Archive for the ‘bioshock infinite’ Category

BioShock Infinite: 10-minute gameplay video, Ken Levine talks combat

You’ve seen the debut trailer for BioShock Infinite. You’ve read Creative Director Ken Levine’s thoughts on expanding the award-winning formula of BioShock from the murky depths of Rapture to the soaring heights of Columbia. You’ve even bookmarked the 10 Things You Should Know About BioShock Infinite article on IrrationalGames.com.

What’s left? Watching 10 uninterrupted minutes of BioShock Infinite gameplay video, of course. Get to it!






Irrational Games’ Ken Levine was good enough to return to the PlayStation.Blog and answer more questions about BioShock Infinite’s gameplay. While nitty-gritty details such as control layouts and weapon arsenals are still over the horizon — the game isn’t due out until 2012, after all — Levine was able to shed light on a host of topics including the rollercoaster ride that is Sky-Line combat, long-range sniping in Columbia’s broad vistas, and how the mysterious companion Elizabeth makes for a potent partner.

Sid Shuman: How does BioShock Infinite build on and evolve the classic gameplay of BioShock? What were your broad goals?

Ken Levine, Creative Director, BioShock Infinite: Players had access to a lot of different tools in BioShock, but the game’s deliberately claustrophobic environments and relatively low enemy counts meant that a lot of combat encounters ended up playing out in similar ways. There were plenty of opportunities for players to make fuller use of their toolset, but it was also possible to just take the path of least resistance much of the time–which usually meant Electro-Bolt and shotgun.

In BioShock Infinite, we want the range of combat encounters to live up to the diverse toolset of weapons and powers. There are, of course, those small scale BioShock-esque interiors. But there are also the breathtaking, expansive outdoor locations you would expect in a huge floating city. Instead of just fighting a few enemies at once, you could be facing more than a dozen. Area effect weapons matter because you might face many enemies at once, and crowd control abilities matter because there are crowds to control.

SS: How do the crowds of enemies change BioShock Infinite’s combat style and pacing?

KL: There’s a famous saying: “When all you have is a hammer, everything looks like a nail.” That’s kind of how it was in the original BioShock. You walked down a tight, restricted corridor with Electrobolt in one hand and a shotgun in the other, and that was an effective way to deal with most of the enemies. There are obviously going to be some different weapons in BioShock Infinite, and also more weapons. You’re not going to be restricted to just the eight weapons of your radial.

One of the reasons we wanted to really expand the scale of the environment and the number of enemies was to create situations where certain tools would have clear strengths and weaknesses based upon what you were up against. There is no perfect combination or an ideal set of tools, and there’s going to be a larger variety of weapons and powers. We wanted to show that even familiar weapons like the shotgun are not always the right tool for the job. And the sniper rifle–unlike BioShock’s crossbow–actually has a specific function because of the extreme scale of our environments.

BioShock Infinite for PS3: Shotgun

SS: Not all of Columbia’s citizens are automatically hostile to your presence. How does this affect BioShock Infinite gameplay? Can you influence them to help you in any way?

KL: Columbia is much more alive and vibrant than Rapture. In BioShock, Rapture was functional to a degree, but its population was pretty far gone. Columbia is a city that hasn’t completely collapsed. As you saw in the demo, people won’t necessarily attack you on sight.

BioShock games are shooters, but they aren’t just shooters. A lot of what players loved about the original BioShock was exploring Rapture and uncovering the secrets of its past. That’s something we want to take even further with Columbia in BioShock Infinite, and part of achieving that is increasing the types of interactions the player has with characters and the world.

SS: The telekinesis-like ability seen in the new video appears to be much improved since BioShock. How will players be able to use it to their advantage during combat?

KL: If there is a power that’s similar to previous BioShock games, you can be certain it’s been enhanced in a meaningful way. For instance, the power you discussed allows you not just the ability to grab objects from foes and pick up objects in the world — as you saw, you can do things like turn somebody’s own weapon against him (amongst other cool crap we’ll be discussing later!).

BioShock Infinite for PS3: Elizabeth

SS: Elizabeth is able to amplify the player’s abilities in certain situations — will these sequences be primarily limited to combat?

KL: Elizabeth can definitely have a big impact on gameplay–if and when you want her to. Her main gameplay role is to provide the player with interesting opportunities to combine her abilities with yours. When she offers those opportunities, the player can take advantage of them or not. You saw a few examples of those in the gameplay video, such as when she generated a rainstorm for the player to exploit with Electro-Bolt. But in all of those instances, the player could have ignored her offer and dispatched the enemies through any other means at his disposal. One thing Elizabeth is NOT, however, is somebody you need to babysit and hand-hold.

Of course, Elizabeth also serves a crucial narrative role. Her presence is central to the player’s mission in Columbia, and to the nature of Columbia itself. But those mysteries will need to wait.

SS: How does Sky-Line combat work? Will the player primarily use his wrench while traversing Sky-Lines, or will other weapons be available as well?

KL: Imagine being on a roller coaster, over another roller coaster, over another roller coaster. Imagine being able to jump freely from one roller coaster to the next. Then imagine people are shooting at you. And you’re shooting at them. That’s the experience of being on the Sky-Lines.

You might choose to take on enemies at extremely long range while traveling on Sky-Lines, or you might engage in close combat. You might do both in quick succession. You can jump between criss-crossing Sky-Line routes, allowing you to instantly change direction and evade or outflank enemies. Sky-Lines are there to expand your tactical options, not dictate them.

BioShock Infinite for PS3: Sky-Line

BioShock Infinite for PS3: Saltinstall BioShock Infinite for PS3: Columbia Skylines

SS: Columbia is a city in the sky. How do the wide-open spaces impact the combat?

KL: The range of environments in BioShock Infinite lends itself much better to the game’s broad toolset. In previous BioShock games, there weren’t really visible distances vast enough to take advantage of weapons like the crossbow. In BioShock Infinite, you could take a shot at an enemy situated on an entirely separate floating city block, across an expanse of sky.

SS: BioShock Infinite is set during the early 20th century. Did the time period inspire the weapon arsenal? What kinds of firearms can players look forward to?

KL: BioShock Infinite will have more weapons than previous BioShock games, which is important in terms of addressing the broader range of encounters the game supports. Obviously, many of those will be very much inspired by weaponry of the time, but there will also be plenty of other more unique tools we’re not talking about just yet.

SS: BioShock was noted for its weapon modifications. Will BioShock Infinite follow suit with weapon mods, and will there be more depth or player choice to the process?

KL: There are a variety of customization options players will have to shape their character to their own play style. While we’re not talking about the specifics of those systems just yet, I can say we’re interested in furthering the idea of permanence in character choices. Many of the decisions you make with respect to your character’s abilities will have a long-term effect on how you play the game.

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BioShock Infinite for PS3: Gameplay Q&A with Ken Levine, New Screens

Last week, Irrational Games introduced BioShock Infinite to the world with a startling cinematic trailer set in the clouds far above Earth. Since then, I’ve seen BioShock Infinite in action, and the first-person gameplay featured numerous hallmarks of BioShock as well as intriguing new elements.

BioShock Infinite for PS3BioShock Infinite for PS3

In the gameplay scenario I saw, protagonist Booker DeWitt explored the floating city of Columbia before battling a large mob of murderous Columbian citizens using shotguns and hunting rifles. Booker wielded supernatural powers as well, hurling lightning, telekinesis, and flesh-eating crows ala Hitchcock’s The Birds. After locating Elizabeth, the mysterious young woman at the heart of Columbia’s internal conflict, Booker’s powers grew exponentially. Channeled through Elizabeth, lightning bolts became swirling thunderstorms and telekinesis ripped the environment to tatters.

I spoke with Irrational Games creative director Ken Levine to learn more about BioShock Infinite’s gameplay, similarities and differences compared to the original BioShock, and how the suspended city of Columbia presents new opportunities for first-person combat.

BioShock Infinite for PS3

Sid Shuman: You often described BioShock as a shooter first and foremost. Do you consider BioShock Infinite to be a pure shooter? Has it evolved?

Ken Levine, Creative Director, Irrational Games: One of the reasons we were so specific about defining BioShock as a shooter was because it was so strange. It was such an odd beast that we thought [defining it as a shooter] helped ground people’s understanding of what they’d be doing. But I think people now understand what BioShock is, so I’m less focused on that now. People understand that it’s a shooter, but that it’s a particular kind of shooter that’s unique to what Irrational Games and what we do. It’s a shooter that has quite a lot of expressiveness outside of the shooting as well.

SS: On the combat side, will you be keeping somewhat consistent with the ground rules and basic mechanics of BioShock?

KL: The previous games gave players a lot of tools, but there was a tendency for encounters to have a lot of similarities: narrow corridors and one or two enemies. So the tendency was for tools like the Electro-Bolt and shotgun to be commonly used because they were extremely effective. So the sniper rifle weapon (the crossbow) and the area-of-effect attacks were less effective and less used.

We wanted to make sure we had a broad range of weapons and powers [for BioShock Infinite], and that the environments and challenges demanded those weapons and powers. So there are a ton of interior spaces in the game that will feel like a traditional BioShock spaces, very intimate. But we also focus on spaces that are quite different from what you’ve seen in a BioShock game: huge, open, outdoor spaces with broad ranges. And instead of one or two enemies, you might fight 15 enemies at one point.

BioShock Infinite for PS3: SaltinstallBioShock Infinite for PS3: Columbia Skylines

We’re using an entirely new graphics engine — there’s no shared code or assets with any previous BioShock game, though it’s based on Unreal 3.0 technology. The reason we had to go with a new engine, and one of the reasons development has taken awhile, is because we couldn’t do what we wanted to do otherwise. We couldn’t do this kind of scale, or the scenes on the Skylines where you’re in combat while traveling at 60 miles per hour, or scenes where you’re fighting 15 enemies at once.

And something like a sniper rifle now make a lot of sense! It becomes meaningful now that we’ve changed the dynamics of the environment. Vertical movement across big, broad spaces and multiple enemies who work together against you — these are things you haven’t seen in a BioShock game before.


SS: Who’s the hulking character in the trailer, the one who looks a bit like the Big Daddy from BioShock?

KL: He’s what we call an “Alpha,” I wouldn’t view him as a new Big Daddy. Internally, we refer to three classes of characters: Alphas, Betas, and Gammas. Betas are the more traditional BioShock enemy who sees you and attacks right away. Gammas sort of do their own thing and may get drawn into combat. The Alphas are a class of badasses in the city who are very powerful on their own, but also can augment the abilities of other characters — they can act as leaders for them. We’ll be releasing more information on how they actually work later, but generally, they’re tougher and will work in a strategic fashion with other characters.

BioShock Infinite for PS3

SS: It wouldn’t appear that Adam and Plasmids play a role in this universe, and yet we see Plasmid-like abilities, including powers that look like Telekinesis and Electro-Bolt…

KLYou’ve seen a range of powers, and some are intentionally familiar because we wanted to show how they are differently applied in this world, and how they interact with Elizabeth. What Elizabeth brings to the table is her narrative role as a character who is with you. Elizabeth provides opportunities to do things on a grander scale, but none of it will get in the way of you approaching the game with your own tools.

SS: Elizabeth has been trapped in Columbia since she was five. Is she a constant companion during gameplay?

KLShe will be coming in and out of the story at various points. There’s a character who is very focused on keeping the two of you separated. There are various events that bring the two of you together, or pull you apart, during the course of the story.

SS: I saw a poster for “Saltinstalli.” Who is that? Is he a political figure?

KL: Yes, he’s a political figure in Columbia. He’s representative of a certain point of a view in the city — a prevalent point of view. When you first encounter him, he’s giving a speech to nobody.

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BioShock Infinite Coming to PS3, First Video and Ken Levine Q&A

Before you do anything else, watch the premiere video of the next game from Irrational Games that will land on the PlayStation 3 in 2012. The less you know before watching, the better!

We’re pleased and excited to welcome Irrational Games to the PlayStation.Blog to reveal their latest project to PS3 fans. I was fortunate enough to get a few minutes to chat with Ken Levine, Irrational Games’ creative director and a key force behind BioShock, in order to delve deeper into the details and inspirations behind the studio’s latest creation. Welcome to the PlayStation.Blog, Ken!

BioShock Infinite for PS3: Columbia

Sid Shuman: So… you guys know how to make an entrance, huh?

Ken Levine, Creative Director, Irrational Games: There’s been so much speculation, we wanted to play with people’s expectations a little bit. Coming out with a press release isn’t very interesting. One of the reasons there’s been so much secrecy is that we want people to see the trailer (above) prior to knowing what the game is.

SS: Your new game is quite a dramatic change from BioShock, isn’t it?

KL: I think the mission of this studio is to make games that other people couldn’t or wouldn’t make…when it comes to a BioShock game, the obvious thing people think about is the location. My sense is it’s more about mystery. It is about location, but that location isn’t Rapture.

We wanted to start this game with a sense of, “there are no sacred cows.” Anything from the existing franchise that would go into BioShock Infinite had to earn its way there. So there are obviously some similar elements. But there are also elements that you don’t even know what to make of. That’s important to us. There are so many things that are tropes of the BioShock franchise — Big Daddies and Little Sisters wandering around, for example. But even something as primal and central as that, we thought…is that the right thing for this game? Or do we want to take it in a totally different direction?

So “Project Icarus” is turning the page on the franchise and exploring a different direction.

SS: On that note, you couldn’t really consider BioShock Infinite to be a sequel to BioShock. Do you think of it as a re-imagining?

KL: In the game industry, people have a particular sense of what a sequel is. You know, they’re going to follow the story, it will be the same world, a lot of the same weapons…

I guess “re-imagining” is a good way to describe it. Anything that was in the previous game has to earn its way into this game. We’re open to explode any ideas, change any ideas, re-imagine any ideas. That’s why we’ve been quiet for so long. That’s a question we’ve had to wrestle with for a long time, and it took us a few years to get to the point where we were ready to talk about it. Now the team is super excited about it.

Once you make a game like BioShock, the audience expects to be surprised and amazed the same way they were by Rapture. We wanted to make sure we had something that felt familiar in some ways, but also felt different at the same time.

SS: Would you say that BioShock Infinite is in the same universe, or the same timeline, as BioShock?

KL: That’s a good question. That’s something that people should keep their eyes on — once the gameplay footage comes out, there will be some things that will make people ask questions along those lines, and wonder about any of those kinds of connections.

Ken Levine, creative director of Irrational Games Ken Levine, creative director of Irrational Games

SS: BioShock was highly notable for its Art Deco environments. But BioShock Infinite, with its flying city of Columbia, is something else altogether. What’s the inspiration for the game’s look?

KL: The feel of the game, as I described it to the team, is “Fourth of July, 1900.” The game is set in 1912 and has this feeling of an idealized America, a Norman Rockwell version of America. As with Rapture, there’s a fantastic component — the city is suspended in the air. But we wanted this feeling of this… memory of a summer’s day. Not even a real summer’s day, because there’s no summer’s day with a sky that blue, or trees that green, and the flags waving, and the popcorn popping. That’s the feeling that we wanted in this game, and it defines a lot of the look.

On a lower level, you have elements of Art Nouveau in the city, elements of colonial architecture styles in the city, and a variety of things. But they’re all in service of this “feeling.” BioShock was the same way — Art Deco gave us the “feeling” of what we wanted for that game.

SS: What brings the player to the airborne city of Columbia?

KL: One major difference from BioShock is that we felt it was really important that you are an actual person with an identity, with a mission that was clear to you. In this game you play a former Pinkerton agent named Booker DeWitt, who is known as a guy who gets things done, but maybe not in the most forthright manner.

You’re contacted by an individual who wants you to go to Columbia, a city which has disappeared into the clouds. Columbia was founded as sort of a shining city on a hill, an example of American ideals — Jeffersonian, Democratic ideals — and the city would move around the world like the White Fleet. Like the Apollo space project, it was an example of what American ingenuity and ideals can do. The city, as it moved around the world, got caught up in a violent international incident that was shocking to the world. And then Columbia disappeared into the clouds, and nobody has known where it is for quite some time. The man who has contacted you knows where the city is, and he wants you to go there to find a young woman named Elizabeth. She’s been imprisoned in a tower there since she was five years old, for 15 years, and your mission is to get Elizabeth out of the city and back to Earth.

When you arrive in Columbia, you sense this is going to be a different kind of mission. You also learn that Elizabeth is squarely in the center of a conflict that’s going on in the city. And you get more than you bargained for.

SS: Some people might call Columbia a sort of “New Rapture.” Is that accurate?

KL: One is a city floating in the air, another lies at the bottom of the sea. But the feel of the cities, and the beliefs of the populace, are things that you can sink your teeth into. It’s relatable: politics and culture. Like Rapture, Columbia is a city of ideas – very strong ideas! And those ideas are represented by how the world is visually constructed. We don’t always want to use words — I think the visuals are the strongest element we have to communicate what Columbia is.

BioShock Infinite for PS3: Columbia SkylinesBioShock Infinite for PS3: Saltinstall

SS: In BioShock, the player enters a devastated environment and picks through corpses in order to find out what happened. But Columbia appears to be a very “alive” city…

KL: This is very important to us, Sid. Going back to the System Shock 2 and BioShock days, we’ve given ourselves an out, which is “everybody’s dead.” There wasn’t much character interaction, and when there is… I think I’m the guy who invented the [gameplay convention of the] player interacting with a guy on the other side of a glass. [laughs] I say that with dubious pride, because that idea is getting really long in the tooth.

Our concept in this game is that there are lots of characters who don’t necessarily attack you right away — they may not be interested in getting in a fight, either. The feeling we want is somewhat like the Wild West, where you go into a room and everybody has their hand on their gun because it’s a scary place. Part of your challenge in this world is figuring out who is a threat and who isn’t. Or, if you’re in a combat situation, if there’s a way to bring another person to your side somehow. We sort of pioneered this with BioShock with the notion of the Big Daddy, who didn’t attack you right away, and here we’ve extended this idea throughout the world. We realized quickly that this is much more like the way the real world works. In shooters, we’re not accustomed to that — we’re used to everyone seeing you and shooting you. From a narrative perspective, this gives us a ton of freedom.

SS: Based on the ultra-nationalistic posters I saw in the trailer, it would seem that the citizens of Columbia don’t take too kindly to strangers?

KL: There’s a mix in Columbia, and that’s part of the conflict there. The city was designed as sort of an envoy of America…it parallels some of the conflicts in America, not just back then, but other times during our history. There are some strong viewpoints in the city; it’s taken on a certain character in regards to the role of America and Manifest Destiny, and the city’s role in the world.

SS: Will we still see returning staples of the genre, such as the audio diaries from BioShock?

KL: I’m a fan of the voice recorders for a couple of reasons. Our goal is always to see how much story we can tell in the world. Some things stick out like a sore thumb — like the guys stuck behind glass windows. But some things are important tools that can flesh out narrative in a way you can’t do any other way.

I like audio diaries, and I think we’ll be continuing with those, but our goal is to expand upon that vocabulary. Another thing we thought that was getting a little old was the idea of someone in your ear, radioing you your mission. In this game, Booker will say, “I need to find Elizabeth.” Your character can define his missions, and interpret what’s going on around him, and give feedback and drive his thoughts using his own voice. It makes you feel more active in the world.

SS: On another note, I heard you were at E3. Did anything catch your eye?

KL: I was only there for a day, and mostly in meetings, so I didn’t get to see a ton. But I’m definitely interested in seeing what you guys are up to with PlayStation Move…there was a PSN game that really caught my eye, too, some kind of Gauntlet type of game (edit: we think Levine was talking about Hoard). Another one was The Magic: The Gathering Tactics. It seemed like a good year, there are a lot of core games coming out.

For more details on BioShock Infinite follow @IrrationalGames and Ken Levine on Twitter. And keep your eyes on the PlayStation.Blog!

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