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Ken Levine Interview

Jun 20, 2007 9:01am CST tags: Ken Levine, BioShock, Interview
The 36th Gamers With Jobs podcast is up, offering an interview with BioShock lead designer Ken Levine. The interview touches on BioShock, and other gaming topics.

BioShock Interview

Jun 19, 2007 7:00am CST tags: Ken Levine, BioShock, Interview
New at FiringSquad today is this article format BioShock interview, asking Irrational's Ken Levine about the game. Missed our most recent preview of the game? You can find it here.

Shack Preview: BioShock

Jun 08, 2007 12:20pm CST tags: Ken Levine, BioShock
Frequently called the spiritual successor to System Shock 2, Irrational Games' upcoming BioShock is both a visceral and brutal action game and a surprisingly multi-layered reflection on the pitfalls of unrestrained human ambition and scientific progress. I was recently able to play through the first several hours of the game and chat with creative director Ken Levine about his approach to video game narrative. In my preview, I delve into BioShock's premise, gameplay mechanics, atmosphere, and more, while avoiding major spoilers beyond its introduction. Trust me, this game is one to watch. Check it out.
During the first few hours, without any tedious text crawls or out-of-context narrated exposition, Irrational manages to impart a great deal of evidence as to what happened to Rapture.

Transmissions from Rapture mastermind Andrew Ryan increasingly demonstrate the society's immense hubris. Scattered audio logs from cirizens of Rapture tell the stories of individuals before and during the decline--in these tales are nestled nuggets that refer to greater events or suggest a more overarching social dysfunction. Different types of advertising reveal how inhabitants spent their money--and, therefore, what they strove to acquire and what their desires had become. Lingering Rapture residents clinging onto their last scraps of sanity provide a distorted but illuminating link to life prior to the end, while photographs depict crystallized images of the Rapture of ideals. Even the graffiti scrawled on the walls contributes to the richness of the world. It would be nearly overwhelming were it not so endlessly engrossing.

Read the rest...

BioShock Preview, Q&A

Jun 05, 2007 8:43am CST tags: Ken Levine, BioShock
Over at GamersWithJobs you can find a BioShock preview, based on a trip to Irrational Games and time spent with Ken Levine. There's also a Q&A on the game with reader submitted questions at 1UP.

BioShock Podcast

May 24, 2007 9:34am CST tags: Ken Levine, BioShock
The BioShock blog at IGN is hosting a new podcast, in which the game's Little Sisters are discussed with Irrational Games creative director Ken Levine.

BioShock Q&A

Mar 24, 2007 6:27am CST tags: Ken Levine, BioShock
There's a new BioShock Q&A on IGN, asking Irrational's Ken Levine a few questions about the game's medical facility.

BioShock Q&A

Mar 20, 2007 1:09pm CST tags: Ken Levine, BioShock
Shock Tactics is the title of a BioShock Q&A on Eurogamer, asking Ken Levine about games and movies that have influenced the project, among other things.

Irrational Games Developing X-COM Title?

Feb 17, 2007 2:23pm CST tags: Ken Levine, Sid Meier, Atari, 2K Games, Games: PC
Irrational Games, developer of System Shock 2 as well as the upcoming BioShock (X360, PC), may be working on a successor to Microprose's PC tactical sci-fi classic X-COM: UFO Defense. Evidence suggesting the new game's existence comes by way of a resume found on the official website of law firm Fierst, Pucci & Kane, LLP. It was listed in the CV of firm partner Frederick U. Fierst, which states that among Fierst's clients are "Ken Levine and Jonathan Chey, founders of Irrational Games LLC." The current version of the document has had the pertinent reference removed, but a cached version of the document lists the following games as being credited to the Boston, Massachusetts- and Canberra, Australia-based developer (emphasis added):
System Shock 2, Tribes 3, SWAT, X-Com, BioShock, Freedom Force

Fierst, Pucci & Kane is no stranger to the video games industry, with clients including Shiny founder Dave Perry, The Behemoth, High Voltage Software, The Tetris Company, Paradox Interactive, and everybody's favorite copyright protection service, StarForce.

X-COM has spawned several sequels since the original game's release in late 1993, though the franchise has not seen a new entry since 2001's action spinoff X-COM: Enforcer. Studio head Ken Levine is known to be a diehard fan of X-COM. He has referred to the game as "sort of like my first love," and frequently mentions it as an example of strong design that stands the test of time. He has cited X-COM as the single greatest influence on Irrational's Freedom Force series as well as a more minor influence on the upcoming BioShock. Developer MicroProse was acquired in 1998 by Hasbro, and the development studio was closed soon after; in 2001, Atari (then Infogrames) acquired Hasbro. Coincidentally, original Microprose co-founder Sid Meier now heads up design at Firaxis Games, which is owned by Irrational Games parent 2K Games (in turn a label of Take-Two Interactive).

Levine declined to comment on Irrational's potential developments when contacted by Shacknews. At the moment this can be taken only as a rumor. Further inquiries have been sent to 2K Games and Irrational Games.

Update: Shacker baron calamity points out that Take-Two Interactive acquired the X-Com property in full from Atari in 2005, just a few months before Irrational Games was acquired by the publisher.

Ken Levine Interview

Feb 15, 2007 6:56am CST tags: Ken Levine, BioShock, Interview
The 19th episode of the Played podcast is now available, offering an hour long interview with Irrational Games co-founder Ken Levine. Topics include BioShock, the two Irrational Games studios, personal design philosophies and more.

BioShock Interview

Feb 01, 2007 9:37am CST tags: Ken Levine, BioShock, Interview
The MTV website features an article format BioShock interview, asking Irrational's Ken Levine about the highly anticipated Xbox 360 / PC action game. Thanks FiringSquad.

BioShock Preview

Jan 22, 2007 9:20am CST tags: Ken Levine, BioShock
There's a BioShock preview on Computer & Video Games, reprinting an article from a recent issue of PC Zone. The preview is filled with quotes from Irrational's Ken Levine, who talks about the game's design and features.

Ken Levine Interview

Dec 03, 2006 12:26pm CST tags: Ken Levine, BioShock, Interview
Evil Avatar has posted a two part (part one, part two) interview with Ken Levine of Irrational Games. The lenghty interview covers Levine's history in the industry, and the upcoming BioShock.

BioShock Demonstration Movie

Sep 21, 2006 1:54pm CST tags: Ken Levine, BioShock, Demo
Over at FileShack you can find a 14 minute long BioShock movie, offering gameplay footage narrated by Irrational's Ken Levine.

BioShock Q&A

Sep 16, 2006 10:25pm CST tags: Ken Levine, BioShock
IGN is the latest site with a BioShock interview, asking Ken Levine about the first person shooter, focusing mostly on that genre definition and not much else.

BioShock Interview

Sep 14, 2006 6:34am CST tags: Ken Levine, BioShock, Interview
1UP has their own new BioShock interview with Ken Levine. Topics include emergent gameplay, horror, the game's failed civilization and genre definitions.

Shack Interview: BioShock

Sep 14, 2006 6:30am CST tags: Ken Levine, BioShock, Interview
New for you guys this morning is a BioShock interview, as David got to ask Ken Levine of Irrational Games about the PC/Xbox 360 action game which is due out next year.
Ken Levine: First off, BioShock is not only ambitious from a visual standpoint, we have really set a demanding goal for ourselves: we intend to redefine what gamers expect from a first-person shooter. We want BioShock to do for FPS games what Gran Turismo did for the racing genre, or GTA did for the action genre: To raise the bar for features, user choice, open-endedness, immersion, story and setting, and replayability. Imagine going back to Ridge Racer after Gran Turismo, or Driver after GTA. You can’t. What goes into this? Well, starting with the environments and look of the game, a huge amount of work. To be honest, we blew it the first time around. The first prototype we took to Take 2 really didn’t work. Fortunately, they let us go back and try again. To me, that’s the real difference between having a decent budget for the first time: second chances.

BioShock Q&A

Sep 07, 2006 6:40am CST tags: Ken Levine, BioShock
GameSpy has an "exclusive" (not really) Q&A with Irrational's Ken Levine, with the topic of conversation being BioShock of course. Levine is asked about development difficulties, the creation of a certain atmosphere, characters we'll encounter, the adam currency, story mechanics and much more.

Ken Levine Q&A

Sep 01, 2006 5:42am CST tags: Ken Levine, Industry News: PC & Console
Over at 1UP you can find an interview with Irrational Games' Ken Levine, asking him about various game development and industry related topics.

BioShock Q&A

Aug 22, 2006 8:09pm CST tags: Ken Levine, BioShock
Also at GameSpot this evening is a new BioShock Q&A. Irrational Games general manager Ken Levine is asked about the gameworld, the AI system, the adam currency, gameplay strategies, and replay value among a few other things. Also includes new screenshots.

BioShock Q&A

Aug 01, 2006 3:08pm CST tags: Ken Levine, BioShock
Through the Looking Glass' BioShock website has a Q&A with Ken Levine of Irrational Games, asking him about the company's action RPG. Topics include the art deco visual style, horror themes, design goals, morality choices and innovation. Thanks Kaiser.