Kuuso on 27/3/2014 at 11:24
I agree as well on that front. I never ended up finishing the first two Bioshocks because they became really dull really quick. They didn't have that pull that a good game has, which makes you think about it even if you're not playing it. Infinite was better, albeit the gameplay itself gave up on itself around 2/3 the way through. I found it's on-the-rails (mostly literally ho ho ho) approach and focus on action to be well done. It was simply great to move from a amazingly realized location to another.
I get why Levine is tired of a linear storytelling, but I can't help but feel that I would personally prefer "an auteur" type of fellow who would finally crystallize a linear story as well - to actually tie in those multiple combat events to the story and make it affect and touch. Sure, there's been games that are more or less there, but to me it feels like the conceptual marvels of storytelling you can do with games can blind gamemakers, who have made a name for themselves.
gunsmoke on 30/3/2014 at 09:19
There goes my hopes for SWAT V... Damn. I was terribly disappointed with Infinite once the initial new game sheen wore off. It just didn't click for me. Also, games like SWAT don't need massive budgets with multiple studios contributing in order to ship. I don't know how profitable IV was, but it got an expansion, so it couldn't have tanked, right?
RIP Irrational. :nono:
EvaUnit02 on 31/3/2014 at 18:30
Quote Posted by gunsmoke
There goes my hopes for SWAT V... Damn.
Any hopes for a SWAT sequel from Irrational specifically died when they were absorbed by 2K/Take 2. SWAT at the time was a Sierra franchise (now Activision). Irrational were actually working on "zombie SWAT" spin-off game with Sierra, the buy out forced them to cancel the game for obvious reasons.
SWAT 4 Gold needs to be on GOG/Steam already, FFS.
Infinitron on 17/4/2014 at 15:33
(
http://www.eurogamer.net/articles/2014-04-17-the-true-story-of-bioshock)
Quote:
Not every aspect of the game evolved so effortlessly. At one point the team needed to create a demo for the American video game magazine Game Informer. The magazine was set to run a BioShock cover story. "The pressure was on to create something that would impress, and our deadline was looming," says LeBreton. "In a level review, there was some discussion of how an AI should be presented in the short demo. Someone mentioned System Shock 2's evasive cyborg ninjas as a reference point. Ken threw his glasses down and yelled: 'I don't want to hear anything about any f***ing cyborg ninjas!'"
When Paul Hellquist, lead level designer on the project tried to interject, Levine screamed: "Shut up!" "This stunned everyone into silence," recalls LeBreton. "This was still early in my time at Irrational, and I wasn't sure what to make of it. Other folks were upset, but in a way that indicated this was something that had happened before."
"One of the central themes of BioShock's development was the tension between our initial aim to make a spiritual sequel to System Shock 2 and the need to make a very successful mass-market console game," recalls Chey. "Shortly after the game's strong showing at E3 2006, Ken emerged from discussions with 2K marketing and announced to the team that we would be marketing the game as a shooter - but not to worry, we were still making the same smart FPS/RPG hybrid, we might just make a few small design adjustments here and there to make it accessible to the Halo crowd." Lead artist Shawn Robertson understands why 2K made the change. "At the time, creating a game that was set in an underwater failed utopia espousing objectivist values didn't really seem like something that the public at large would enjoy," he says.
As the game's budget swelled, the pressure to create something with mass-market appeal increased in kind. LeBreton considers that Levine's outburst derived not only from a desire for creative rigour, but also fear. "I think it stemmed from a growing lack of trust in the people he'd hired." Levine's strong objection to the reference to 'cyborg ninjas' may also have stemmed from a tension between his own formative nerd interests, and the desire for his work to reach a wide, mainstream audience and to be respected as a creator outside of the video game playing public. During a BAFTA interview in 2013, Levine talked candidly about how, as a lonely child, he would play Dungeons & Dragons by himself. Video games were "my only friend," he said at the time.
"Anything that reminded Ken of the nerdy roots from which BioShock sprang was terrifying to him," says LeBreton.
icemann on 17/4/2014 at 17:28
Interesting. Well that explains alot.
Should have removed "Shock" from the title then if he felt so strongly about distancing the game from System Shock. Though to at the same time call it a spiritual successor clashes with that.
ZylonBane on 17/4/2014 at 19:43
Well, that pretty much corroborates what I've been saying about Bioshock for years-- it wasn't made to be good, it was made to be successful.
june gloom on 17/4/2014 at 19:46
At least it was both.
Aja on 17/4/2014 at 19:49
Cyborg ninjas were silly even in System Shock 2, though, so Ken does have a point.
ZylonBane on 17/4/2014 at 20:15
Quote Posted by dethtoll
At least it was both.
Oh that's adorable.
Jason Moyer on 17/4/2014 at 20:28
I dunno, I thought the first encounter with a cyborg ninja in SS2 was one of the more memorable moments in the game, actually.