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.
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: 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 canÂt. 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 didnÂt work. Fortunately, they let us go back and try again. To me, thatÂs the real difference between having a decent budget for the first time: second chances.
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