Tag Archives: ken levine

Bioshock Infinite gets two new DLCs

1 Aug

bioshock infinite dlc rapture

Irrational Games and 2K have finally announced the first two DLCs for their masterpiece Bioshock Infinite! But don’t worry folk, our friend Ken Levine said that those add-ons are proper extra content, not stuff that’s already on the disc and not a bunch of ideas that were set aside for later use by corporate decision-making. Let’s see what we get!

bioshock infinite clash in the clouds

The first one (already available to download) is called Clash in the Clouds, and it’s about fighting against 15 hordes of enemies, including online leaderboards and new achievements. Here’s the trailer!

Sounds really cool and fun to play, let’s see! Ready for the next one (the big one)?

bioshock infinite burial at sea

The second one, that will be available soon, is called Burial at Sea, and it features the two main characters of Infinite set in the icon (and well known by fan) underwater city of Rapture! Ah…Elizabeth will be a playable character in this DLC, and honestly we can’t wait! Here’s the trailer!

Yep, Elizabeth looks pretty badass!

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You can unlock the Bioshock Infinite’s ultra hard 1999 Mode with the Konami Code

25 Mar

bioshock infinite 1999 mode

Yep, you heard it right, you can unlock the uber fucking hard 1999 Mode of Bioshock Infinite by simply using the good ol’ Konami Code.

What is the 1999 Mode? Here’s Ken Levine (you know, the guy who — let’s say — made the game) talking about it:

“The 1999 mode — I want to be clear — it’s not like an entirely new game where you buy the game and get two games in one.  It is a version of the game.  Think about when you play Monopoly with different house rules.  It’s sort of like that.  You can set a bunch of different rules and the rules make it much more difficult and a much more unforgiving game. We call it the 1999 mode because our first game came out in 1999, System Shock, and it was a tough, tough game. We wanted old school fans to have a sense of the game that was pretty unforgiving, as BioShock 1 was not particularly unforgiving. I designed it to get through it. We really wanted to give gamers that kind of challenge who wanted it, but it’s tough stuff.  It’s like the hot sauce on the table, use it with care.”

In 1999 mode the player picks a specialization and sticks with it, and his actions will be ruled by that choice until the end of the game. Ammo will be hard to come by. Every small bar of health will be precious, and if you die you’d better have the resources needed to revive, or it’s GAME OVER. So basically, for hardcore gamers, 1999 mode could be the best thing that’s ever happened. And for the non-hardcore gamers? Levine said:

“They’re gonna hate this mode. That’s okay — it’s not for them.”

The funny thing about all this is that Levine himself, last year said that the 1999 Mode wouldn’t unlock with some sort of Konami Code-like…

Up, Up, Down, Down, Left, Right, Left, Right, B, A

New trailer for Bioshock Infinite (yep, another one)

14 Mar

After the first trailer about Columbia: The City In The Sky, after the second one that revealed a bit of the story and the news that the game has gone gold, and after the big BAFTA event with Ken Levine, today Irrational Games has released a new trailer, yes another one.

This time is called “False Shepherd” and you better be prepared for some action (finally!). Enjoy, and remember that Bioshock Infinite will hit the stores on March 26th.

Ken Levine guest of BAFTA for Bioshock Infinite Q&A

12 Mar

ken levine bafta

Last night BAFTA Games were joined by Ken Levine, creative director and co-founder of Irrational Games, at The Princess Anne Theatre in Piccadilly for a very interesting Bioshock Q&A session.

Levine talked about storytelling, character development, taking risks in games and many other game-related (and Bioshock-related) stuff.

In the first half of the evening, Levine gave a presentation outlining his  main aims for BioShock Infinite. He talked about the importance of “emotionally connecting gamers with the characters”, something he sees as a hallmark of the BioShock series. Levine then showed the complex process of creating the range of emotions for the AI of Elizabeth; from the voiceover to the motion-captures.

In the second part, Simon Parkin (from The Guardian) interviewed Levine on how his career developed, and what advice he could offer to those trying to break into the game industry. Levine was keen to emphasise the great luck he has had in his career. First, his discovery that he had a gift for writing and secondly, the opportunity he got to work on Thief: The Dark Project having never written for games before.

However, he also underlined that new developers must be willing to work incredibly hard: “It took us four months of talking before I wrote BioShock Infinite over two drafts”.

It is clear that Bioshock Infinite will be taking his company’s mission to its most ambition point to date.

You can read more about this Q&A event on BAFTA’s official report and/or reading the Twitter reel from BAFTA Games.