NowGamer: "In the wake of the closure of Irrational - the studio behind Bioshock Infinite - we speak to an ex-employee about Irrational, Ken Levine and the changes made to Bioshock Infinite."
Twinfinite: “War may never change, but the prices of rare games do!”
"And lastly, famous Boston Red Sox pitcher Curt Schilling helped to create the action-RPG’s setting. What’s really fascinating, though, is that the game was partially financed by taxpayers from Rhode Island (which allegedly lost the state millions of dollars). Yikes!"
1. Now infamous Schilling
2. No allegedly, it did. And they couldn't pay it back.
3. What really lost the money wasn't the SP release but the MMO they were working on. This was supposed to be an introduction into the MMO world.
I hate counting limited editions for these lists. I mean, they're made to be rare and expensive. It's far more interesting to hear about the NCAAs (even if most people know that one already) and the El Chavos than some massive hit that came with a $200 statue at retail.
Most Xbox games don’t hold as much value compared to other systems. Kameo, Blue Dragon, Last Remnant , and a handful or 2 of other games that I kept.
One of the biggest TV and movie tropes in the last decade has been the multiverse, the idea of exploring multiple dimensions to uncover alternate versions of existing ideas. From both a business and creative perspective, it makes sense why established franchises are shaking things up in this way.
However, there aren't many video games latching on to this trend, as rendering multiple worlds in real-time is a difficult feat and the medium is relatively young in comparison to its contemporaries, making crossover opportunities more difficult. Still, there are a few great titles that manage enough to overcome these challenges, and here are some of the best examples.
While I love someone mentioning Planescape, not really multiverse. Planes and dimensions, yes. But, they are typically their own locations and are very rarely tied to another 'verse' let alone another plane. The only things that are directly tied are the ethereal and material planes. Otherwise, they are dimensions created of their own design and goals by the creator/owner and not comprised of 'their own version of another dimension'.
See what a side-by-side comparison of Clockwork Revolution vs Bioshock Infinite looks like.
"It was obvious that not everyone agreed with Ken [Levine] and the decisions he made, and as I said, a lot of talent left because of that"
I can imagine Ken being very precious about his ideas - in a team as big as Irrational, that must have been incredibly frustrating to work under
Man, looking back at the gameplay demo from E3 2011 (which I'd totally forgotten about) - I want to play that version of 'Bioshock Infinite'.
Enjoyed the game, and I like the team but I also see why one creative vision must have been hard to follow. In large teams you just can't have it all in one head so you need a few quality managers who are all on the same page.
It's a shame infinite never sold as well as they'd like but then again that's just part of the shitty paradox of life. I'm happy we got to see a beautiful end to bioshock's narrative. The gameplay wasn't anything significant/new but I really appreciated the narrative and thought a lot of their presentation and art style. At the end of the day the franchise was either gonna get finished like that or get turned into a shitty annual franchise which we damn nearly saw with bioshock 2. Anything with a modicum of success is now always just seen as the gate way into a future of endless cash revenue, so yeah the high expectations suck but in terms of delivering to their fans a quality product, Irrational nailed it.
I want more of this interview