A BioShock Vita exclusive was announced back in 2011, but we were all rather surprised to learn that Sony and 2K still haven't managed to even agree on whether the product will even enter pre-production. Irrational chief Ken Levine is apparently still playing matchmaker to the two companies and trying to find a price that works.Click here to read more...
People go absolutely bonkers for cutesy swag, and Irrational are capitalising on the success of Bioshock Infinite by bringing a very specific part of the game to life.
Remember the Songbird plushies that children chuck about with erry abandon in the game? Well, soon you'll be able to own one of your very own...
For $55.Click here to read more...
BioShock Infinite will receive a companion board game tie-in that lets 2-4 players vie for control of the floating city of Columbia, and explore the backstory behind the Vox Populi uprising.
Note that the following contains very, very, very minor spoilers.Click here to read more...
Apparently there are a few (million) people interested in this new BioShock game that was released today, and word is it’s rather good. Here’s what Matt had to say about it in his 9/10 review published earlier today:
Embrace Columbia and Elizabeth, though, and you'll find one of the most engrossing experiences to be had this generation. It's a game which has a default setting of being breathtaking and beautiful, a game which constantly encourages you to stop and think, even if it doesn't give you he chance for direct response. It's a game that we'll be talking about for months, whose occasional missteps are swallowed whole in a narrative of sweeping scale and epic drama. It's a game that you'll probably play again, immediately after you finish it the first time around.
And that's fantastic.
While I’m having to exile myself from getting involved with it (boooooooooo) I’m here to help any of you that are looking for the cheapest deals around for Irrational Games’ latest triumph, because as Matt basically points out in his review, it is absolutely worth the price of admission.
That said, saving a few pounds here or there is a good thing as well.Click here to read more...
Platforms: PC (tested) | PS3 | Xbox 360 (reviewed)
Developers: Irrational Games
Publishers: 2K Games
Remember Natalya Simonova? She'd constantly get you killed. It didn't matter that you'd already taken out a nuclear facility, stormed a Siberian bunker solo, and totted up a body count in the hundreds. The fact that Natalya was a mute goon with a propensity for running repeatedly into walls (and gunfire) and preferring the confines of her cell to the outside world, meant that you'd invariably perish whilst trying to rescue her, and her middle name would be replaced with endless streams of profanity.
The moral of the story? AI companions can ruin otherwise excellent games.
There are a select few games out there, however, wherein evidence of tireless work points towards something rather special: a companion that is helpful rather than useless. A companion who is good company rather than annoying, who reflects and enhances the narrative in a variety of interesting ways. A companion you never have to babysit, or nudge back onto the right path because their pathfinding AI has gone awry. A companion much like Bioshock Infinite's Elizabeth.
She is, in many ways, a deconstruction of that tired princess-in-the-tower trope. You do, as ex-Pinkerton agent Booker DeWitt, break her free from imprisonment, albeit in a rescue not exactly conducted for selfless reasons, but she is no passive figure or trophy. Indeed, you miss her when she is gone; both her company and her capabilities. You miss the zipping exchanges on morality where she tests Booker's gruff detachment. You miss the way in which she'll toss you vital supplies and ammunition during an intense firefight. You miss her keen eye for hidden items and collectibles, and her gift for lockpicking and larceny. You miss her ability to pull useful items in from alternate realities.Click here to read more...
So, apparently a game called BioShock Infinite is launching tomorrow. It's kind of a big deal.
Matt's in-depth review will be going live soon, but in the meantime, you can whet your appetite with the brand new launch trailer. And then you can win yourself a copy thanks to our epic #winBioshockInfinite competition this evening.
Sadly, I've heard that there's going to be a widespread internet outage in my area tomorrow, so I may not be able to turn up to work. And I have a cold coming on. Might be flu actually, damn, so I'll probably be out of action for a couple of days [it wasn't actually that funny to begin with, stop milking it - Ed]
I'm going to put this up as a news post, because there are still some people who seem to be confused over this. Contrary to IGN's review, you do not have to complete the game to unlock 1999 Mode in Bioshock Infinite.
As suggested in a plethora of interviews back at the start of last year, the unlock (on console at least) is a variation of the old-school 'Konami Code'.
From the main menu, all you need to do is press ↑↑↓↓← → ← → B A.
1999 Mode is a game type that harkens back to trickier times, nerfing the frequent autosaves, making ammunition scarcer, upgrades permanent, and enemies far hardier.
It transforms Bioshock Infinite into a tortuous beauty - like being kicked in the nads whilst eating exquisitely delicious cheese.
Given that it seemed Ken Levine has been super eager to ensure that the frat demographic is covered with this game, we were going to bring you a review conducted after a twelve hour drinking binge, from a room that smells worse than a tramp's nether patch, where constant orgiastic, pornographic distractions eventually lead us to abandon the game at the three hour mark and never return.
Instead, though, we're plumping for our usual, detail-driven affair.
With that in mind, it's important to note why our review won't be reaching you today. We received the game on Saturday with an embargo for midday today. Given that the original Bioshock was a game that revealed constant little gems over multiple playthroughs, not to mention Bioshock Infinite's addition of the 1999 Mode, it's important that we get this right.
Zooming through a single playthrough and then rushing a review out to meet an unrealistic, PR-created embargo would not be getting it right, though no doubt some of our peers will have disagreed.
Here are a few points we can deliver, however:
We'll hopefully have our full review for you tomorrow.
Cheers for that Simply Games. For months the best preorder price has been no better than £34, then you go and do this once our copies have already been dispatched. If you haven't placed your order yet, then this is currently the best price around for the most anticipated game of 2013. Better yet though, why not try and win yourself a copy at our Twitter party tomorrow night. With 24 chances to win, you'd be mad not to. Matt will have a full review for you soon too.
The latest BioShock Infinite video explains how four women brought Elizabeth to life as a human character, from voice acting to motion capture, level design and facial animation. It's an interesting eleventh hour look behind the scenes, since the hotly anticipated shooter is out next week.Click here to read more...
After teasing a TV spot last week, Irrational Games have released the full length version. It's all CG, meaning that you're probably better off watching the latest gameplay trailer or Matt's hands-on preview, but this is still a decent mood piece for the anticipated shooter.
Not long now.Click here to read more...
In a discussion titled From Shodan, to Big Daddy, to Elizabeth: The Evolution of AI Companions", Ken Levine chats to Simon Parkin at BAFTA about bringing companion characters to life in his games, as well as taking questions from te audience about past works and, of course, Bioshock Infinite.
Well worth watching over your lunch break. Well...starting...it's almost two hours long, but damn fine stuff nonetheless.