<![CDATA[Kotaku: bioshock 2]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: bioshock 2]]> http://kotaku.com/tag/bioshock 2 http://kotaku.com/tag/bioshock 2 <![CDATA[ BioShock Brings Challenge Rooms to PS3, Coming Oct. 21, Oct. 24 ]]> 2K Games masterpiece Bioshock hits the Playstation 3 in North America on Oct. 21 and internationally on Oct. 24, Take-Two announced today.

Developed by 2K Marin, 2K Boston, 2K Australia and Digital Extremes, the Playstation 3 version of the game includes new content that "augments and extend the experience in exciting ways."

"We are proud to introduce 2K Games' showcase title, BioShock, to an entirely new audience," said Christoph Hartmann, president of 2K. "With the addition of the new Add-On Game Content we are able to extend the award-winning adventure while maintaining the perfect harmony that millions of players around the world have fallen in love with."

New features include a Survivor difficulty mode, trophy support and add-on game content. The PS3 version also gets Challenge Rooms, by way of downloadable content after launch, which requires gamers to "utilize the knowledge and skills they have learned while traversing the halls of Rapture."

Make sure to check back this week when we get a chance to check out the first Challenge Room in person at the Games Convention in Leipzig.

2K Games Announces Release Date for BioShock® for PLAYSTATION®3 System
Genetically enhanced PLAYSTATION 3 system version of BioShock to debut in North America on October 21

New York, NY – August 19, 2008 – 2K Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), announced today that BioShock® for the PLAYSTATION®3 computer entertainment system will be available at retailers in North America on October 21 and internationally on October 24. Developed by 2K Marin, 2K Boston, 2K Australia and Digital Extremes, BioShock for the PLAYSTATION 3 system contains all-new content that augments and extends the experience in exciting ways.

"We are proud to introduce 2K Games' showcase title, BioShock, to an entirely new audience," said Christoph Hartmann, president of 2K. "With the addition of the new Add-On Game Content we are able to extend the award-winning adventure while maintaining the perfect harmony that millions of players around the world have fallen in love with."

Headlining the list of new features is the inclusion of the Survivor difficulty mode, Trophy support and the addition of all-new Add-On Game Content. Created exclusively for the PLAYSTATION 3 system version of BioShock, the Challenge Rooms will test the mettle of new and seasoned gamers by requiring them to utilize the knowledge and skills they have learned while traversing the halls of Rapture. The first Challenge Room will be viewable by appointment at Games Convention 2008 (CCL, Level 0, A02/1 + A02/2) from August 20 to August 24 and will be available for download shortly after launch.

BioShock is a narrative-driven action experience that allows players to do the impossible as they journey through an amazing, immersive and terrifying world. Caught between powerful forces and hunted down by genetically mutated citizens, the player will come to grips with the mysterious and fascinating world of Rapture, a distinct Art Deco underwater utopia gone mad. BioShock not only challenges players' capacity to adapt and survive, but brings to question their values and relationships with the inhabitants of Rapture. With smart and adaptive AI, no encounter ever plays out the same way twice, while numerous customization options provide gamers with an experience that adapts to their playing style.

BioShock for the PLAYSTATION 3 system will be available at North American and international retailers on October 21 and October 24, respectively, and is rated M for Mature by the ESRB. Available now on Xbox 360® video game and entertainment system and Games for Windows® platforms, BioShock was the recipient of more than 50 Game of the Year awards from well-known outlets such as the Associated Press, Game Informer and Paste Magazine.

For additional details, visit www.bioshockgame.com.

About Take-Two Interactive Software

Headquartered in New York City, Take-Two Interactive Software, Inc. is a global developer, marketer, distributor and publisher of interactive entertainment software games for the PC, PLAYSTATION®3 and PlayStation®2 computer entertainment systems, PSP® (PlayStation®Portable) system, Xbox 360® and Xbox® video game and entertainment systems from Microsoft, Wii™, Nintendo GameCube™, Nintendo DS™ and Game Boy® Advance. The Company publishes and develops products through its wholly owned labels Rockstar Games, 2K Games, 2K Sports and 2K Play, and distributes software, hardware and accessories in North America through its Jack of All Games subsidiary. Take-Two's common stock is publicly traded on NASDAQ under the symbol TTWO. For more corporate and product information please visit our website at www.take2games.com.

All trademarks and copyrights contained herein are the property of their respective holders.

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Tue, 19 Aug 2008 10:13:07 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5038849&view=rss&microfeed=true
<![CDATA[ The 'Narrative' Straw Man: We're Not Doing That Badly ]]> Michael Abbott of the Brainy Gamer has a great piece up on the straw man of the 'quality of narrative' debate that's been going on in the industry for quite some time now: things aren't as bad as the collective we make them out to be. Really, they're not. Sure, there are broken promises along the way, disappointments here and there, and certainly the future to look towards — but there are plenty of games who are doing pretty damn well, considering that most can agree that narrative design for games is in its relative infancy:

... We are reminded of sports or puzzle games with unnecessary story elements tacked on as evidence of the misguided nature of narrative games. Or we explore the limits of games like GTA4 and Bioshock and bemoan the promises broken when it comes to fully identifying with Niko or making truly meaningful ethical choices in Rapture. These "failures" are seen as defining the limits of narrative gaming - reminders that games just aren't quite up to the challenge of telling good stories.

Really?

I'm the first to admit this narrative medium is still emerging from its infancy...but what a handsome baby it has been! It requires no strain on my part to recall a fairly large collection of games that have provided narrative experiences I've found compelling and meaningful. System Shock, Deus Ex, The Legend of Zelda: Windwaker, Planescape: Torment, Bioshock, Planetfall - these are only a handful of the many I could name. Are any of these perfect? No. Could they be improved in all sorts of ways? Certainly.

Amidst the teeth gnashing and wailing that frequently accompanies these discussions of narrative, a little injection of positivity is a welcome thing every now and again. Also worth keeping an eye on — and a bit of a tie in to this article — is a developing 'conversation about Braid' and interactive story telling.

Beware the straw man [The Brainy Gamer]

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Sat, 16 Aug 2008 14:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5037916&view=rss&microfeed=true
<![CDATA[ "Don't Make Great Stuff In A Nice Sweater And Drinking A Martini" ]]> BioShock dev Ken Levine isn't all about Ken Levine. He's also all about Grand Theft Auto IV dev Sam Houser. Good for him! Here's Levine on Houser, his new BFF:

He is absolutely the most intense guy in the world... He’s like Rasputin, you know. He’s intense... But that’s how you make great stuff. You don’t make great stuff by wearing a nice sweater and drinking a martini: you make great stuff by digging your fucking teeth in... I know Sam now... I’ve been lucky enough to get to know Sam... Since BioShock’s come out — I was a huge fan of his, and I think he really liked the game, and he felt is was something that was greatly interesting. I can’t speak for Sam, you know, but that’s my interpretation of what he said.

Hey, the martini and nice sweater racket did wonders for Frank Sinatra. That guy was no slouch.

Houser made GTA by digging his “fucking teeth in,” says Levine [VG247]

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Mon, 11 Aug 2008 00:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5035324&view=rss&microfeed=true
<![CDATA[ Games and Learning: Opening Gateways? ]]> I was chatting with a fellow Chinese historian this weekend when he confessed that his interest in Chinese history could be traced back to receiving a copy of Romance of the Three Kingdoms for SNES. I thought of that while reading Duncan Fyfe's essay on the potential 'educational' uses of regular, AAA titles — which isn't really so much on the potential to educate as much as inspire (as insipid as that sounds) in subtle ways:

Video games can be gateways to higher learning. Is it idealistic? Sure. But the base repudiation of idealism is so often used as a shield against saying anything interesting. Anti-idealism is what keeps triple-A games generic, and the reversal of that trend should already be a good enough target.

Compare the social value of these games to that of Halo or Oblivion. They're just as entertaining, but they are not relevant to any humanitarian or political discussion, and are certainly not literary. The Wire and The West Wing will not reform government but they will challenge and galvanize their viewers.

I'd be curious to know how many people actually went out and tackled Ayn Rand after playing BioShock; I'm also a little skittish about the idea of heavy handed philosophy and the like making a strong appearance (one Xenosaga series was enough, thank you). Fyfe's opinions aren't new by any means, and can be found in just about any essay talking about more 'grown up' themes in games. Interesting essay and worth a look.

Video Games Are The Silver Bullet [GameSetWatch]

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Sat, 09 Aug 2008 17:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5035171&view=rss&microfeed=true
<![CDATA[ The BioShock PS3 Trailer ]]>
While game site IGN says the PS3 version of BioShock will have "cleaner high resolution textures for every facet of the game", we can't really see difference from it and the Xbox 360/PC versions. Then again, maybe it's one of those you gotta play it things or one of those you gotta run them side-by-side things. We'll have to wait and see until October when the PS3 version's released.

[Via NeoGAF]

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Thu, 07 Aug 2008 07:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5034149&view=rss&microfeed=true
<![CDATA[ BioShock PS3 Looks Better, Plays Harder (Say IGN) ]]> The PS3 version of BioShock is a little different to the 360/PC one. It'll have downloadable "challenge rooms" for starters, but it'll also feature a new difficulty mode, "Survivor". Which is a stupid name. It should really be called "Will Kick Your Ass Up And Down Rapture". Instead of tweaking things like AI, they've instead decided to cut off pretty much all of your ammo, leaving you in many instances to pick up a gun with a single bullet in it. It'll also jack up the price of plasmids, reduce the amount of health vita chambers give you and just generally make the game, oh, impossible.

That's one of the main gameplay additions covered, but IGN are also reporting that that the PS3 version features improved visuals, with "cleaner high resolution textures for every facet of the game". They also say the water effects look "much slicker" than what we'll assume is the 360 version. So, improvements all round, then! Question is, PS3 owners: does this make up for the long wait?

Bioshock Survivor Mode Hands-on [IGN]

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Thu, 07 Aug 2008 06:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5034094&view=rss&microfeed=true
<![CDATA[ BioShock Movie Staying Faithul To Source, Won't Star Kate Hudson ]]> PHEW. Speaking with VG247 at the Develop conference in Brighton (fun fact: I used to live in neighbouring Seaford), BioShock creator Ken Levine has told everyone to relax. The upcoming BioShock movie project is staying faithful to the source:

You’re always going to be worried that in that first meeting they’re going to be, like, ‘OK, it’s Kate Hudson and Matthew McConaughey on a desert island hunting for pirate treasure,’ but it’s not going to go that way

My expectation at this time, from everything that I’ve heard, is that it will very much honour the dramatic and thematic elements of the game… They certainly understand the material and are able to provide a stamp of their own.

Thank goodness for that. But, now you mention it, that wouldn't be the worst Uncharted movie...

BioShock movie won’t be “Kate Hudson hunting for pirate treasure,” says Levine [VG247]

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Wed, 06 Aug 2008 21:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5034041&view=rss&microfeed=true
<![CDATA[ You Will Never, Ever Game On This 40-Foot Rig (With 27 HD Monitors) ]]> One of our readers - who would prefer to remain nameless - installs PC rigs for a living. He helped install this one, in a government office, then proceeded to do what anyone confronted by twenty-seven 67" HD monitors would do - he played a ton of BioShock and WoW on it. For reference, 27 panels equates to a display that's 40 feet wide and 15 feet high, with a desktop resolution of, oh, 12600 x 3150.

UPDATE - Bigger version after the jump for all those asking.

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Wed, 06 Aug 2008 05:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5033602&view=rss&microfeed=true
<![CDATA[ Why 2K Boston Aren't Making BioShock 2 ]]> 2K Boston, with help from 2K Australia, made BioShock. And what a great game it was. But they're not making BioShock 2. Somebody else is. Why somebody else and not 2K Boston? Ken Levine (pictured, emerging from the ruins of Rapture clutching the last remaining...Coke Zero!) explains:

I think for us, we come out of our BioShock coma - from shipping that game, and how hard that was - and then making a determination. What's next for us, and how aggressive are we going to be?

And we all looked at each other, and these guys have worked together for maybe six or ten years, all the senior creative guys on BioShock, and asked what do we want to do? Do we want to do something a little more straightforward next time, or do we want to swing for the fences again? To paraphrase, we decided to swing for the fences.

So...if they're not doing BioShock 2, and have very good reasons for not doing BioShock 2, what are they doing?

I actually can't talk about it, without talking about the game itself. There are things related to story, gameplay and...I don't know how to describe it...people's relationship with the game over the long term. That's what we're thinking about, but it's about as clear as I can be.

So, not very clear at all, then!

Ken Levine - Part One [GI.biz][Pic: Hot Grill]

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Tue, 05 Aug 2008 02:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5033124&view=rss&microfeed=true
<![CDATA[ More On Bioshock's PS3-Specific Trophies ]]> It seems that BioShock PS3 designer Tynan Wales' last post on the official PlayStation Blog left gamers with the impression that all of the achievements for the PS3 version would simply be the ones from the 360 version. Not so, says Tynan, following up said post with another, revealing two gold trophies unique to the PS3 version. The golden pair, both of which could be unlocked simultaneously, are “A Man Chooses”, received after beating the game on Survivor difficulty, and “I Chose The Impossible”, which is received for doing the same, only with Vita-Chambers turned off.

See? They plumbed the very depths of their imaginations to deliver these two platform-specific trophies. Amazing!

More BioShock Trophy Details [Official PlayStation Blog]

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Mon, 04 Aug 2008 13:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5032787&view=rss&microfeed=true
<![CDATA[ BioShock PS3 Box Art Gets A Do-Over ]]> Courtesy of 2K, here's a look at the final, official box art for the PS3 version of BioShock. It's not a major change, since it's still a dark, underwater shot of a Big Daddy, but the addition of a Little Sister should help the version stand apart from its 360/PC brothers. And yes, we know, the Home logo's not on the front anymore. Don't read too much into it. Full-size version's after the jump.

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Fri, 01 Aug 2008 20:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5032241&view=rss&microfeed=true
<![CDATA[ Ken Levine Kind Of A Twat, Maybe An Asshole ]]> 2K Games' Ken Levine attended the Develop Conference 2008 In Brighton, England today, where he spent some time talking about development cycles, BioShock, and what a complete dick he is. Well, not a dick exactly...but definitely an implied dick. It started with his keynote address, entitled "BioShock and Awe: Immersing the Gamer in an Alternate World Without Drowning Out the Gameplay", where he discussed the lengthening development cycle, roles of the development team, and his inherent twaticity. "My background, I'm kind of a pretentious twat."

Self-deprecating humor at it's finest! Ken could have just called it a day right there and the video game press quote gods would have been appeased, but then he went and talked to the folks at Videogaming247, addressing rumors that members of the BioShock team left because the didn't like him.

“I think the thing that was the most damaging is that it’s not something I can respond to. There’s no point in it. Look at the BioShock credit list and see how true that rumour is. My personality? I don’t know. Maybe I am an asshole.

“Honestly, the people I respect? Maybe I’m the nicest guy in the world, maybe I’m the biggest asshole. I couldn’t tell you. I think people choose to work with me because I can work with them and make a game called BioShock.

So maybe Ken is a bit of a twat with a little asshole mixed in, but the point here is that he recognizes the fact and can live with it. Can't fault a man who knows who he is. Well you can, but it's more entertaining when he doesn't.

Ken Levine: 'I'm kind of a pretentious twat' [Videogamer.com]
Ken Levine: “Maybe I am an asshole,” but rumour doesn’t matter [Videogaming247]

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Wed, 30 Jul 2008 09:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5030944&view=rss&microfeed=true
<![CDATA[ BioShock PS3 Getting Bronze, Silver, Gold and Platinum Trophies ]]>

Bioshock PS3 will be getting a robust collection of trophies, in three flavors.

Tynan Wales, designer for BioShock PS3, took the time to walk through some of the rewards you can grab up while playing through this amazing game on the Playstation 3. Reading through her description it sounds like the rewards are broken down into bronze trophies, for the more mundane stuff, silver and gold trophies. There's also a single Platinum Trophy that can be earned only by gathering up all of the other trophies in the game.

Wales even laid out a couple of example trophies.

Silver Trophy

For the true explorer, we present one of the more difficult Trophies to get in all of Rapture. The “Historian” Trophy is awarded for finding every single audio diary. This particular Trophy is Silver because we understand the rigor required for this endeavor. If you’re a true adventurer and seek to know the full story of the fall of Rapture, look under every desk and open every door. There are many to find.
As you may expect, several Trophies must remain secret. Giving this information away has the same effect as turning to the last page in a great book. We imagine you hate this as much as we do. The other silver Trophy must remain in our vault until you discover it for yourselves.

Gold Trophy

When considering how to use these Trophies to reward players, we chose to give a respectful nod to those few who desire a challenge. We believe that BioShock PS3 has a lot to offer in a single play through, but we wanted to emphasize and reward a player’s second or third descent into Rapture. This led us to create new Trophies that encourage more advanced tactics and enemies that provide a greater challenge.
As a result of this thinking the first Trophy bears the name, “Brass Balls”. If you desire to be among the few who have this prestigious award on their mantle, you must win BioShock on Hard difficulty with the Vita-Chambers turned off. A feat so daring that anyone even glimpsing this formidable Trophy in your glass case will be shaking with terror and respect.

BioShock PS3 Trophies Confirmed, Detailed [Playstation Blog]

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Mon, 21 Jul 2008 15:50:34 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5027496&view=rss&microfeed=true
<![CDATA[ PS3 BioShock Gets Exclusive DLC ]]> BioShock on PS3 is going to get some exclusive DLC. Get your pissing and moaning out of the way now, if you could. Done? Wonderful. Because you can't really mess with BioShock's story by adding extra levels or bosses, 2K are instead adding some things called "Challenge Rooms", which will be self-contained areas (ie, you access it from the main menu, not in-game) designed to get you using your plasmids to solve puzzles. Can't see how they'll work this in without it standing out like a sore thumb, but then, the market demands PS3 owners have to get something.

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Wed, 16 Jul 2008 23:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5026089&view=rss&microfeed=true
<![CDATA[ John Riccitiello, Little Sister Killer ]]> John Riccitiello, CEO of EA, harvested BioShock's Little Sisters.

But it was totally an accident, he swears. Riccitiello played BioShock in two sections, first on a long plane trip to London and then finished it on his way to Singapore — "which will prove I'm a slow gamer," he said. Having just gotten a new computer from Apple, he found himself switching back and forth between it and Windows.

"The problem was... the key for saving the little girls didn't work," said Riccitiello. "My keys were wrong, and I needed to go online to figure out how to re-map the keys on my own while I was in the game. I'd already harvested six by the time I landed in Heathrow."

"When they turn into slugs, I was a little horrified. I flew to Singapore, finished harvesting and then re-played it."

So first EA's boss ate the souls of innocents due to some major mistakes, and then he went back over it to do things the kinder, gentler way? Art imitates life, perhaps?

Incidentally, Riccitiello has also played Portal 2, and said we're in for major awesome: "It took my breath away."

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Wed, 16 Jul 2008 12:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5025889&view=rss&microfeed=true
<![CDATA[ Behind the WGA Nominees: Where Were Portal, BioShock? ]]> Though Portal and BioShock were largely the critical favorites among last year's crop of titles, earning numerous industry awards apiece, the Writer's Guild of America decided to bestow its newly-created Videogame Writing Award on Dead Head Fred. Nothing against that title, but many game fans were surprised that many other more obvious candidates didn't even make the list of nominees.

At 1UP, Lara Crigger shared the general puzzlement:

The list shocked gamers — not so much for what it included, but what it left out. Sure, The Witcher and World in Conflict were written well enough, and The Simpsons Game certainly had its fair share of good jokes. But how did Crash of the Titans — the 14th Crash Bandicoot game — and PSP no-name Dead Head Fred end up on the list when Portal and BioShock, two of the best-written games ever to hit PCs, didn't?

So what was the reasoning behind the awards?

The logic behind the list, explains Jacobs, is that writers had to be members of the WGA's New Media Caucus to be nominated. But few writers in the industry currently belong to the WGA, much less the Caucus.

Oh, eligibility. That makes sense. Do you think game writers will be rushing to join the association's Caucus in droves?

Has Game Writing Finally Comes Of Age?
[1UP]

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Thu, 03 Jul 2008 14:00:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5021955&view=rss&microfeed=true
<![CDATA[ Dark Sector Devs Helping With Bioshock PS3 ]]> Digital Extremes, the team behind such mediocre titles as Dark Sector, Pariah and Extreme Pinball, have signed on to help optimize Bioshock for the Playstation 3. To be fair, DE did also produce the fair to middling Unreal Tournament 2003, and they do have a way with death frisbees.

The game is still behind developed by 2K Marin, 2K Boston and 2K Australia, so it's unclear how much impact the inclusion of a fourth cook in the kitchen will actually have on the game.

"When 2K approached us to assist with development on BioShock for the PLAYSTATION 3 system, it was a no-brainer," said James Schmalz, CEO and founder of Digital Extremes. "You really can't ask for a more exciting, technically impressive world to work in than Rapture, and the incredible knowledge and talent between the 2K studios and our team at Digital Extremes is unprecedented. The collaboration on this project will make the PLAYSTATION 3 system sing with Big Daddy goodness and Little Sister 'thank you's'."

Just so they don't top their chorus off with Hayden Tenno emo sucktitude, it'll be fine.

2K Games Announces Partnership with Digital Extremes



Premier Development Studio Tapped to Optimize BioShock® for the PLAYSTATION®3 System

New York, NY – July 3, 2008 – 2K Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), announced today that it has signed an agreement with Digital Extremes to assist in the development of BioShock® for the PLAYSTATION®3 computer entertainment system. Shipping to retailers in October 2008 with new features and content, the PLAYSTATION 3 system version of BioShock is being developed by 2K Marin, 2K Boston, 2K Australia and Digital Extremes.

"By partnering with Digital Extremes, 2K Games is delivering a fully optimized experience that takes advantage of the PLAYSTATION 3 system hardware," said Christoph Hartmann, president of 2K. "Bringing Digital Extremes on board allows us to continue to deliver the best experience possible to our fans."

Headquartered in London, Ontario, Digital Extremes brings more than 15 years of experience as one of the gaming industry's premier developers. Digital Extremes pioneered technological and graphical design within the video gaming industry as the co-creators of Epic Games' Unreal® franchise. Using the experience it gained from working on the recently released Dark Sector®, Digital Extremes is partnering with the 2K studios to help optimize BioShock's performance on the PLAYSTATION 3 system.

"When 2K approached us to assist with development on BioShock for the PLAYSTATION 3 system, it was a no-brainer," said James Schmalz, CEO and founder of Digital Extremes. "You really can't ask for a more exciting, technically impressive world to work in than Rapture, and the incredible knowledge and talent between the 2K studios and our team at Digital Extremes is unprecedented. The collaboration on this project will make the PLAYSTATION 3 system sing with Big Daddy goodness and Little Sister 'thank you's'."

BioShock is a narrative-driven action experience that allows players to do the impossible as they journey through an amazing, immersive and terrifying world. Caught between powerful forces and hunted down by genetically mutated citizens, the player will come to grips with the mysterious and fascinating world of Rapture, a distinct Art Deco underwater utopia gone mad. BioShock not only challenges players' capacity to adapt and survive, but brings to question their values and commitment to the inhabitants of Rapture. With smart and adaptive AI, no encounter ever plays out the same, while numerous customization options provide gamers with an experience that adapts to their playing style.

BioShock for the PLAYSTATION 3 system will be available in October 2008 and is not yet rated by the ESRB. For additional details, visit www.bioshockgame.com.

About Digital Extremes

Founded in 1993 by industry visionary, James Schmalz, Digital Extremes ranks as one of the world's top independent development studios in the interactive entertainment industry. The Canadian based developer is best known for its co-creation of Epic Games' Unreal®, the multi-million unit selling franchise which includes the award-winning PC series Unreal and Unreal Tournament as well as Xbox® hit Unreal Championship. Digital Extremes recently shipped the highly-acclaimed next-generation 3rd person action title, Dark Sector® using its proprietary next-gen technology, the Evolution Engine™. For more information visit the company website at www.digitalextremes.com.

About Take-Two Interactive Software

Headquartered in New York City, Take-Two Interactive Software, Inc. is a global developer, marketer, distributor and publisher of interactive entertainment software games for the PC, PLAYSTATION®3 and PlayStation®2 computer entertainment systems, PSP® (PlayStation®Portable) system, Xbox 360® and Xbox® video game and entertainment systems from Microsoft, Wii™, Nintendo GameCube™, Nintendo DS™ and Game Boy® Advance. The Company publishes and develops products through its wholly owned labels Rockstar Games, 2K Games, 2K Sports and 2K Play, and distributes software, hardware and accessories in North America through its Jack of All Games subsidiary. Take-Two's common stock is publicly traded on NASDAQ under the symbol TTWO. For more corporate and product information please visit our website at www.take2games.com.

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Thu, 03 Jul 2008 09:40:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5021876&view=rss&microfeed=true
<![CDATA[ "Gears of War 2 More Emotionally Effecting Than BioShock" ]]> Gears of War has great gameplay. Beyond that, we really don't remember much about it. (Oh well, we remember that The Cliffster made it back when he had another name.) But according to voice actor Carlos Ferro, who's Dominic Santiago, the sequel packs an emotional wallop. Says Ferro:

I said it. It's going to be more emotionally effecting than Bioshock. A lot happens.

Good games don't have to do everything right, they just need to do at least one thing right (and really right). Everything else is gravy — emotional crying scenes, included!

Gears 2: More Emotionally Affecting than Bioshock [Team Xbox via videogaming247]

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Tue, 01 Jul 2008 04:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5020982&view=rss&microfeed=true
<![CDATA[ "No, We Do Not Hate Ken Levine" ]]> BioShock made team leader Ken Levine famous. While he renegotiates his contract with Take-Two for more money and power, there have been rumors that Levine isn't exactly Mr. Popular. More like Mr. Unpopular! Apparently, the BioShock team did not enjoy working with him. Not so says lead BioShock programmer Chris Kline:

What’s kind of curious is these rumors floating around, and we read them on the Internet.. Oh, there’s some rumor that like, after BioShock, everybody hated Ken and everybody left. And everybody’s in the office like ‘where did this come from? I didn’t leave. Are you leaving? No.’ The answer is, after BioShock finished, nobody left... We would love to know [where the rumor came from]... It’s rough for us, because we’re like, it’s the same old team, we’re still there, still like working with Ken, we’re doing great stuff... If you ever meet Ken, he’s the most unassuming guy. He’s the biggest nerd. But what you have to do in a game is go out there and get people excited about your project... What I think people like about Ken, or what’s made him an ‘icon’ is that he tells the truth... He takes his case to the gamer, and that really gets people excited.

You heard it here! Ken Levine: Nerd, icon, exciter.

The Truth About Ken Levine [Next Generation]

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Thu, 26 Jun 2008 07:30:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5019801&view=rss&microfeed=true
<![CDATA[ "BioShock Should've Failed" ]]> BioShock was a big hit. But, the way lead programmer Chris Kline sees it, the game should've been a MISERABLE FAILURE. BioShock was first planned in early 2002 when its developer, the then Irrational Games, decided it needed a big AAA title. The idea was to make a System Shock 2 clone, but development on the game stopped for about two years. "The very first failure," recalls Kline, "was that we wanted to base this whole thing on System Shock 2. After a couple false starts, it wasn't until the E3 2006 demo that the team really had to think about things like making the game work and creating a "compelling user experience." Kline adds:

BioShock should’ve failed... In fact, it did fail a lot, over the course of time. A series of big mistakes and corrections and slipped ship dates, but all of these helped make it a good game... Some people think that constantly messing up, and pushing dates isn’t a good way to make a game, but as far as I’m concerned it’s the only way to make a good game.

Bungled development and repeated delays are your friends! Do not hate. Do not.

Wy BioShock Should Have Failed [Gamasutra via Binge Gamer]

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Tue, 24 Jun 2008 01:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5019060&view=rss&microfeed=true
<![CDATA[ BioShock PC's DRM: Gone ]]> Yup. You asked for it (last year), and now, it's gone! 2K's Elizabeth Tobey has announced on the game's official boards that, as of right now, "all activation restrictions, including install limits, have been removed from BioShock PC". And not only gone, but gone automatically on 2K's end, meaning you won't need to install anything, uninstall anything or even check a box. SecuROM fanboy, you have our sympathies

Activation limits removed on BioShock for the PC [2K]

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Thu, 19 Jun 2008 21:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5018151&view=rss&microfeed=true
<![CDATA[ Levine Figures He's Worth More Money, In Renegotations With Take-Two ]]> Since leading the team that put out BioShock, Ken Levine's been enjoying his fair share of accolades, awards and respect. But money? Well, his cash income's the same as it was pre-BioShock, something he (and his Hollywood agent) are looking at changing. Variety reports Levine's been in negotiations for months now with Take-Two, hoping to not only get the kind of money being such a big name warrants, but an increased amount of creative freedom as well. Be interesting to see how it all pans out, especially if it sets a precedent for other big-name devs to follow.

Ken Levine re-negotiating contract with Take-Two [Variety]

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Fri, 13 Jun 2008 21:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5016416&view=rss&microfeed=true
<![CDATA[ Zelnick: Expect BioShock Film Alongside BioShock 3 ]]> Don't expect the BioShock film to launch simultaneously with BioShock 2, Strauss Zelnick said on the company's call to investors today.

"It's more likely that it would be released coincident with BioShock 3 - that also remains to be seen," he added. Looks like we can expect a BioShock trilogy, at least.

An analyst also asked Zelnick whether Take-Two has any creative control over the film. Sticking strictly to financial terms, Zelnick said, "We definitely did structure this deal so that we have no economic exposure or risk... the economic exposure or risk is being borne by... Universal Pictures."

No financial risk would suggest little to no creative control, but he declined to disclose specifics of the agreement.

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Thu, 05 Jun 2008 15:22:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5013666&view=rss&microfeed=true
<![CDATA[ PS3 BioShock To Feature "Unannounced Components" ]]> The PlayStation.Blog has a few more details on the PS3 version of BioShock as well as two new screens. From what the PlayStation.Blog hints at, this will be more than *just* a straight up PS3 port:

On top of that, because this is the first PS3 title from 2K Marin, 2K Australia and 2K Boston, we’ve also got another development partner with some outstanding PS3-specific coding chops helping out with the project — we can’t talk about what studio that is yet, but we look forward to revealing that in the future... The Boston team is the largest chunk of the BioShock team at the moment; many of them hard at work on some of the as-yet-unannounced components of the PS3 version. I can mention the work of one Boston team member, Ian Bond, who has been optimizing and refactoring the physics simulation for the game to take the maximum advantage of the PS3 hardware.

It'll be interesting to see what exactly these "unannounced components" are. Hit the jump for another PS3 BioShock screenie.

Meet the teams [PlayStation.Blog]

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Tue, 03 Jun 2008 23:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5012817&view=rss&microfeed=true
<![CDATA[ Report: In-Game XMB for PS3 is OTW ]]> Gaming Age yesterday posted a report that in-game Xross Media Bar support will in fact be a part of the Playstation 3 Firmware Update 2.40, which will release "sometime in June."

Reader hukeedonfonics also tipped us to the above video, which shows in-game XMB over the BioShock title screen. Comments claim a BioShock developer leaked it.

Gaming Age writes that requested features like a universal friends list, and in-game messaging will be a part of the drop, in addition to "a few rather nice surprises (*cough*soundtracks*cough*)" (their words, not mine.)

So, spread the word, and we'll hopefully have more on this as it develops.

PS3 In-Game XMB is Coming[Gaming Age, via NeoGAF, thanks hukeedonfonics]

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Sat, 31 May 2008 13:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5012056&view=rss&microfeed=true
<![CDATA[ On BioShock: Don't Eat Underwater Garbage Potato Chips ]]> From Tim Rogers' ActionButton.net comes an enormously lengthy "late to the party" BioShock review, just on the heels of the recently-announced PlayStation 3 version of the game. Rogers' reviews are hallmarked by their controversy-courting vitriol, hyperbole and - did I mention - length? Nonetheless, he raises several points interesting to consider about the widely hailed (and presently backlashed?) game:

This game is not a masterpiece — it is the bare minimum. Its attention to detail with regard to its atmosphere and its narrative is not, in and of itself, a glorious feast: it is the very least we should expect from now on.

BioShock was largely acclaimed for doing a few very specific things right: the relative maturity of its philosophical themes, its stunning setpieces, its cultural wallpaper. It was received by the audience with the kind of welcome reserved for something for which we've waited ages - and yet Rogers believes that should have always been "the bar," and should continue to be.

Of course, with trademark irreverent glee and dark humor, Rogers dissects the manifold things BioShock did wrong:

Say what you will about the silent protagonist thing: we can all at least agree that the hero in this game is a bit weird. He will eat potato chips that might be a year old immediately upon finding pulling them out of a garbage can in a city full of genetic freak-out zompeople; where hypodermic needles are as “daily-routine” for the citizens as a cup of coffee, you’d think that the basic idea of “this place is a filthy bio-hazard” would at least be on the tip of one’s subconscious when one finds food in a waste receptacle.

...Yes, I also cringed at that, and like Rogers, I wondered why a reclusive society of the creative elite would develop Plasmids that "enrage" and sell them out of clown machines in the middle of the street. But despite being a big fan of BioShock, Rogers absolutely nails the moment that really disassociated me:

Not ten minutes into the monster-smashing portion of the game, the player comes across his first ever hypodermic needle — a “Plasmid”, the game calls them — and upon plucking it out of a busted vending machine, he immediately jams it into his arm, goes into wicked convulsions, crashes through a banister, and slams into the floor twenty feet below. The potato chips thing had made me laugh; this thing involving the instant hypodermic needle snapped me out of my trance; all at once, I was awake in the world of BioShock, watching the dream armed with rubber gloves and forceps. Our guiding spirit contacts us via the short-wave: “You’ve just used your first Plasmid! It’s a bit of a doozy! Your genetic code is being re-written!” Thanks for telling us that before we jammed it into our arm! I bet your starving family finds it fucking hilarious that you’re willing to let their only chance of salvation flail around on the floor while an entire troop of psycho-freaks walks by, stares at him, and laughs.

Some of Rogers' qualms can be chalked up to the fact that BioShock is a video game, and because of that, it might be necessary to make some concessions to the mechanical structures that enable gameplay - like the ability to carry impossible quantities of inventory even when a character appears to have no pockets, a mainstay. I'm not sure whether it's fair to dock points from BioShock for having vending machines in sewers, or for the VitaChambers and other such details.

But what do you think, Kotaku readers? Is Rogers right about BioShock? Would a game still be a game if it were possible to do away with the mechanics we've grown to love, like supply management and saving, or at the very least, blend them into the experience beyond recognition?

And one more question for your discussing pleasure: Does BioShock get extra criticism just because so much of it was done so well?

BioShock review
[ActionButton, via GameSetWatch]

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Thu, 29 May 2008 13:30:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5011622&view=rss&microfeed=true
<![CDATA[ BioShock PS3 Looks Like BioShock 360/PC ]]> Man, maybe I have bad eyes or something. But I cannot tell these PS3 BioShock screens from the Xbox 360 ones. And you know what, that's not necessarily a bad thing! Click through the gallery and feel free to point out what I am missing. (OH, as some commenters have pointed out, that Big Daddy right up there looks new, so there ya go!)


BioShock PS3 [Strategy Informer]

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Thu, 29 May 2008 07:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=393894&view=rss&microfeed=true
<![CDATA[ BioShock PS3 Super Official Now ]]> In case one magazine's cover and another magazine's innards weren't enough for you, 2K Games have just dropped the official press release for BioShock for the PlayStation 3, which promises to be all that the Xbox 360 version was plus a bag of chips so tempting that multiplatform owners will buy it again. Really now>

"Since BioShock for Xbox 360 and Games for Windows won countless 2007 Game of the Year awards, we are excited to see the impact of this stellar title for the PLAYSTATION 3 system when it debuts this fall," said Christoph Hartmann, president of 2K. "Over the coming months we look forward to revealing the new features and content that will make this a must-have game for its new audience, as well as for those who enjoyed it on the other platforms."

Expect a slow, sexy, BioShock strip tease leading up to the game's October release. What additions could 2K Marin implement that would make you come back for more BioShock? I'm keeping my fingers crossed for multiplayer Little Sister slap fights.

2K Games Injects PLAYSTATION®3 System Owners with Genetically Enhanced Version of BioShock®

New York, NY – May 28, 2008 – 2K Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), announced today that BioShock®, the "genetically enhanced" story-driven action game, is in development for the PLAYSTATION®3 computer entertainment system at 2K Marin. The PLAYSTATION 3 system title will be released in October 2008 with new features and content that heighten the award-winning experience.

BioShock for the Xbox 360® video game and entertainment system from Microsoft and Games for Windows® was released in 2007 and received numerous Game of the Year honors from prestigious organizations including Associated Press, the British Academy of Film and Television Arts (BAFTA), Game Informer, Spike TV's VGAs and Paste Magazine. BioShock's extension to the PLAYSTATION 3 system will bring exciting new content to this amazing title and reach many new players, while giving the title the opportunity to once again be named Game of the Year.

"Since BioShock for Xbox 360 and Games for Windows won countless 2007 Game of the Year awards, we are excited to see the impact of this stellar title for the PLAYSTATION 3 system when it debuts this fall," said Christoph Hartmann, president of 2K. "Over the coming months we look forward to revealing the new features and content that will make this a must-have game for its new audience, as well as for those who enjoyed it on the other platforms."

BioShock is a narrative-driven action experience that allows players to do the impossible as they journey through an amazing, immersive and terrifying world. Caught between powerful forces and hunted down by genetically mutated citizens, the player will come to grips with the mysterious and fascinating world of Rapture, a distinct Art Deco underwater utopia gone mad. BioShock not only challenges the players' capacity to adapt and survive, but brings to question their values and commitment to the inhabitants of Rapture. With smart and adaptive AI, no encounter ever plays out the same, while numerous customization options provide gamers with an experience that adapts to their playing style.

As one of the highest-rated titles of 2007, BioShock was unanimously praised by the editorial industry's top critics:

"While delivering a level of intrigue you rarely see in games, its most captivating element is its gameplay – which I can easily say delivers the most rewarding and adrenaline-filled experience I have ever had with an FPS." – Game Informer Magazine, 10 out of 10, Game of the Year

"There's ample flexibility in the game's linear storyline that makes a second run through Rapture's unique brand of madness an exciting prospect." – Associated Press, 4 stars out of 4

"Why settle for watching the hero in a film have a thrilling adventure when you can all but live a narrative this masterfully woven." – Paste Magazine, Game of the Year

"BioShock stands as a monolithic example of the convergence of entertaining gameplay and an irresistibly sinister, engrossing storyline that encompasses a host of multifaceted characters. This is an essential gaming experience." – IGN.com, 9.7 out of 10, Editor's Choice Award

"More so than any other game in recent memory, BioShock is dripping with atmosphere and intrigue, and it's one of those rare titles where story, dialogue and character development are just as important as the action sequences." – USA Today, 9 stars out of 10

BioShock for the PLAYSTATION 3 system will be available in October 2008 and is not yet rated by the ESRB. For more information on BioShock, visit www.bioshockgame.com.

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Wed, 28 May 2008 10:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5011357&view=rss&microfeed=true
<![CDATA[ More BioShock PS3 Details Emerge From EGM ]]> Did you hear? BioShock is coming to the PlayStation 3. We're totally 100% sure of it, because the announcement made not only the cover of PSM3 magazine, but local favorite EGM as well. BioShock is featured prominently—but not as prominently as Gears of War 2—in the mag's July issue and helps to explain why PSM3 said it's "better on PS3."

They were probably referring to the inclusion of the Xbox 360's downloadable content and that fixed widescreen mode, plus PS3 version specific features that "extend and augment the game." That's all according to a helpful tipster who is already in possession of the issue. EGM speculates that those features are related to Home and we wouldn't be surprised if that's more than just an educated guess on their part.

BioShock Confirmed for PS3 [EGM - thanks, Walter!]

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Thu, 22 May 2008 18:00:58 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5010612&view=rss&microfeed=true
<![CDATA[ BioShock Confirmed For PS3 ]]> You knew it had to happen eventually. The cover of the latest issue of the UK's PSM3 magazine features a story on the PlayStation 3 version of just about everyone's 2007 Game of the Year BioShock. According to CVG, whose network PSM3 is part of, the issue will feature a lengthy preview of the PS3 version of the title along with a slew of screenshots.

The title blurb on the front of the cover boasts "Why Xbox's best shooter is better on PS3", possibly suggesting additional content for the new version, but as of right now details are scant. Here's hoping for a better ending!

The next issue of PSM3 is due out June 5th. We would expect the official announcement to follow soon after.

Now while CVG lists this as official confirmation, we're going to go ahead and add the rumor tag on this post until we are 100% positive, just to be on the safe side.

BioShock PS3 confirmed [CVG - Thanks Henry!]

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Thu, 22 May 2008 08:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5010441&view=rss&microfeed=true
<![CDATA[ Rich Nerds Want To Build A Utopian City In The Ocean And...Wait A Minute... ]]> We all know what happened to Rapture. Nutty smart folks thought they could build a utopian world under the ocean, they couldn't, whole thing went to the dogs, everybody died. We all learned a lesson. A lesson lost on three super-rich SIlicon Valley types (including the founder of PayPal), who have founded the the Seasteading Institute, with the goal of moving out into the ocean and creating a world "with diverse social, political, and legal systems". While their buildings won't be built under the waves (they'll be built atop them, on floating platforms), the basic principle remains: they're going to get smug, they're going to mess with things they shouldn't mess with, everybody is going to die.

Peter Thiel Makes Down Payment on Libertarian Ocean Colonies [Wired]

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Tue, 20 May 2008 21:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=392252&view=rss&microfeed=true
<![CDATA[ Ken Levine Gets First Word At PAX 08 ]]> The Penny Arcade team, having had Texas governor Rick Perry snatched out from under them by the organizers of E3, will have to settle for Ken Levine as their Penny Arcade Expo opener. Mr. Levine apparently made a game known as "BioShock" and is rumored to be working on a sequel to something called "X-COM." I suppose it could be interesting, but probably won't touch on southern state politics or the Texan gaming industry and its growth like many PAX attendees were probably hoping for.

Musically, Xbox 360 Fanboy reports that MC Frontalot, FreezePop, the MiniBosses, and Jonathan Coulton will all perform in some capacity at this year's PAX. Hopefully, they'll do a number on Texan financial development programs!

'Pimp supreme' Ken Levine to keynote PAX [X3F]

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Mon, 19 May 2008 20:40:57 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5009829&view=rss&microfeed=true
<![CDATA[ Even Spielberg Cannot Beat BioShock's Mysterious God Spider (Huh?) ]]> shia_steven.jpg Yes, yes, Steven Spielberg likes games, blah, blah, blah. A GQ Magazine feature on Spielberg's Indy Jones star Shia LaBeouf sheds some light on the way the filmmaker plays games. From the article:

LaBeouf kept following the calls until he got to the director’s office. And there was the master himself: shoes off, socks on, dressed in shooting gear, but sitting behind a computer, stuck on the fifteenth level of a first-person shooter called BioShock.

“This is like months to get to this level, and he can’t get past this one little mysterious spider god, and he’s losing his mind. He’s like, ‘I can’t do it, Shia! I can’t do it.’ ”

LaBeouf, who got into acting at age 12 partly because he wanted to make enough money to buy himself a Sega Genesis, had found himself a soul mate.

Bwah? The 15th level of BioShock? There are 15 levels in BioShock? And mysterious spider gods? Guess Spielberg really is losing his mind!
LaBeouf Article [GQ Thanks, Brendan!]

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Thu, 15 May 2008 23:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5009239&view=rss&microfeed=true
<![CDATA[ The Difficulty of (Games') Difficulty ]]> okamigodhand.jpg Kieron Gillen has a nice meditation on difficulty and games over at the Escapist: where do you find it these days? Gillen opines that real difficulty, something "balanced expertly on the precipice between hard and unfair" (like his example of God Hand), is increasingly pushed towards the edges. As the rules of the economic game have changed, many titles are forced to balance challenge with "completability," with the balance being skewed towards easy (or 'easier):

Once upon a time, games were competitors. Now, primarily, they're entertainers. They aimed to beat you. Now, to be beaten. Our language says much, really. While we've talked about difficulty curves forever, the problems now are "difficulty spikes." No one ever critiques a game for a difficulty-trough - because the former stops you getting anywhere and the latter is just something you coast throug

I'm not one of those gamers that particularly enjoys having my ass handed to me to the point where I simply cannot complete a game, though there are plenty of games that have challenged me to (my) max - I'm also the obsessive type, so the pattern of having side quests and optional challenges galore in my games of choice usually means I have more than enough to keep me busy. This question of balancing the commercial needs of AAA titles with what 'real' gamers (however you want to define that) want to see is an increasingly pressing problem — though not one that I expect will be resolved any time soon, other that to push more and more 'styles' of games towards the fringes.

Hard Times: The Future of Difficult Video Games

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Sun, 11 May 2008 13:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=389321&view=rss&microfeed=true
<![CDATA[ Will Verbinski Make BioShock The First Great Game Flick? ]]> verbinski.jpgSo, by now you've heard a BioShock flick is in the works, news that excites many fans - while leaving some others wary, thanks to the less-than-encouraging track record of films made from games.

Significant about the BioShock film news is the fact that Pirates of the Caribbean director Gore Verbinski's been tapped for the directorial role. This is interesting, because you may recall that just a couple months ago, Verbinski was the keynote speaker at the 2008 DICE summit.

Lots of gamers may have wondered what a film director was doing at DICE, but now that he's directing our next big game flick, you may want to take a second look at what he said there.

During his keynote in February, Verbinski admitted that the concept of games as a truly powerful, experiential medium was still a little new to him — but he also seemed to demonstrate curiosity and respect for what he had yet to learn.

He talked primarily about ways to elaborate on game narratives, but encouragingly, he showed a healthy respect for games as their own medium, avoiding the often problematic philosophy that tries to blur the line between the two - usually resulting in both cheesy "summer blockbuster" action games, and films that knock off games while broadly missing what made the source material appealing.

It's also worth noting that Verbinski has had success navigating the choppy waters of mega-success with the Pirates flicks - those Pirates fans are devoted, but rather than exploit them through continual and decompensating sequels, he stopped with a solid trilogy. Perhaps this means game fans can trust that he's in it for quality?

At the very least, there's the familiar "well, it's not Uwe Boll," refrain. What do you guys think?

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Fri, 09 May 2008 12:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=388882&view=rss&microfeed=true
<![CDATA[ "BioShock Extremely Well-Suited To Film" ]]> The wheels of the announced BioShock movie keep on churning. With a big time director aboard and a major screenwriter in talks, the game's publisher Take Two must be thrilled. It is! Just listen to Strauss Zelnick, Chairman of Take-Two:


BioShock has been hailed as one of the most highly cinematic and richly plotted titles in interactive entertainment, making it extremely well-suited to film... Our ability to attract a major studio and unparalleled creative team speaks volumes about the strength of our BioShock franchise.

Thing I've always been curious about: How much do shit film adaptations hurt the games? Granted, I doubt the Super Mario Bros. movie turned people off from the Nintendo games. But still! As more and more game movies are made and as the game industry continues to eclipse the film industry, publishers should realize one thing: They need you more than you need them.

Full release after the jump:

BioShock Heads to Hollywood
Universal Pictures to develop movie based on hit video game from 2K Games

Gore Verbinski, Director of Pirates of the Caribbean, to Direct/Produce

BioShock Heads to Hollywood
Universal Pictures to develop movie based on hit video game from 2K Games

Gore Verbinski, Director of Pirates of the Caribbean, to Direct/Produce

New York, NY - May 9, 2008 - 2K Games announced today that it has reached an agreement for BioShock®, the universally acclaimed smash-hit video game, to be developed as a feature film by Universal Pictures. 2K Games, whose 2K Boston and 2K Australia studios developed BioShock, is a video game publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).

The prospect of bringing this blockbuster game to life has attracted not only a major studio, but top Hollywood talent. Gore Verbinski, director of the Pirates of the Caribbean trilogy, is slated to direct and produce the BioShock movie. John Logan, Academy Award-nominated writer of Gladiator, The Aviator and Sweeney Todd, is in talks to do the screenplay.

The expected release date and terms of the agreement were not disclosed.

An original property developed by 2K Games, BioShock is one of the most successful new interactive entertainment franchises to launch in recent years. A critical and consumer hit, BioShock has sold more than 2 million units worldwide since its release in August 2007. A sequel to the game, BioShock 2, is planned for a release in 2009.

"We are excited that 2K Games' vision for BioShock will be carried forward in a new medium," said Strauss Zelnick, Chairman of Take-Two. "BioShock has been hailed as one of the most highly cinematic and richly plotted titles in interactive entertainment, making it extremely well-suited to film. In partnering with Universal and Gore Verbinski, we have assembled a team that respects the uniqueness of BioShock and will translate it into a powerful movie experience."

Mr. Zelnick added, "Our ability to attract a major studio and unparalleled creative team speaks volumes about the strength of our BioShock franchise. It also demonstrates how Take-Two is delivering value based on our strategy of creating and owning our industry's most powerful intellectual property."

Christoph Hartmann, President of 2K Games, noted, "BioShock fans appreciate the depth and complexity of the game, and our partnership with Gore Verbinski will introduce the world of Rapture to an even wider audience. In addition to his impressive body of work, Gore is an avid video gamer and true fan of BioShock. That was extremely important to us in deciding to move forward with this project."

BioShock: Triumph of the Imagination

Considered to be one the finest games in the history of interactive entertainment, BioShock unfolds as a deep and exciting adventure. Barely surviving a plane crash, the player lands in icy uncharted waters and discovers an undersea city called Rapture, a failed utopia whose citizens had embraced genetic engineering before the city descended into pure anarchy. Power and greed have run amok and the city has succumbed to civil war. It is a gripping game that forces the player to make complex moral choices. Fans have embraced BioShock's mysterious world filled with powerful technology and fascinating characters. BioShock is also renowned for its rich visual detail depicting a gorgeous Art Deco world set deep beneath the sea.

BioShock has earned some of the highest ratings and strongest accolades in video game history. It is one of the best-rated titles for Xbox 360™ video game and entertainment system from Microsoft, with a MetaCritic rating of 96. Numerous organizations bestowed "Game of the Year" status on BioShock in 2007, including The Associated Press, the British Academy of Film and Television Arts (BAFTA), Game Informer, Spike TV's Video Game Awards, G4's X-Play, Amazon.com, The Houston Chronicle and Paste Magazine. Additionally, BioShock ranked among the top 10 titles on many other "Best of 2007" award lists, including The New York Times, Time Magazine and Maxim. BioShock was internally developed by 2K Boston and 2K Australia and is owned by the 2K Games label of Take-Two Interactive Software.

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Fri, 09 May 2008 06:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=388852&view=rss&microfeed=true
<![CDATA[ Gore Verbinski Making BioShock Movie ]]> Publisher Take Two has inked its first movie deal. According to Variety, underwater corridor FPS BioShock is getting a big Hollywood film adaptation. The biggest film-to-game deal since Peter Jackson's ill-fated Halo movie, the BioShock Universal produced flick will be helmed by Pirates of the Caribbean director Gore Verbinski. Universal is in talks with Oscar nominated scribe John Logan (The Aviator) to do the script. Verbinski has been talking with BioShock creator Ken Levine on a regular basis about the project, but no word what official capacity he'll take. Verbinski says he plans on making an R-rate film and work will begin once there's a quality script. About BioShock, Verbinski says:

Of all the games out there, I think Bioshock is the one that's the most engaging. I think the whole utopia-gone-wrong story that's cleverly unveiled to players is brimming with cinematic potential.
BioShock's great and all, but perhaps Verbinski needs to play some more games. He has! Portal, he's played that, and seems to have his eye on turning that into a feature film getting involved in possibly making games: "I hope to make it up to Valve. "Portal" is one of my favorites. For now, it's just an open dialogue about how far we can push this thing." While we're not entirely convinced Verbinski has the directing chops (Doesn't BioShock need more than just a stylist?), we pretty sure this film is going to open up a floodgates for even more big time Hollywood film adaptations. For better or worse, for better or worse. Verbinski Interview [Variety] ]]>
Thu, 08 May 2008 21:40:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=388784&view=rss&microfeed=true
<![CDATA[ Ken Levine on 'Narrative Drive' ]]> anotherbioshockscreen.jpg While I remain unimpressed with much of the discussion surrounding BioShock, Gamasutra has a reasonably interesting interview up with Ken Levine on 'narrative drive' and some aspects of telling stories in games. On the unreliable narrator, he's got this to say:

It's about... I didn't mention this in my presentation, I keep forgetting to... it's about damaging not the character, but damaging the player. I think insulting the player is something... to put the knife in his back, not just the character's back. Because every game has the knife go in the character's back.

But if your perception of reality is screwed with, and you're basically played for a sucker, people have an emotional response to that. It's like when you read people saying, "I just put down the controller and walked away from the game for a minute." That doesn't happen when your character gets thrown off a roof and knocked unconscious, or gets shot at and wounded.

Even if you're tired of BioShock, it's an interesting interview that hits on a number of issues.

Ken Levine on BioShock's Narrative Drive

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Sat, 26 Apr 2008 13:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=384374&view=rss&microfeed=true
<![CDATA[ Better Game Design Means Fewer Mechanics? ]]> bioshockbigdaddy.jpg Sometimes, simple is better — or that's the argument of John Rose's Gamasutra article on why fewer game mechanics makes for a better game. Making the argument for a strong game play aesthetic (which generally means not having everything but the kitchen sink), Rose critiques games like BioShock for hampering players with ... too many choices?

The massive palette of game actions only serves to confuse and frustrate the player when challenged. The game's perfect cohesion in all other areas should have supported a strong play aesthetic; instead, players walk away from BioShock without a unified gameplay experience.

And while some of these games are successful, this success is always attributable to other extraordinarily polished aspects of the game. Great graphics and storylines are always desirable, but they are never the primary focus of great games. This diluted design strategy comes from the noble aim of entertaining more players, but the result is inevitably bland compromise.

I'm the type that doesn't want handholding, but reasonably clear expectations about what needs to be done to get through the game are always a plus (that 'strong gameplay aesthetic' Rose is talking about, I suppose). I think experimentation and options are a good thing in many games, but Rose has some excellent points on game design in general.

Fewer Mechanics, Better Game [Gamasutra]

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Sun, 20 Apr 2008 11:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=381840&view=rss&microfeed=true
<![CDATA[ Your Big Daddy Could Have Looked Like This ]]> To promote BioShock, 2K shipped the collector's edition with a Big Daddy figurine. Sounded great in theory, but in practice, the thing was too fragile, and looked like it had been painted by...well, somebody who had never played BioShock. And who loved the smell of industrial-strength spraypaint a little too much. Enter a Mr. David Blades, who took the standard figure, broke its arms and legs off, then re-posed and re-painted the whole thing so it's looking much nicer. Well played, Mr. Blades, well played.
Mr Bubbles [schwerpunkt]

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Wed, 16 Apr 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=380262&view=rss&microfeed=true