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Bioshock 2 dev posts job listing for experienced Wii and PS3 designers


According to a job posting over at Gamasutra, 2K Marin (the new Irrational Games) is looking for those experienced in the ways of Wii and PS3 design. Now, we've all seen these job postings never pan out into what we hoped they would before (confirmation that the game in question will release on the platforms in question), but sometimes these things pan out.

Rumor had it that the first Bioshock game was going to be ported over to the Wii, but the likelihood of that happening now is between none and, well ... none. But, could 2K Marin be developing the game with the Wii in mind from the get-go? It is a possibility. We hear 2K likes money. And putting your game on Wii gives you more of a chance to get precious money.

We'll just have to wait and see.

[Via GamePro]

Ken Levine will be involved with BioShock 2

We briefly mentioned this during our recap of the Take Two earnings call last night, but we wanted to echo the story so BioShock fans can sleep easy. At the tail-end of the Take Two earnings call last night Chairman Strauss Zelnick clarified questions we had regarding the BioShock sequel that was announced during the 2K investors call earlier in the day. When discussing the upcoming sequel Zelnick assured listeners that BioShock series creator Ken Levine, "will be working on BioShock 2."

While we hope this means Ken will lend his vision to the 2K Marin team in hopes of creating yet another successful foray into the franchise, who knows if it means Ken will just be in Australia on a LOST landmark bus tour. So readers we ask, how important is Ken Levine's involvement in a sequel to BioShock?

[via Joystiq]

BioShock designers talk a lot on Bonus Round *spoilers*


We're going to place the video after the break of Bonus Round's Geoff Keighley interviewing two of the main designers behind BioShock. Although the video doesn't contain massive spoilers, for those looking to keep the game fresh, or are just starting to play it on this long holiday weekend in the US, we do recommend watching it at a later date. Those of you already done learning the secrets of Rapture in this chapter of the BioShock saga, we'll discuss more and have the video after the break. Would you kindly finish the game people ... we can't hold off talking about it openly for much longer -- there's stuff we need to discuss.

Continued →

Joystiq interviews BioShock's Ken Levine about success and harvesting Little Sisters


Earlier we posted some choice moments from our interview with BioShock's Lead Designer Ken Levine. Below is the full interview. There's more depth on the tech issues Irrational experienced, Levine's ability (or lack of) to harvest Little Sisters, their experience with the Unreal Engine 3 and an awkward moment about BioShock 2.

OK, so what did you want to talk about today in regards to these PC issues on BioShock?

Given the internets and what they are -- with their tubes and all -- I want to sort of talk about the concerns people have. We take the concerns people have very seriously. There's been some concern like, "What happens if it's three years from now, or ten years from now, when I want to play this game. And, you know, Irrational Games has been hit by a meteor?" We will unset the online activation at some point in the future -- we're not talking about when. If people have concern about that they shouldn't be worried about that. This activation is for the early period of the game when it's really hot and there are people really trying to find ways to play the game without buying it. Of course, there are a lot of people who are legitimately trying to play it. We're not trying to be Draconian, we're trying to find a balance.

Now, let's see if we can put this in the simplest terms, this screen thing has taken on a whole life of its own. The game was designed for widescreen. Instead of doing the normal thing and just chopping off the sides for full screen, you actually added more to the top and bottom so full screen people wouldn't lose anything from the sides -- a very nice thing to do actually. Thus, infuriating the PC owners and almost anyone else with widescreen because how dare you not give them more to see like they're used to. So, now this patch will add in the stuff to the side of the full screen. So, in essence, to use a visual term, this patch just zooms the camera out a little bit to appease PC widescreen owners to give the option of increased field of vision?

We started the game widescreen. We primarily designed it for widescreen. Then we had to ask, "How do we make it full screen." Your options are to put black bars at the top and bottom, keep same width perspective. Or you allow to ... add pixels to the top and the bottom if you can afford the frame rate -- we could. So the call was made to show those few more pixels. Now this is one of those things when you're making a game -- like I was making a game -- honestly, if somebody came from the future and told me this was an issue I would have laughed at them. I would have said, "Are you kidding me?" But that's what's interesting about gamers, they're an interesting and diverse group. Now that I know that there's this huge contingent out there that actually really cares about this, I wouldn't have laughed at them because they're stupid, I would have laughed because I couldn't have imagined that people are passionate about this. And now that we know they're passionate, we have a responsibility to respond to those people and give them what they want. It's their game, they paid money for it, they should be able to play in the way they want to play. We may disagree with them aesthetically, but sure, we'll make a patch and make if work for them.

Continued →

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