GAMESREVIEWS
Rising (10+)
Notable (20+)
Popular (30+)
Promoted (Front Paged!)
People you followTaggedGeneral - Opinion/EditorialCommunity ReviewsOff-topicCommunity PodcastersBloggers Wanted ResponseLetters to Dtoids EditorsGet InvolvedGeneral BadassnessJoin a Live Stream EventListen to CommunitoidJoin a Playdate EventCompete in a Contest
More than meets the eyeThere are a handful of game designers I admire but none of them are as handsome as Ken Levine. It just doesn’t seem fair, does it? Until my interview, I always looked on at him with a layer of skepticism. Surely, he doesn’t really come up with these detailed, imaginative worlds. Surely, he doesn’t obsess about games like the rest of us. But then he talked about Culdcept Saga and card games for five minutes. Levine is a visionary, a geek, and a culture junkie. You could dismiss the last as having no relevance to his profession but you’d be wrong. Levine has a life beyond games and yet that life informs everything he does within games. It’s what makes his work unique, personal, and spiritual. It’s also what makes Levine a riveting interview subject. I sat down with Levine to discuss BioShock Infinite’s themes, influences, the silly reception to its recently released box art, and what’s going on with the Wii U (if anything). [This interview is spoiler free.]
Could you finish this sentence: BioShock Infinite is a game about … Ken Levine: BioShock is game about putting you in an amazing world that couldn’t exist in any other form of media because you get to explore and interact with it, with an AI we believe does things that haven’t been done before. Ideally, you will build a relationship with her, within this context of giant explosions, vigors, skyline, and all that great stuff. Yeah, that’s a pretty long-winded answer to that question. We try to make the elevator pitch on the box because that’s all you have but to the Destructoid audience that pitch won’t likely resonate so I give that long winded one. There’s a lot of stuff in the game that I can see being misconstrued by the media and public. There are a lot of bold choices. Did these make things difficult when it came to promoting the game? Let’s be honest: in BioShock 1, infanticide was a theme in the game. That was very, very dark but also very -- can you imagine BioShock without the little sisters? It’s necessary to the story, but we didn’t go beyond. The sequence of harvesting a little sister was done with just enough information so that you know what is happening, but we didn’t glorify it with gore or anything. It is only used for telling this story. We struggled for a long time trying to figure out what the exact right approach for that was. In this game, it’s the exact same thing. There is a story we have to tell and I don’t think games should be different than any other media, in the sense that, “Why are we limited to certain topics?” As a storyteller, I feel a responsibility to treat topics that are painful to people thoughtfully and tell a story that isn’t exploitative of those topics, but I don’t think we should feel restricted because we make games. It’s an M-rated game and people who buy the game should have their intelligence respected, just like any other media.
You recently released the box cover of the game and some BioShock fans felt strongly against it, even though it may or may not be indicative of the game. How did you take the reaction? There was no new information available because we felt we had shown the game at E3 and didn’t have anything new to let loose. We could have gone into a bunch of stories of “Well, here are the new type of gear you can have,” but we felt that would be much better after people have played the game and journalists had some context. We had a lot of people questioning, “Oh, what’s going on? Is it falling apart?” Is it a disaster?” because they didn’t have any other news. I knew that was going to happen and it was more painful for the team than it was for me, because I’ve been through enough of these. But, that’s just part of life. There is a whole part of being a game fan that involves speculating about games, not just playing them. I love to think about games ahead of time and imagine what they are going to be like and worry about them. I get it, but I knew the only thing to do was to hand those people the controller and say: “You tell me how it is. Why should you believe me?” That’s why I’m so happy to now give the controllers to people. After reading the recent interview you did with Wired, it came across to me that you really want to reach a wider audience with this one -- It’s not that we want to. We HAVE to. With that intention, I have to wonder: with an intro so long and with very little shooting dudes in the face, how do you approach that? What I won’t do is compromise the product. People say the cover seem to be – there is an article that says “Look it’s important because it must say something about the game. The game is dumbed down!” [Kotaku] I’ll count on you guys to report on the validity of that. It’s a fairly calculated marketing decision that is based on making these games continue to get made. I can understand the reception from fans. I’ve been thinking a lot about this. You always want to please everybody. The price that I think I’m asking those people to pay is that that the cover that you pick up off the shelf may not be your favorite cover in the universe, but hopefully that cover will help make this game successful, so we can keep making more of them and not compromise in anyway; right now, no one asks us to compromise. They are like “Yep, big complicated directed sequence with no Taliban shooting you in the head. Yup go make that game” and Take-Two has done that so far. There are two things we want to do with the fans. We are definitely doing one of them. We want to communicate with the community and generate a whole pile of alternate covers for the game that we can put on the website so people can print out. And key art, traditional concept art and weird doodles and sketches. You know, so we can really get them arranged. There is another thing I’d like to do but I’m not sure we can for production reasons, so I guess I won’t talk about it yet. But, in the very least, we’ll do that.
I found a lot of pop culture references in the game, from film to music such as an acapella group singing The Beach Boy’s “God Only Knows.” Are these connections intentional? Part of the BioShock guidebook -- there is no guidebook but in my head -- there are no references to pop culture that are outside what the experience is presenting. That song that people are hearing in the world is an anachronism. It’s not that we didn’t just know the date. It’s part of the story and generally we are highly influenced by pop culture. I’m sure there are many moments where you’ll see the influence that films and other games have on us, but we don’t shout out to them in a way that would take you out of the experience. So many scenes in the beginning are so detailed and have a specific vision. How much of that is you, the writers, and art team? I’m the creative director and lead writer on the project. I came up with an idea and go, “Hey, I would like this.” What happens at the beginning: there is a specific notion – avoiding spoilers here – I described to the artists. It’s one thing to describe it to an artist, but it’s another thing for a level artist like Mike Snight to build that and for the optimizers to make it run properly on all the platforms because it’s a complex scene full of things that engines don’t like to do. Then there’s the guys that do the character models, the people that lit the space, and our music director that lead the recording. Yeah, that initial portion comes from me but I’m just a small part in a large team that makes it work.
I’ve never seen so much original art in the first hour of a game before. How large is your art team and how do you all work? The team, compared to other modern big games, is relatively small. It is led by a group of guys that have worked together for a very long period of time. I worked with our animation director Shawn Robertson and our art director Scott Sinclair since the Looking Glass days. I met them both in probably 1996, maybe. That’s a long time to know each other, so we know each other's cues really well. Then we have new guys like Mike Snight that came on board. I don’t know how old he was in 1996 but probably not too old. We hired a little kid but he understood the aesthetic we were trying to do and very quickly became a part of that group. People oversee that process like Jamie McNulty, who was part of BioShock 1, Stephen Alexander who makes the narrative sequences happen. It takes a lot of people but it’s pretty small compared to something like Assassin’s Creed or something like that. The biggest change to combat is the mobility you get from the skylines that you can latch onto. Was a greater sense of speed and mobility a goal from the start? We made the decision to put the game in the sky and there are a lot of reasons we did that. I thought it would play off that vertical element -- Bioshock 1 didn’t ever play off the water element in a gameplay way. We used puddles of water but you don’t need to be under the ocean to have puddles of water. It was really just a thematic setting and visual. We really wanted to play off the verticality of its space but we struggled with that, like what would that be? Jetpacks, para-sailing, flying – none of that stuff worked because it had all been done before and it wasn’t unique to Columbia. So, we struggled with it for a long time. I have always been a fan of roller coasters and I always found the theme of them, being controlled and not controlled -- why do people scream on a rollercoaster? The odds of you actually being hurt is so infinitesimally small that any rational thinking of it would mean you just sit there and be unmoved by it but there is a thrill that is indescribable. I thought, what if we got into these fights on these roller coasters that can you detach from and reattach to. It’s something that is very easy for me to pitch and describe, but people actually have to go and make that work. Make that feel right and run smoothly and figure out all those crazy edge cases. We spent so much time figuring out if you can dismount from it and how you land in the world. What If you land some place but we don’t want you to be there yet? It took us a million conversations to get it right, but hopefully we solved all those problems.
BioShock changed the way a lot of players play games, as it demanded players to pay attention to the audio and environment for story details. Infinite seems to take this even further, expecting players to pay attention to what’s going on around them. That seems like a lot to ask of players. I think people underestimate gamers of all stripes. Like it or not Inception is a film that is not about a bunch of meatheads punching people and it was hugely, broadly popular. The Dark Knight is not just the lowest common denominator superhero story. It was about a man that believed in order and a man that believed in chaos and the struggle between them. It was a thoughtful film and it was also a blockbuster. I don’t believe the two aren’t compatible. The Matrix is also a film that is not just about people shooting each other. It’s quite an existential piece and an interesting science-fiction piece that had amazing visuals that drew in a mass audience and kept their minds engaged, as well. I don’t believe the two aren’t compatible. I think a lot of the public does and probably the publishing community. I like all sorts of games: I like smart games, I like dumb games, I like blowing things up -- and BioShock lets me have it all as a developer. There are a lots of big explosions there but I also get to have my cake and eat it too. What’s going on with the Vita and Move? The Move: We have it and will have it at an event at some point. How do I talk about the Move version? Once it’s ready, I hand it over and say, “Here’s the Move version. Go play it!” It’s ready. we just need to plan a place for an event where It can be there. As for the Vita, the honest answer is that we still have the same idea and we still really like it, but it’s in the hands of the business people so Take-Two and Sony are discussing that. I’m happy to do it and hopefully they’ll find a way to let me do it.
Any news on the Wii U front? We never had any news on the Wii U. I bought one and I like it. I play games on it! But in terms of development, nothing is brewing right now. What happened with the multiplayer that you recently announced was cancelled? I’m uncomfortable with saying, “it’s cancelled.” You have to first announce things before they can be cancelled. There are a million things with that game that I loved but left on the cutting room floor. You’ll see the art book and think, “Oh my god! I can’t believe how much was left on the cutting room floor!” The experiments we did with multiplayer is just one of those things that wasn’t what we thought it could be. With the time period we had, we decided to focus our resources elsewhere. Right now, is this where you thought you’d be back in the Looking Glass days? Dude, I don’t even know where I’m going to be in the morning. I just barrel ahead. If I thought about how much writing this game is going to be and how much work it's going to be, I never would have made it. If I knew about building a company for ten years only to then sell it, I don’t think I would have done it. There is always more work than you think there is going to be and things are always harder than you think they are going to be. I don’t know what's going to happen but I just sort of work instinctually. Tags:#2K Games#BioShock#Destructoid Originals#Exclusive on Destructoid#Feature#First-person shooter#Interview#Irrational Games#Ken Levine#PC#PS3#Top Stories#Xbox 360 Did you know? You can now get daily or weekly email notifications when humans reply to your comments.
6:00 AM on 05.21.2013 BioShock Infinite's alternate ending is less depressingAre we past the point where I can stop warning people about spoilers? Well just in case, don't watch this if you haven't beaten BioShock Infinite yet. Actually, this won't even make sense until you have gotten all the way th...
2:00 PM on 05.17.2013 Preview: Civilization V: Brave New WorldWith the arrival of the 20th century, I can sometimes get a bit bored in Civilization V. It continues to engage me enough so that I power through to achieve whatever victory path I had chosen, but therein lies the issue. I en...
8:00 PM on 05.14.2013 Sid Meier says core gamers should not be forgottenSid Meier is a legend to PC gamers for strategy games he lent his name to but the man himself admits that the Meier name doesn't mean much to mobile players. In an illuminating interview with GamesIndustry, Sid revealed his n...
6:15 PM on 05.13.2013 Take-Two's year led by Borderlands and NBA salesTake-Two held its quarterly earnings call today to report on the end of its fourth-quarter and fiscal year. The company finished the year at a loss, but there were many bright spots to be optimistic about. Of particular note,...
12:00 PM on 05.13.2013 New redaction-heavy The Bureau: XCOM Declassified trailerThere was a rocky period there where I wasn't so sure 2K would keep the XCOM shooter going. To hear that it's back, albeit with new branding, and still looks more or less like what I was hoping to get out of the game in its ...
7:00 AM on 05.13.2013 XCOM Declassified is still a strategy game at heartFollowing the huge success of last year's XCOM: Enemy Unknown comes The Bureau: XCOM Declassified, the latest entry to the now revitalized franchise. Developer 2K Marin is bringing us an origin story set at the start of the a...
7:00 AM on 05.10.2013 Borderlands 2: Hands-on with Krieg the Psycho BanditWith the Borderlands 2 season of content coming to an end, Gearbox is releasing one last vault hunter just before the curtains close. Krieg is his name, he loves self-inflicting pain, and the insanity of the psycho enemy...
3:00 AM on 05.07.2013 You can now get your very own BioShock Songbird plushieIrrational Games has teamed up with NECA Toys to produce cute little Songbird plushies. The plushie comes in at 7" tall, has an outstretched wingspan of 14" from tip to tip, and is going for $55. The design was created by sen...
2:15 PM on 04.26.2013 2K Games won't have a booth at this year's E3In today's mildly interesting, good-to-know-in-advance news, 2K Games has revealed it will not be at E3 2013 with a proper booth and everything that entails. Instead, the publisher will utilize its Twitch.tv and YouTube ...
2:00 AM on 04.26.2013 XCOM shooter re-emerges as The Bureau: XCOM Declassified2K Marin's first-person XCOM reboot, first shown in 2010, has undergone some changes: 1) It's now a third-person tactical shooter slated for a $59.99 retail release on August 20 for Xbox 360, PlayStation 3, and PC. 2) ...
| timeline following: |
| 6:00 AM on 05.21.2013 BioShock Infinite's alternate ending is less depressing |

Are we past the point where I can stop warning people about spoilers? Well just in case, don't watch this if you haven't beaten BioShock Infinite yet. Actually, this won't even make sense until you have gotten all the way th...more
| 3:00 AM on 05.07.2013 You can now get your very own BioShock Songbird plushie |

Irrational Games has teamed up with NECA Toys to produce cute little Songbird plushies. The plushie comes in at 7" tall, has an outstretched wingspan of 14" from tip to tip, and is going for $55. The design was created by sen...more
| 2:45 PM on 04.29.2013 BioShock Infinite DLC appears to have a new AI companion |

Not much has been said about post-release content for BioShock Infinite to this point, but some juicy morsels of information may have dribbled out today. If a 2K employee's LinkedIn page is to be believed, the first DLC ...more
| 4:00 PM on 04.24.2013 What BioShock Infinite could have been |

Almost a month after its release, BioShock Infinite is still on my mind, but not for the reasons you might suspect. If you grow tired of seeing the game plastered on just about every gaming website, magazine, and TV comm...more
| 4:00 AM on 04.19.2013 BioShock's robot George Washington toy up for pre-order |

The mecha George Washington figure from BioShock Infinite is up for pre-order for just $34.99. The figure comes in at 9 inches tall, has 20 points of articulation, interchangeable heads, a bigass gatling gun, and two flags of Columbia. Head on over to Tomopop to see all the places you can pre-order the figure from. NECA gives Bioshock fans a terrorizing Founding Father [Tomopop]more
| 6:00 AM on 04.18.2013 Meet the voices behind BioShock Infinite's Lutece Twins |

Jennifer Hale and Oliver Vaquer, the voice actors behind the Lutece Twins, sat down with GameTrailers to talk about their roles in BioShock Infinite. The pair touch on how they both had to read each character's scripts, how it was like working together, and where they'd want to go if they could rip open tears. And then things get weird.more
| 4:00 PM on 04.17.2013 BioShock Infinite's problem is not violence |

Last week, Jim and I were both on Destructoid’s new video series The Question. We took opposite positions of a question that seems to be tearing through a lot of the game world right now: “Is BioShock Infinite too...more
| 4:00 PM on 04.15.2013 BioShock Infinite is the history lesson gamers deserve |

According to Google, "Boxer Rebellion", "Pinkerton" and "Wounded Knee" have been trending lately. BioShock Infinite is teaching gamers about the American history that often evades classrooms, churches, and homes. After years ...more
| 12:15 PM on 04.15.2013 BioShock Infinite vs. quantum mechanics |

First off, there are major BioShock Infinite spoilers in the above video. Don't watch it if you haven't finished the game. While playing through BioShock Infinite, I wondered how well researched the science was behind some o...more
| 12:00 PM on 04.12.2013 Why does BioShock Infinite need to be non-violent? |

"I want a BioShock where we have the OPTION to resolve confrontation without the use of guns," said one gamer to me today. As I consider his comment, I can't help but think more and more it's like saying you want a Metal Gear...more
| 1:30 PM on 05.23.2013 Jon Favreau's Destiny trailer is such a tease |
Let's get straight to the news that's been a long time coming for Bungie's open-world shooter Destiny: we'll finally see what it looks like -- what it really looks like -- on June 10, 2013. Thank goodness for that! Specifica...more
| 8:00 AM on 05.23.2013 Dying Light is an open world, freerunning zombie game |
Okay, take Dead Island's entire concept, subtract the role-playing mechanics, throw in freerunning features akin to Mirror's Edge, and set it all in an open world that features a day-and-night cycle where things become way ha...more
| 5:00 AM on 05.23.2013 Far Cry 3's map editor updated with Blood Dragon content |
Mark IV style mutha f*ckas! Far Cry 3's map editor was just updated to include Blood Dragon's neon packed designs. This is just for the buildings and stuff, and doesn't include the creatures like the actual Blood Dragons. The...more


surf dtoid with 