Ken Levine News

BioShock Hands-On Preview

BioShock begins with a non-interactive cutscene, a surprising choice for a game that purports to be about personal moral choice and contextual storytelling. Then again, perhaps it is not so strange. While from a gameplay perspective it might be largely concerned with tactical and moral leeway, thematically it is about a loss of control. It is about what happens when idealism, ingenuity, and creativity are set free from the shackles of financial and ethical obligation. It is about a society which has plunged over the cliff, but which is still in its death throes, desperately and hopelessly clinging on and trying to delay its inevitable demise. For the player, it is mostly about discovery--a slow, dawning discovery that is constantly being informed. For this reason, it is difficult to discuss what makes BioShock compelling without referring to specific environmental and narrative elements in the game, but I will attempt to avoid particularly crucial spoilers without warning. BioShock's introductory cinematic, already in a first person perspective, notes that the game is set in the mid-Atlantic in 1960. It opens in a commercial aircraft just moments before the plane hits heavy turbulence and plunges out of the sky and into the ocean. The player is given control at that point and, after swimming to a nearby lighthouse, watches the ruined plane sink down below the ocean's surface. "Who knows? Maybe we'll see that plane again," mentioned Irrational Games creative director Ken Levine, who introduced the game before setting the crowd of assembled journalists loose to play through the game's first few hours. In the lighthouse, ornately adorned with iconic art deco embellishments, paintings, and classical sculpture, the player goes the only way available--down--to find a single, curiously inviting bathysphere. Upon entering, the bathysphere descends out of the lighthouse and along its preset course through the water, giving players their first glimpse of Rapture, the failed utopia that is at the center of BioShock. While on the ride, players will pass by sea life and grand underground skyscraper-like towers. Levine noticed that every structure seen during the bathysphere ride will be visited by the player over the course of the game. The effect is somewhere between Half-Life's unforgettable tram ride, offering just suggestions of the non-stop action to come, and Myst's pristine but deserted, realistic but surreal visual style. Over these visuals comes the voice of Andrew Ryan, Rapture's architect, who has recorded a message to be played to all those coming to the underground city. "Is the man not entitled to the sweat of his brow?" he asks, going on to reject the ideas that labor is beholden to religion or to the state or to the public welfare. Rapture was created, he explained, to be a place where greatness is fostered, not limited. Ryan's speech smacks of Objectivism, Ayn Rand's rigidly idealistic, laissez-faire, dog-eat-dog philosophy illustrated in her novel Atlas Shrugged. The name "Andrew Ryan" even sounds vaguely like "Ayn Rand," and is likely derived from it. "This game is all about idealists, about ideas going too far," Levine mentioned to me during a conversation after the play session. "The whole game is about that." The bathysphere docks and the player is given the first glimpse of the world inside Rapture, and it is a startling change from the gleaming utopia seen just moments earlier. From behind the device's glass barrier, a man is brutally killed by some kind of mutant with scythes for hands. The bathysphere's door opens, and the Objectivist parallels are driven home when a new faceless voice is introduced, that of the guide character Atlas. Atlas is of course the Titan from Greek myth tasked with endlessly supporting the celestial sphere on his back. In Rand's novel, one of the protagonists suggests that Atlas shrug--that is, throw off the weight of the world. The implication is that the world's intellectual and industrial giants should not be constrained out of false duty to humanity, the same implications made by Andrew Ryan as the catalyst for the creation of Rapture. The world of Rapture is plastered with reminders of its ideals; as one slogan reminds us, "The Great Will Not Be Constrained By the Small." Atlas is set up as a foil to Ryan, an opposing disembodied voice. Throughout the game, Ryan espouses his ideals, and Atlas condemns them. Atlas promises to help guide you to safety if you will help him find his family. At this point the game proper begins. The interior of Rapture is desolate, decayed, destroyed. Water seeps in through cracks and seams, objects are broken and scattered, posters are faded and torn, and frustrated graffiti adorns the walls. "Ryan doesn't own us," proclaims one message. "Let it end, let us ascend," pleads another. Most striking--and suggestive--is the spray-painted assertion, "Atlas was right." You soon find a wrench, which comes in handy when attacked by another of the crazed killers seen earlier. Combat in BioShock is stark and brutal. Enemy encounters are frequent, but by no means constant, which makes moments of silence in the dim, quietly chaotic world all the more nerve-wracking. Killing the enemy with the wrench is a visceral experience. Blood ejects from his head in viscous Gears of War-like globs, and the sound design is sickly convincing. Continue reading for details on BioShock's player modifications, Big Daddies and Little Sisters, and combat nonlinearity. _PAGE_BREAK_ Soon after, you come across a syringe which, after an oddly willing injection, grants you Electrobolt, the ability to fire Palpatine-like arcs of lightning from your hands. Abilities such as these are involved with both combat and puzzle-solving in BioShock. Electrobolt stuns enemies momentarily, priming them for a killing blow, but can also be used to spark life into reticent machinery. A fire-casting ability can be used to, well, light guys on fire, but also to melt ice that is blocking your path. After seeing himself perform this superhuman feat, your character becomes slightly freaked out and faints. From the floor, during a return to consciousness, you glimpse a Big Daddy and a Little Sister. The bizarre pairs of Big Daddies and Little Sisters are a crucial part of BioShock. Little Sisters--ostensibly young, vacant-eyed girls--are the only individuals capable of obtaining Adam, essentially the currency of Rapture used to purchase the upgrades that become instrumental to gameplay. Big Daddies--massive, iron-clad, drill-armed hulks--are the Little Sisters' protectors, and will go to any lengths to ensure no harm comes to their petite charges. Trailers and promotional materials for the games have painted, as the characters' names suggest, a bizarre form of a father-daughter relationship in the pairings. The story behind the Little Sisters is sure to be a major plot point in BioShock, and the player's choices surrounding them will have direct gameplay implications. At numerous points throughout the game, you find yourself in a position to either let a Little Sister go free or to harvest and acquire her Adam--which you must kill her to do. During the first instance of this frustrating moral choice, you are being pelted with arguments from two opposing sides about the nature of the Little Sisters and the importance of your decision--one character paints the Little Sisters as aberrations, one calls for compassion. Of course, the idea of getting more Adam with which to enhance your character is a tempting proposition, but Levine promised that there are other, longer-term rewards for setting the girls free. During my play session, I found myself wrestling with the choice for what must have been several minutes. "We wanted to make it ambiguous," Levine explained to me. "You've got the one guy saying that they're not really children, then this other person is saying they're children, save them. You're sitting there and they're all telling you different things, and you don't know." I suggested that it seems to be less about doing the right thing, and more about trying to surmise what the right thing might be. "Yes," replied Levine. "No dark side or light side is immediately apparent." I asked how much range there is to BioShock's gameplay experience, given the two approaches. "It's very different," he said. "The reward system is very different between harvesting and saving. It implies a different route, and there are different gameplay things but also different story elements." He declined to elaborate further, understandably wanting to keep as much as possible about the progression of the game under wraps. Of course, to be in a position to decide the fate of a Little Sister in the first place will require going through a Big Daddy. BioShock generally aims to allow the player a measure of choice in combat tactics--the powers offer different ways to customize one's character, and the weapons each feature three different types of modifications as well as three different types of ammunition each. A pistol might be modified to hold more ammo or fire more powerful slugs, while a grenade launcher might be modified to direct its grenades' blast away from the player in order to avoid self-harm. That said, most enemies can still frequently be taken head-on if the player so desires, in the style of most first person shooters. Not so with the Big Daddies. Big Daddies are monstrously tough and incredibly powerful, and require some level of foresight to battle effectively. There was one Big Daddy combat encounter in the hands-on demo, but we were also shown a few different approaches to the same encounter, as played by an Irrational team member named Dean. In one instance, Dean ran into a room with Big Daddies and other assorted enemies. He used the Rage power on the Big Daddy, causing the big guy to go berserk and start attacking the other enemies. This gave Dean a chance to take some well-aimed crossbow shots. Of course, once the Rage wore off, the Big Daddy was rather peeved, but Dean had also set up a perimeter of trip mines around the Big Daddy, which proved to be the foe's undoing. In another instance, Dean used the game's hacking ability (represented by a brief, enjoyable pipe-constructing mini-game) to convert some enemy turrets to do his will. He then used his Incinerate ability to light numerous enemies on fire; when they ran into a pool of water in panic, he zapped the water with lightning, fatally electrocuting all of them. Continue reading for thoughts on BioShock's atmosphere and storytelling techniques. _PAGE_BREAK_ Despite all of these impressive elements, what was to me most breathtaking about BioShock by far is how well-crafted it all is. To an absolutely amazing degree, the world is packed with context--just as Rapture seems to have burst at the seams with unrestrained human ambition, so too does BioShock practically strain with the amount of carefully constructed detail layered throughout. 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. There seems to have been a particular moment when things went wrong, but it was no single factor that did it. Rapture's fall was a physical breach, a scientific disaster, a psychological breakdown, a moral decline--overambition to the highest degree. I will decline from elaborating on the content of specific points, but suffice it to say there are many avenues by which to discover just what happened. Transmissions from 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. (Skip this paragraph to avoid potential spoilers.) In a early moment of invigoratingly mounting horror, you come across the offices of a plastic surgeon who, after perfecting the art of gracing faces with traditional beauty, still finds himself driven to further his craft. Slowly, and piece by piece, you begin to realize that, like abstract artists before him, the doctor eventually abandoned notions of traditional beauty and set out to realize his vision in less predictable ways. Picasso-inspired target images and diagrams reveal the artistic approach the doctor took with the faces of his trusting patients. "We said, 'Wait a minute, what about this plastic surgeon who's an idealist about beauty? How would that go wrong?'" recalled Levine when I brought up the sequence. "I started writing all these ideas that came out of that, then some other guys said they were going to build these little Steinman shrines throughout the level, giving more hints to his character." "Every room feels different," Levine went on. "Every time you're in an office, it's a different office--different decorations, different things, a different vibe. Maybe you're in a dentist's office and you can tell that this dentist loves tennis. It's not a prefab thing. The game gets more exploratory as it goes on. I mean, it's not Grand Theft Auto, but it's also not Half-Life. It's in a space between. I asked Levine to elaborate on his attitude towards narrative and game design. "If you've got to just tell the player, then it's wrong," he said regarding exposition. "The whole city is a visual metaphor--this city that looks like their ideals. All the water pouring into it is basically what happened to their ideals. It's all visual metaphor. We call it mise en scene, you know, because we're pretentious fucks, with these little visual moments we build where you can look at it and say, 'Oh my God, I know what happened here,' rather than reading some extensive thing. It's a storytelling technique." (I guardedly admitted that I had used the term mise en scene myself in a recent conversation about Valve's Half-Life series. "Ah, so you're a pretentious fuck too!" laughed Levine.) If there is anything that might be worrying about BioShock, it is simply that the amount of gameplay, atmosphere, and sheer information contained in the first few hours is so densely packed that it is difficult to imagine how a team could reasonably create a game that carries on at that pace through the entire campaign. If it does, however, I have no doubt that Levine and his crew at Irrational Games will have managed to create something that will prove to be among the more complex, weighty, visceral, and atmospheric games in recent memory. Irrational Games' BioShock is set to be released in North America on August 21 for PC and Xbox 360. The game will follow in Europe on August 24.

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BioShock Preview, Q&A

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.

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BioShock Podcast

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.

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"Cliffy B's podcasts are pretty funny. If you want to have a fun drinking game, take a shot every ..."
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BioShock Q&A

There's a new BioShock Q&A on IGN, asking Irrational's Ken Levine a few questions about the game's medical facility.

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BioShock Q&A

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.

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"I'm pretty hyped for this. system shock 2 is one of my all time favorite games, so I hope it ..."
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Irrational Games Developing X-COM Title?

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.

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"A little bit of X-com, a little bit of Space Hulk... Maybe the bastard child wouldn't be so bad. :)"
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Ken Levine 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.

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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.

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"This game looks great! Just from the vids it has the feel of System Shock 2. Well for me anyways."
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BioShock Preview

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.

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Ken Levine 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.

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"I don't know that he is a designer so much as a story writer, at least from what I read about him."
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BioShock Demonstration Movie

Over at FileShack you can find a 14 minute long BioShock movie, offering gameplay footage narrated by Irrational's Ken Levine.

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"that is really hard to pull off without getting in the players way. "
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BioShock Q&A

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.

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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.

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BioShock Q&A

Say it with me: "BioShock." The gameÂ’s title alone inspires a wide array of emotions in most gamers anticipating its release. Excitement to try a first-person shooter where not a lot of shooting will take place; intrigue (as well as awe) at the art direction the game showcases; anticipation at facing an AI system that, as they all do, promises to deliver hitherto unheard of challenges; nervousnessÂ… mostly due to the same reason I listed for excitement. I mean, a first-person shooter that doesnÂ’t feature lots of shooting? Sure, theyÂ’ve been done before, and successfully, but what about this one? That remains to be seen. After all, in this age of video gaming, the hype machine works overtime for just about every title due out on any given platform; sometimes reality lives up to hype, and sometimes, it just doesnÂ’t. Will BioShock be all that Irrational hopes it will be? The presentation at E3 which showed stunning gameplay footage whet many an appetite, but still, I wanted to know more.Thankfully I had the chance to interview Ken Levine, Creative Director and President of Irrational Games, to learn more about this promising title.

Shack: BioShock looks absolutely stunning. What went into creating the environments, the characters, the overall setting, etc.? 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 canÂ’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 didnÂ’t work. Fortunately, they let us go back and try again. To me, thatÂ’s the real difference between having a decent budget for the first time: second chances. Shack: What made art deco seem the perfect "feel" for the game? Ken Levine: I think art deco always looks like somebodyÂ’s vision of the future, no matter how old it gets. And Rapture, the underwater failed utopia where BioShock takes place, is about the futureÂ….itÂ’s about changing the very idea of what a man can be. Shack: Tell us about the BioShock's story, as well as how it was dreamed up. Did something in particular provide motivation, or was it just something a creative genius had been sitting on for a while? Ken Levine: Like the look of the game, itÂ’s something that evolved over a long period of time. We worked on it and worked on it till we got it right. With all the games IÂ’ve worked on, IÂ’m generally driven by the "IÂ’m sick of that shit" mentality. If thereÂ’s something weÂ’re sick of in games, we try to do it differently. Considering how [similar] video game stories tend to be, this mentality is pretty prevalent when it comes to doing our stories. Shack: Why an underwater city? What not outerspace, or even a post-apocalyptic setting? Ken Levine: How many games have you played in outer space? How many in a post-apocalyptic world? How many in a fantasy world about to be overrun by a mad Necromancer? All in all, it seemed like the underwater city was due. Shack: In some games, I don't feel background music really has a place. It's great and all, but sometimes a game feels more immersive if it's just not there. This is how I played through both Half-Life games, for example.
What role does music play in BioShock? Also, what about sound effects? Ken Levine: The key importance of sound in BioShock is to convince the player that Rapture is a real place. As sound is pretty much 100% realistic in games (as compared to graphics), itÂ’s one of our best tools for this. Shack: BioShock seems to thrive on emotion. When I watched the presentation at E3, I felt a sense of despair as I watched the demo guy walk around some of Rapture's environments; it was once so beautiful, but now is in a crumbling state of disrepair. What are some of the emotions the team has set out to spark in the player, and what has been done to ensure that they are accurately and convincingly portrayed onto the player? Ken Levine: Rapture is a failed dream. Before it fell apart, it was beautiful. ThatÂ’s the difference between drama and tragedy: tragedy demands that things MIGHT have worked out, MIGHT have been great if only things had gone differently. BioShock is a tragedy. Shack: How do NPCs, such as the Big Daddy and the Little Sister, function? Is there some sort of AI hierarchy that dictates all the actions an NPC takes? If so, what is it? Ken Levine: I canÂ’t think about the AI in BioShock without getting all excited. Our lead AI guy John Abercrombie has really outdone himself. Our goal was to create a giant web of interactivity. The Little Sisters and Big Daddies are a great example: They have a co-dependent relationship. The Little Sisters look to the Big Daddies for their survival. HeÂ’ll actually grab her by the scruff and pull her out of the line of fire if the situation warrants. SheÂ’ll run behind him and hide when threatened. TheyÂ’ll even mourn each other when one is killed. ItÂ’s quite a sight to see, really like nothing IÂ’ve ever seen in a game before. Shack: So basically, unless I go after the Little Sister, the Big Daddies will let me go about my business? Ken Levine: You betcha. TheyÂ’re only motivated by their desire to protect their little charges. Shack: Not that I'm bitter or anything, but you must realize the number of times gamers have been promised "uber-realistic AI" in a game only to have it far fall short. What makes BioShock's AI work so well? Ken Levine: ItÂ’s not a question of making them more realistic. ItÂ’s all about giving them interesting, believable motivations. ItÂ’s about letting the player understand what those motivations are so they could manipulate the AIs to their advantage. ItÂ’s about creating a world where AIs can go about their own business: protect one another, search for resources, and even get into conflicts of their own which have nothing to do with you. You know, like people.
Shack: What exactly is Adam, and what role does it play in the game? Ken Levine: Adam is the equivalent of oil in rapture: itÂ’s the genetic material that drives all the mutations that the survivors of Rapture depend on to survive. Shack: Let's say I need some of the Adam the Little Sis is harvesting. Ammo seems like something I may want to really conserve in this game, so what are some different ways I could go about eliminating the Big Daddy in order to get at the Little Sister? Ken Levine: ThereÂ’s around six million ways. You could: Shoot him; distract him; send other AIs against him; turn the security system against him; take over a turret and lure him into it; set a mine and lure him over it; light him on fire; [or] even make him think youÂ’re a little sister and have him protect you! Shack: So open-ended design is the primary direction of BioShock. What are some other examples of the freedom of choice the player receives? Ken Levine: The whole game is designed with a single principle: To make a first person shooter where there are literally dozens of ways to do anything. Hack machinery. Craft new power ups. Modify your weapons. Experiment with insane genetic powers. Lay traps for your foes. Take over security systems. The list really doesnÂ’t end. Shack: How does the player improve him or herself over the course of the game? Ken Levine: ItÂ’s all about getting more and more cool stuff to do: Over the game, the player: Acquires new weapons; gets new and more amazing genetic powers; takes photos of foes that gives them insight on how to fight them; crafts new items and power ups; modifies their weapons to make them more powerful; hacks into a wide variety of machinery to turn them to the playerÂ’s advantage. Shack: What was the dev team's reaction when everyone found out about Take Two purchasing Irrational Games? Ken Levine: I think they were thrilled. ItÂ’s nice to have a sugar daddy. Shack: What is it like working with Take Two? Ken Levine: So far, itÂ’s strictly been a good thing: moÂ’ money, and no hassles. We have a good relationship with the production team, too. Which is cool. Shack: Any concerns that working for a huge publisher such as Take Two will put a damper on creativity? What I mean is, many are concerned their favorite companies will be forced to sell out, so to speak, by adding or removing game elements based on what their rich publisher commands them to do. Is this a problem? Ken Levine: If you think them spending millions of dollars on a ground-breaking first person shooter set in a failed underwater art deco utopia populated by scavenging Dickensian waifs and their genetically modified guardians to be a damper on creativity, then you have higher expectations out of life than I, my friend. Shack: Thanks so much for your time! Anything else you'd like to add? Ken Levine: BioShock is insanely ambitious. ItÂ’s also a blast to make. As game developers, we couldnÂ’t really ask for more. BioShock is due out in 2007 for PC and Xbox 360.

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BioShock Q&A

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.

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