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The monsters you didn't see in BioShock

The world of Rapture as it appeared in the first BioShock may have seemed totally complete, but Irrational Games revealed some elements that were kept behind the development curtain from us -- basically, monsters. The company revealed some rejected enemy designs from its "Vault," including some mutants that were much more ... mutated than the Splicers we saw in the final game.

We imagine that people wouldn't look back so fondly on their experience in Rapture if it had been populated by melting guys and people that were in the process of turning into giant bugs. Creepy little girls seem just a bit less creepy in comparison.

New Irrational Behavior episode, 'How We Got Here,' launched

You too can be a game designer. You may not believe it now, but wait until you listen to the newest episode of Irrational Behavior, all about what the Irrational team did before they went on to make games like BioShock and Freedom Force. The careers range all the way from the mundane (fast food gigs and baristas aplenty) to the way-way-out there -- tent putter-upper, "Ass Guy" at OzzFest and builder of Patriot missiles, just to name a few.

Side note: We would listen to a whole podcast of art director Nate Wells talking about stuff, though maybe that's just us.

Happy Valentine's Day from the game industry!

This past week may have been filled with investor calls and press events, but that doesn't mean that some members of the game industry weren't thinking about this weekend's day of love. Over the course of the past seven days, we were either sent these cards (by email) or found them on the various official sites of said developers/publishers -- and now we've compiled them into a love-filled gallery just for you. We might suggest you print out one (on high quality paper, of course) and give it to your dearest, but hey, let's be honest -- you should probably buy an actual card. And a copy of Flower. Hitomi demands digital gifts!

Freedom Force and X-COM bundles $2 on Steam this weekend

Throughout the weekend, Steam is offering two special packages that include all games in the Freedom Force and X-COM franchises for the insanely low price of $2 for each bundle. That's right, kids! For a two-spot you could pick up a bundle with Freedom Force and Freedom Force vs. The Third Reich or an X-COM collection which includes Apocalypse, Enforcer, Interceptor, Terror from the Deep, and UFO Defense. That's a lot of game for some pocket change, so get on it.

Shortcut - Freedom Force Steam bundle
Shortcut - X-COM: Complete Steam bundle

Irrational revisits scrapped BioShock, System Shock 2 features

Irrational Games' new community-oriented website continues to impress us with its candid peeks at the inner workings of the studio and interesting developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational's beloved pair of 'Shocks.

"In one fell 30-second swoop, we could have prevented about 80 percent of the complaints, or at least redirected them toward Xerxes and the Many, and away from the development team," says designer Dorian Hart on the infamous ire directed at System Shock 2's degrading weaponry. And how would said swoop combat arguments about the unrealistic, accelerated rate of weapon malfunction? An in-game audio log "would have explained that as part of their takeover, the Many had released a special corrosive gas into the Von Braun that damaged weapons but was harmless to organic creatures."

If that seems maddeningly simple, consider "Nav-Bot," a mechanical fellow intended to guide lost players through BioShock's city of Rapture. Designers had several concerns -- what happens if the helpful bot gets stuck in a scrap with enemies? -- but the player's familiarity with a plain ol' map dealt the death blow. "In the end, someone (maybe Jon Chey at Irrational Games Australia) made the executive decision that we needed to suck up the extra work and make a map," notes technical director Chris Kline. "Thus died Nav-Bot." May he rust in peace.

Interview: Ken Levine talks Irrational site, next game announcement and BioShock 2 relationship


Irrational Games' head-honcho Ken Levine spoke to us today about the developer's new website and stronger community focus -- but of course, we wanted more. We tried to get an answer on when the studio's new project will finally be announced, asked him what the company's plans are for PAX East, and finally got to the bottom of what his actual involvement is with BioShock 2 -- which isn't much.

Joystiq: Why does a studio that's well-known for focused single-player experiences need such a robust community site?


Ken Levine: I don't think that single player ... I don't think community is just for multiplayer. People like talking about the games. You go to Cult of Rapture, BioShock was a single player game and there's a lot of people on that site. People want to learn about us, they want to learn about other people playing the game, they want to learn what's happening at the studio. They want to know about the the integration behind stuff we did. Maybe I'm high, I just don't make the connection between multiplayer titles and a web page.

We've known this change has been in the works since last March during GDC, where members of your studio were wearing shirts that hinted toward this name change. What was the impetus for putting so much effort into trying to create a community around Irrational with the site? Why was that so important?

We've had a big community, back in the day when we did Freedom Force. We had a huge website that supported them. It kinda broke our heart a little bit when that went away and we converted to 2K Boston. When we took the name back, Take-Two was kind enough to agree and allow us to build our community. ... I really wanted a website that was about interacting with fans. I don't really care about the marketing stuff, that's handled elsewhere. This is not a site where you get five flash videos selling you a product. This is a site about the audience and about the audience getting a better understanding of what it's like to work here, be here and getting us a better understanding of what they like and don't like about our games.

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First (and only) look at Irrational's canceled zombie game 'Division 9'

It was rough yesterday when we heard that Irrational Games had a really incredible sounding zombie game called "Division 9" buried under its floorboards, never to be released. Ask our loved ones, we cried, moped, cried some more, and then consumed tubs of Chubby Hubby. We lost count -- it was that bad.

And now that we've seen screens and video of the project, via Game Informer; now that we know the game has a dark, desperate, realistic feel that's even better than we imagined? Well, it's frankly more than we can bear. If you need us, we'll be in the frozen desserts aisle ... or maybe the whiskey aisle. Jury's still out.

Irrational Games has new website, podcast ... and an abandoned zombie game

It's a great time to be a fan of Irrational Games. Not only has the developer recently gotten its nomenclature back into shape, it's got a gorgeous new website full of secrets and stories behind several projects (for example, Chief Ken Levine promises to talk about Irrational's new project there ... eventually). Heck, there are even achievements!

Perhaps most exciting is a podcast called Irrational Behavior -- helmed by former 1UP Yours and GFW Radio heartthrob Shawn Elliott -- a sort of Irrational Games audio magazine presented with a Life Well Wasted/This American Life flavor. The first episode centers on abandoned ideas, including a game that blends SWAT, X-Com and zombies. And that we want right now, please.

2K Boston is bringing back Irrational Games name, legacy

Halo: Reach isn't the only story that you'll find in next month's Game Informer -- the magazine's blog has also revealed that the developer known for the past two years as 2K Boston will be returning to its roots as Irrational Games. The change isn't unexpected, as we've seen hints of the old identity coming back to the spotlight for a while. But apparently the company is going full force with the "renewed commitment" to the legacy: it'll be kicking off a new website soon (in about three days and 16 hours as of this writing, according to the countdown now running on IrrationalGames.com) that will contain lots of community features and information about Irrational's past -- including fan favorites like System Shock 2 and Freedom Force, in addition to 2K Boston's BioShock and future titles.

Meanwhile, the company has a new logo -- spiffy! -- and the next Game Informer will have more information about the studios' history and why it made the choice to turn back the clock on its identity. We look forward to reading all about it.

Ken Levine lists favorite games again, changes mind on a few


Ken Levine plays video games. Shocking, we know! Speaking with IndustryGamers, Levine, who is currently working on a super-secret project, listed his ten favorite games. Occupying the top five spots in descending order are: World of Warcraft, Civilization, Beyond Good & Evil, Ultima Underworld and Company of Heroes.

Back in 2007, Levine produced a similar list for MSNBC. His top five have apparently shifted in the last two years, though, as Heroes of Might and Magic 2 and Legend of Zelda: A Link to the Past have fallen even beyond the BioShock developer's top ten. How hast these games forsaken thee, Ken? What hast they done for thou to banish them from thy heart likest so?

MIT BiG: Levine talks life before BioShock


We're here at the MIT Business in Gaming conference this afternoon to watch Ken Levine – who holds the title trifecta of "co-founder, "president" and "Creative Director" at 2K Boston (née Irrational) – take the hotseat in a Q&A format (that, for some reason, is being billed as a "keynote"). No bother – given an opportunity to hear the BioShock developer discuss the current state of the industry (not to mention regaling us backstage with amusing yarns about Strauss Zelnick's protein-centric diet), we took our spot in the front row, laptops at the ready.

After an introduction by one of the show's sponsors (get off the stage, bub!) the Q&A was handed over to MIT graduate student Dennis Fu, who peppered Levine with a series of questions inspired by the day's panel topics: digital distribution; in-game advertising; MMO business models; and serious games. Fu stepped right into the deep end, asking Levine "What can you tell us about BioShock 2?" As he's said before, he's keeping himself intentionally in the dark so that he can play it "as a fan." "We're sort of keeping ourselves at a distance," he explained.

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Ken Levine: Next project will cost 'a fair amount of money'


During his Q&A at the MIT Business in Gaming conference, Ken Levine revealed the cost of some of his projects and hinted at the cost (and scale!) of 2K Boston's latest, still secret, project.

"Freedom Force was $2 million; System Shock 2 was $600K, it was nothing. BioShock, I think it's been published, was $15 million," Levine said. When we asked how much, on that scale, his new project would cost, Levine teased, "It's more than System Shock 2."

He elaborated, "It's a fair amount of money. Our goal is to build experiences." Referring to the craft of building experiences, Levine noted that BioShock "didn't have the best shooting compared to Call of Duty" and "it didn't have the most revolutionary AI." What it did have was an "experience [gamers] couldn't get anywhere else." It was something "that people can look at it and say, 'I can't have this experience anywhere else.'"

Here's the thing: "Generally those experiences cost a fair amount of money to make," Levine says. Of course, he can't say how much – "because I would probably get fired before I walked out the door" – but he assures us "It won't be the cheapest product ever made." So we've got a ballpark here: Somewhere between $600K and infinity.

Take-Two files trademark for 'Irrational Boston'


The clues have been building up and it appears that 2K Boston may be changing its name to Irrational Boston, the original name of the development studio (albeit now with a location tacked on to the name). The information comes by way of a trademark registration (via superannuation) filed by parent company and publisher Take-Two Interactive, not to mention shirts we spotted 2K Boston employees wearing at GDC last week.

Little is known about how the name change will affect the development studio but we are prone to wild speculation. So let's begin! Is it a sister studio inside 2K Boston? Is it to spin off 2K development studios under the "Irrational" name? And what does this mean for the other half of the original Irrational Games that's now named "2K Australia?" The official word from 2K Boston as of this morning was, "No comment," but we should expect to hear something "very soon." We'll update this post as news comes in.

[Via superannuation]

GDC09: An Irrational name change?


It appears that 2K Boston may be going back to its original name, Irrational Games, soonish. This evening, at a social event held by the developer's PR company, several 2K Boston employees were wearing the above shirts, promoting that jobs are currently available at the developer. When we confronted several 2K Boston folks about why the two URLs were on the shirt, they were ... well, let's just say they were a little cagey. If it happens, it means Irrational switched its name and back again in under two years.

2K Boston is hiring (Hey, Ken. We have excellent compuper skills!)


2K Boston is looking to staff its next project and is blaring that information quite publicly -- a bold move in this economy. The company approached us with images of a postcard it'll pass out next week at GDC on a recruitment mission. It sounds like the developer is casting a wide net for talent and will sift through the candidates to find what the studio is looking for -- we do not envy that human resources person. Almost nothing is known about 2K Boston's next project, other than that, in Ken Levine's words, it's "very, very, different."

According to the flip side of the card (found after the break), the company is currently looking for ... well, it appears it's looking for everyone under the sun. The company has "dozens of openings in programming, design, art, audio and production." Remember to check for typos (like we should have with our headline -- guess that rules us out, blargh) before submitting your resume to the email address found on the card.

Now, let the speculation begin on why the image -- seemingly of a Big Daddy helmet -- was used for this promotion. Best of luck to the applicants!

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