it's great, because you end up with the best work when you do that. Trying to piece together something is never going to be as good as holistically going, 'we're going to make this new, and we're going all in.'

"Having to rebalance and rework the systems so they fit Bioshock 1's structure - because it's Rapture, and it's hallways and it's more enclosed encounters - was a big challenge for the team. But so many great lessons learned, and we flexed muscles we hadn't in a long time. And you start getting it, and you start making good decisions about the amount of resources the player has, and one day you're playing and it's really fun. You're running for your life, and you're having to make hard decisions, but they're fun hard decisions to make."



Not everything transfers cleanly. Rapture's using Infinite's Vigors now, for instance, although the fan-designed Old Man Winter bottle does reintroduce one of Bioshock 1's powers. "That's the best case scenario," explains Roy. "We realise we need a plasmid, we know we'd like to have some functionality that was in Bio1, and we have this thing show up. It's amazing, and it looks like it could have been done out of our studio, and it's compelling and awesome and when you see that poster you're like, 'I want that bottle'."

There's an attempt to explain the switch: a series of audiologs from Ryan's researcher Suchong, as he investigates the after-effects of Elizabeth's reality jumping. After Infinite, such paradoxical inspiration works. Unlike the reasoning behind the Skyhook's inclusion, which seems far more arbitrary and throwaway. But justification aside, the combat system feels great in its new home. Where Infinite could overwhelm through numerous systems in large arenas, Burial at Sea's tighter space and lighter resources mean every element feels essential. You /need/ Elizabeth's tears to buy you cover, Vigor traps to cut off possible flanking routes, and the handful of bullets in your handful of guns. Fights feel scrappy and reactive in a way that Infinite never captured and, for all the grandness of the opener, it's this focus on scavenging, planning and scrambling through that provides the majority of the DLC's thrills.

If there's a downside, it's those thrills are packed into such a small space. It took me around 90 minutes to play through the entirety of Episode 1 - although there was plenty of scope for further exploration. It's short, even for a DLC campaign, and is clearly only part of the whole - its ending a cliffhanger that puts the pieces in place for next year's Episode 2, in which you'll play as Elizabeth. Of that chapter, Don Roy was understandably cagey. "The one thing I will say is that she's very different from Booker. The exciting thing about doing that - the reason to do that - is to be able to see the world through her eyes. As we were talking through the possibilities, it became, 'well, we can't not do this'. It's what fans want, it's what we want."

Bioshock Infinite: Burial at Sea - Episode 1 is due out on November 12th.
BioShock™
Minerva's Den


It used to be that Games for Windows Live was a heavy weight, dragging down whatever game it latched onto. Now, with the service's shutdown thought to occur next July, that weight has putrefied, like a rotting carcass, steaming from the heat of some great games. As you may have guessed, I'm not sorry to see it go. I'm definitely not sorry if it means existing GfW Live games issue updates that swap it out for a more palatable service. That's what Bioshock 2 has just done: ditching Microsoft's problematic client for Steamworks. As an added bonus, the previously GfW Marketplace exclusive Minerva's Den DLC is now also available on Steam, and has been given to existing Bioshock 2 owners for free.

The Steamworks switch means a few things, of varying degrees of importance. Steam achievements are now active, as is full controller support. More significantly, retail keys have been added into the Steam database, meaning owners of a physical copy can pop in their CD Key and register the Steam version. Make the switch and you'll automatically be given all the existing multiplayer DLC packs too.

If you don't yet have Minerva's Den, widely regarded as one of the better DLC campaigns in existence, you can grab it from the Steam store. Both it and Bioshock 2 are currently 50% off in this weekend's 2K sale. With the sale rolling through different games each day, there's a good chance the game will receive an even bigger discount later in the weekend.

Elsewhere in the campaign to kill Games for Windows Live dead, the PC Gaming Wiki has been tracking which games have confirmed or even actioned its removal. So far, both Arkham games are beta testing removal of GfW Live and SecuROM, while Dawn of War 2 and its Chaos Rising expansion will likely be stuck with it, due to THQ's demise.
Grand Theft Auto IV Trailer
gfwl


An update to the Age of Empires Online support page revealed that Games for Windows Live will shut down July 1, 2014, and with it, at least some of AoE Online's features, if not the whole game. The announcement has been removed and replaced with the original text, but here's what it said:

"Games for Windows Live will be discontinued on July 1, 2014. Although it is available through Steam, Age of Empires Online requires features of the Games for Windows Live service. You can continue to enjoy all the features of Age of Empires Online as the service will remain 100% operational until July 1, 2014 when the server will shut down."

Microsoft announced last week that it's shutting down the Games for Windows Marketplace. Games for Windows Live is something else entirely, a DRM and multiplayer infrastructure formerly used by Microsoft, Rockstar, Capcom, WB Games, 2K Games, and others. If you've had to use it, you know why few will mourn the loss.

If this deleted update is accurate, however, there is one big concern: presumably, any game currently using GFWL will need to patch it out and replace it with Steamworks or its own system to continue working after the 2014 shut off date. That's Dark Souls, Street Fighter IV, BioShock 2, Grand Theft Auto IV, and more. Eep.

We'll let you know when Microsoft officially confirms or denies the news.

Thanks for the link, /r/Games.
BioShock™
bioshockinfinitecontest


The folks at Irrational Games are once again offering fame and fortune to a lucky few in a new contest, the winners of which will find their names somewhere in episode two of BioShock Infinite’s upcoming DLC, Burial at Sea.

Those interested can enter the contest by completing all 60 Blue Ribbon challenges in the recent Clash in the Clouds DLC by August 27 at 9 a.m. EDT. For those who missed our coverage of Infinite’s first piece of DLC, the Blue Ribbon challenges are optional objectives that generally restrict which weapons you use or require you to kill enemies in a certain way.

The announcement notes that you don’t have to complete all the challenges in one sitting—just be sure to have all 60 blue ribbons by that date if you want to apply. Thankfully, any of the blue ribbons you’ve collected prior to the announcement still count. According to the official rules, the three winners will be announced “on or about” August 30 but no later than September 8.

Irrational didn’t specify exactly where the winners’ names would show up, saying it will make that decision at a later date. Those lucky enough to be immortalized in the upcoming DLC will receive a hi-res screenshot of their name from Irrational, along with instructions on how to find it.

This isn’t the first time Irrational has emblazoned a fan’s name into BioShock Infinite, though the sweepstakes it held reportedly had over 100,000 submitted entries. Here’s hoping the Blue Ribbon challenge requirement cuts that number down a bit.
BioShock™
Bioshock Infinite's Elizabeth


Bioshock Infinite’s first episodic DLC, Burial at Sea, is headed our way in the next few months, and the biggest news for fans of the series is that we’ll get a chance to step into Elizabeth’s shoes. Now we’re getting some new information about what designing Elizabeth has been like, and how her character will shape the game.

“Liz is such a different character to Booker, and if we were to just put Booker in a dress,” level designer Amanda Jeffrey told IGN, “then that would be the most awful betrayal of what we're doing for Liz, and players would just feel like it was a cheap way out, and that's not something that we want to do.”

Booker, of course, is a soldier, and his strategic but strong-handed approach to things informed a lot of what we saw in Infinite. “He's very much about storming the gates, or taking it head on, and he has these other tools available to him, but generally he's all about going head to head with his enemy...” Jeffrey continued. “Elizabeth was a much more thoughtful person. She would be more considerate about keeping out of danger, and assisting you with various different things, and looking for things around in the environment and keeping an eye out for stuff.”

In terms of the game, it sounds like Burial at Sea will be a much more stealth- and puzzle-based type of game. It will also be our first chance to revisit Andrew Ryan’s submerged utopia, Rapture, since Bioshock 1 and 2.

For more details, check out the full interview with Jeffrey and series creator Ken Levine.
BioShock™
bioshockinfinitedlc


BioShock Infinite Creative Director Ken Levine held an impromptu Q&A session over Twitter on Wednesday, handing out bits and snippets of information regarding Booker and Elizabeth’s return to Rapture in the upcoming DLC, Burial at Sea.

Levine tweeted that Burial at Sea will host “mostly tweaked Infinite gameplay systems,” but promised that there were other new systems in the pipeline. For the record Levine said those systems include weapons, plasmids, gear and enemy types, though the plasmids aren’t necessarily ones you’ll recall from the original BioShock.
There is def. SOME new systems (weapon, plasmid, gear) but the level geo almost all new assets. Objects largely new. Story all new.

— Ken Levine (@IGLevine) July 31, 2013
 

Levine also specified that most of the Rapture we see in Burial at Sea will be built with almost entirely new assets and level geometry. While the prospect of diving back to Rapture's briny depths already gives me goosebumps, it's nice to know we won't be re-treading the damp, metallic floors we covered six years ago.

But don’t worry—the most important news has yet to come. Burial at Sea won’t include the hacking minigame from the original BioShock, and the Circus of Values machine you know and either love or despise will, in fact, talk.

Will the clownish vendor utter any new phrases? That, my friend, is still a mystery.
Counter-Strike
The best shooters of all time
BioShock™
Bioshock Infinite Flying


BioShock Infinite will uncover its plans for a new set of DLC later this month, according to a report at IGN. We already know from the Season Pass bundle that we should be expecting at least three additional DLC expansions for the first-person shooter, and IGN hints in its story that a late July announcement could mark the first narrative-extending content from developer Irrational Games.

A small pack of DLC including some bonus items and gear—Columbia's Finest—has already found its way to the public, but so far we are still waiting to hear anything more than rumors about how the BioShock Infinite story arc will be altered or extended by additional expansions. Will it be a new companion? Certainly a game that explores the consequences of rifts in the fabric of space and time leaves a lot of options on the table for possible tweaks to BioShock Infinite's complex plot.

We've already assembled a list of what we'd like to see from any large expansions to the shooter. These include changes to gameplay such as an expanded armory, streamlined looting, and greater punishment for failure, but probably the most intriguing alterations possible in any new DLC will involve the game's eclectic cast of characters.

Where does Booker go from here?
BioShock™
bioshock


Susan O’Connor, who helped pen the stories in BioShock, Far Cry 2, and the latest Tomb Raider along with Rhianna Pratchett, isn't happy with the state of game storytelling. She doesn't condemn video game stories themselves, but rather the overall process through which those stories are written. She sees storytelling in games being as dominated by teams that care more about compiling code—and she's tired of it.

In an interview with The Gameological Society, O’Connor pointed out how the creative process for video games is different from other forms of media.

“For me, I always want to focus on the entertainment side of it,” O’ Connor said. “This is supposed to make people feel something. It’s supposed to be fun, or be scary. But when I look at conversations that creatives are having, like in television or film or theater or freaking mimes, everyone else, the conversations they’re having are totally different.

“If you were to say, ‘Books are a great way to go inside a character’s mind for pages and pages, and movies are a great place to see larger-than-life movie stars and phenomenal explosions that are 40-feet tall,’ games are a really kinetic medium. The story is what the player does.”



She has a point. Books and movies rely on well-developed plots because that’s all they have. Movies might add amazing special effects to distract you from a poor script, but games are interactive. Whether you’re taking out an enemy base, scavenging an abandoned cave, or opening inter-dimensional portals, you are busy doing something. Sometimes, there’s not enough time or priority to inject enough plot to tell you why you’re doing said thing.

O’Connor went on to admit that she was tired of writing stories for video games and wanted to move on to other areas of entertainment.

“I don’t want to put up with this s$*& anymore,” she said. “I’m grateful for the success I’ve had, but I’m never going to be able to do work that can come anywhere close to the kind of emotional impact that stories in other media have, at least not in the next five to 10 years. I love stories, and I just happened to fall into games. I’ve learned who I am as a writer, and I think my talents and skills are much better used in other places."
...

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