Game design, particularly for big-budget, blockbuster console titles, is an incredibly tricky and intricate process. In the most recent episode of the Irrational Interviews series, the creative directors of two renowned franchises compare notes on how they work, what creative design really means, and how the games ever get out of the door.
Every year, Time magazine rounds up what they call “The TIME 100,” a list of the most influential personalities of the year. In many ways the round-up is simply a rogue’s gallery of “here’s who you probably heard of recently,” but the list is an interesting way to track what seems to be taking precedence in the national consciousness.
In this video, Irrational Games introduces the Siren — a creepy baddie who is able to raise the dead.
In the first “Heavy Hitters” video for BioShock Infinite we met evil robot George Washington. In this second video Ken Levine and crew introduce us to the Handyman, one of the first villains we saw in the game’s trailers, and possibly the last one we’ll see in game.
Comic book artist Alex Garner had so much fun with his Portal 2 fan piece that he decided to do his own take on upcoming game BioShock: Infinite.
When you first spin up BioShock Infinite later this year don’t expect to see the recently-announced retro-difficult 1999 mode on the main menu. That’s because it’s so tough Ken Levine doesn’t want “the non old-school, hardcore gamer” stumbling into it.
Today’s gamers crave choice. Choice in how they progress through a game; choice on how they develop their character. The gamers of 13 years ago needed not these things, which is why Irrational Games is including the punishing 1999 Mode in BioShock Infinite.
The upcoming BioShock: Infinite has a new trailer. It’s for the VGA Awards. This is it.