Ken Levine On The Background of Bioshock 23
GameSpy has up an interview with Ken Levine of Irrational Games. While Levine has spoken previously about Bioshock's ideology, this piece discusses a number of the elements that went into creating the game. He touches again on objectivism, but expands on the title's connection to its spiritual predecessor System Shock 2 and the process of actual developing the game. "Sterling: Segueing away from storyline a little, what sorts of hardware limits did the team encounter from pre-production leading up to this point of near-completion? Ken Levine: As a credit to my programming team, honestly, I didn't hear much about them. There was some hesitation on the part of some of programming team in pushing a level of physical simulation in the world, in part because they knew how much work that was. To their credit, I'll say, not only did they do it, they knocked it out of the park, because I've never seen this level of simulation ever in a shooter."
Re:What I hope for from Bioshock (Score:3, Informative)
I LOVED the storytelling aspect of System Shock 2, that intead of lazily cutting to a cinematic whenever something needed explaining as in other games, you had to figure stuff out for yourself from clues in the environment, log entries and so on.
However, the ghost sequences, while very scare, broke some of the immersion for me. It was a bit too obvious that they just came up with an excuse - "Partially erased security holograms" to include some sort of cut scene again. It seems there is a similar explanation that doesn't hold up very well in Bioshock - memories that come over with the genes of previous users from the booster stuff, as if memories were recorded in genes. But perhaps they use the same cop out as in Aliens 4. You see, it is special alien contaminated dna, so it records memories.
Anyway. Minor complaint about one of my favourite games ever (SSH2).
Re:What I hope for from Bioshock (Score:1, Informative)