Showing posts with label irrational games. Show all posts
Showing posts with label irrational games. Show all posts

Saturday, 14 April 2018

New BIOSHOCK game in development

2K Games is working on a new BioShock game, it has been confirmed.


Games website Kotaku unearthed the information as part of a wider investigation of the shrinking of Hanger 13 Studios, which owners 2K had downsized following the disappointing critical reception of Mafia III in late 2016. This was despite formidable sales for the game, which shifted 5 million copies in its first couple of months on sale. Hanger 13 spent some time developing both a Mafia IV concept and also an idea for a music-based superhero game named Rhapsody, which eventually collapsed.

As part of the investigation, it was revealed that some key Hanger 13 personnel had transferred to one of 2K's other studios to work on a project code-named Parkside. According to Kotaku's article, two interesting pieces of information came out of this. First is that the studio in question is 2K Marin, the much-troubled 2K subsidiary that was effectively shuttered in 2013 following the disappointing launch of The Bureau: XCOM Declassified. The studio appears to be have been reconstituted. The second piece of information was that Parkside is really the next game in the BioShock franchise.

The BioShock franchise is one of the most revered in modern gaming, a first-person shooter series with cutting-edge visuals and intelligent (if occasionally muddled) storytelling. Created by Ken Levine and Irrational Games, the franchise was seen as a spiritual successor to the Ultima Underworld, Deus Ex and System Shock games developed by Looking Glass Studios and Ion Storm. Levine and Irrational developed the first and third games in the series, BioShock (2007) and Bioshock Infinite (2013), whilst 2K Marin worked on BioShock 2 (2010).

After the release of BioShock Infinite, Levine felt burned out from making high-pressure games with budgets in the tens of millions of dollars. He wanted to make smaller-scale, narrative-focused games. To this end Irrational was rebranded Ghost Story Games and downsized massively. Levine and Ghost Story have been working on their debut title ever since. Given that the first 3 games had sold over 25 million copies between them, 2K confirmed that the BioShock series would continue, but some commentators were dubious of the series moving forward without Levine's guidance.

Nothing is known of the next BioShock game save that it will have some big shoes to fill without Ken Levine's singular vision. However, given that BioShock 2 was also made without any involvement from Levine and was an extremely strong game, that's not perhaps as much of an issue as it could have been.

The game is likely a long way off still, given it's not even been officially announced yet.

Thursday, 12 November 2015

SYSTEM SHOCK remake announced, sequel teased

A video game development studio by the name of Night Dive have acquired the full rights to the System Shock IP. Night Dive recently masterminded the re-release of System Shock 2 and have now confirmed that a "full remake" of the original game is underway.



Night Dive have also acquired the property in its totality, so can also begin planning a System Shock 3 if they wish. However, they admit this is beyond their current scope and would have to partner up with another company to undertake that project.

System Shock (1994) was a first-person science fiction roleplaying game, set on a space station. The player controls a hacker who becomes embroiled in the machinations of a devious, sentient AI called SHODAN. It was created by Looking Glass Studios under the supervision of the legendary Warren Spector (who later created Deus Ex), shortly after the same team had completed work on Ultima Underworld II. System Shock, like the Ultima Underworld games, was praised for bringing the immersive 3D viewpoint of action games like Doom but creating a more thoughtful, intelligent RPG around it.

In 1999 Looking Glass Studios and Irrational Games (headed by Ken Levine) collaborated on System Shock 2. This was a more sophisticated game in terms of graphics, interface and the amount of freedom it gave the player to pursue their own goals. It frequently appears on "Best Games of All Time" lists and it is considered extremely influential on later RPG design. SHODAN, the evil (kind of) antagonist AI character, was a key inspiration for the similar (but more humorous) AI character GLaDOS in Portal and Portal 2System Shock 2 came out very close to Deus Ex, which itself had been heavily influenced by the original System Shock.

Arguably the biggest legacy of the two games was that in 2007 Irrational Games would go on to make a "spiritual sequel" to the games, which went on to become a massive, international hit by the name of BioShock. It was followed by BioShock 2 (2010) and BioShock Infinite (2013). However, some critics cite System Shock 2 (which a true RPG, not a FPS like the BioShock franchise) as being superior for giving the player much greater control and choice in the narrative.

Wednesday, 19 February 2014

Take-Two Interactive shut down Irrational Games

Take-Two Interactive has closed down the Irrational Games studio, which it owns. Irrational are the creators of the BioShock franchise, most recently responsible for creating and releasing BioShock Infinite and its expansions.



The head of Irrational, feted game designer Ken Levine, announced the move on the company's website. The move stunned both gamers and critics, as BioShock Infinite had been both a critical and apparently a commercial success upon its release a year ago. According to Levine's announcement, the move had been taken as he wished to re-focus on narrative-driven games and needed only a small team of 15 or so people to do that. This led to speculation from the press, as the move meant making 185 people jobless. Questions were raised about whether it would have been easier to Levine to simply leave Irrational and leave the team intact for other projects (such as future BioShock games, with Take-Two confirming it is interested in pursuing the franchise with new games in the future).

However, an alternative possibility is that BioShock Infinite's success was overstated. Though the game sold 3.7 million copies in its first two months on sale, that came after a development period lasting more than five years (since BioShock's release in 2007; BioShock 2 had been created by a different studio) and costing anything up to $200 million (including marketing), although that figure was later denied by Levine. In comparison, the game Skyrim from Bethesda took only about two and a half years to make, cost less than $80 million and sold 7 million copies in its first month on sale. Take-Two's biggest 2013 release, Grand Theft Auto V, has sold over 32 million copies to date and made $1 billion in just its first three days on sale. Compared to these figures (though admittedly outliers), it looks like BioShock Infinite underperformed and, given its long development time and budget, failed to turn a profit, certainly not before the end of that financial year.

Regardless, this is regrettable news. Irrational were one of several companies to splinter off from the legendary Looking Glass Studios. At Looking Glass Levine worked on a series of iconic games, including System Shock and Ultima Underworld. After leaving to found Irrational in 1997, Levine continued to work on Looking Glass titles such as System Shock 2 (a co-production with Irrational) and Thief: The Dark Project. In 2002 Irrational released their first solo game, a superhero RPG called Freedom Force, which was well-reviewed and praised for its art style and humour. A sequel, Freedom Force vs. the Third Reich, followed in 2005. Irrational also released Tribes: Vengeance in 2004 and SWAT 4 in 2005, both of which were also well-received. In 2007 Irrational released BioShock, a 'spiritual successor' to System Shock 2 which focused on narrative and political themes fused to a memorable art style and an emphasis on combat. Irrational passed on making the 'quickie' sequel, BioShock 2 (instead released by 2K Marin, themselves rendered defunct last year by Take-Two), to focus on a more ambitious project, BioShock Infinite. This game was repeatedly delayed and was not released until early 2013.

Irrational focused on narrative and story-driven games with strong, recognisable characters and offbeat atmospheres not quite like anything else out there. Their loss from the gaming world is regrettable.

Tuesday, 26 March 2013

On a lighter note: BioShock Infinite

BioShock Infinite was released today. Whilst I merely enjoyed BioShock, not considering it the revolutionary FPS gamechanger a lot of other reviewers did, I was intrigued enough by the new game to check it out on release day.

 
Just three hours in so far, but it's an immense improvement on its forebear in every way. Richly atmospheric, the game has stunning art design and some unusually good writing, not to mention a very weird undercurrent to the tone. Something that is very impressive is the way the game uses the founding history of the United States as a form of mythology, with statues of Washington, Jefferson etc. that depict them almost like Greek gods. The utopia's undercurrent of fascism is also carried out well. The first time you hear casual racist slurs in the game it's a bit of a surprise and the game continues trying to unnerve the player from then onwards.

It could all go to pot in the remaining nine hours (approximately), but so far, cautiously impressed.