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BioShock News (PC)

Ken Levine "killed" BioShock film

Posted: 13.03.2013 by Technet2k

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Universal had director Gore Verbinski attached to produce an adaptation of BioShock for the cinema going public. It may have been an R-rated $200m blockbuster that blew our minds, but then Watchmen happened.

Universal "got cold feet" about such a budget for a film and so wanted it around $80 million. Verbinski wanted his original vision, and so directorship changed and Ken Levine "killed it."

BioShock 1 & 2 combined in BioShock Ultimate Rapture Edition

Posted: 15.06.2012 by Technet2k

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2K Games will be announcing the BioShock Ultimate Rapture Edition which includes the original BioShock and its sequel, according to a BBFC classification; it's 18 rated.

All the DLC will also be bundled into the Ultimate Rapture Edition, as you'd expect. There's no official word from 2K Games yet but we should receive something soon.

BioShock movie stalls again as director exits

Posted: 26.03.2012 by Technet2k

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Director Juan Carlos Fresnadillo has quit the BioShock film project as he reveals he's "completely out of that, and developing other stuff." Gore Verbinksi is attached as producer.

Back in 2008 the game-to-movie project was announced but has suffered in development purgatory ever since. In April '09 Universal demanded the budget shrink from $160 million.

BioShock Infinite will be inifinitely more chatty than BioShock 1

Posted: 20.03.2012 by JonahFalcon

Comments: 1
 
Irrational Games head Ken Levine has revealed that BioShock Infinite will contain far more dialog than the first BioShock. How much more? One level of Infinite has three times more than the original game had in its entirety.

The geometric increase in dialog is due to Levin's decision to have Booker and Elizabeth interact with each other and their world.

Levine has "no patience" for "small minded" game designers who say 'do as I do'

Posted: 16.11.2011 by Technet2k

Comments: 2
 
BioShock creator Ken Levine of Irrational Games feels "almost everything" he's worked on is a "descendent of that feeling" he had playing Ultima Underworld where it felt "like a real place."

His games are "really struggling to create a sense of place" for us to get connected with, he says. Levine has "no patience" with game designers who lecture others how they should make worlds.