GamePro Q&A: BioShock Creator Speaks
- September 15, 2006 14:47 PM PST
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BioShock is shaping up to be one of the most intense, psychologically disturbing games ever created. We spoke with Ken Levine, the president and creative director of Irrational Games, to glean a few more dark secrets from the waterlogged world of Rapture.
Ken Levine has an unusual distinction -- with the rest of Irrational Games and the now-defunct Looking Glass Studios, Levine helped create the critically acclaimed survival-horror shooter System Shock 2.
Though System Shock 2 made only modest sales, its influence is legendary. Now Levine and company are back with a spiritual successor: BioShock, coming to the PC and Xbox 360 in 2007.
We spoke with Levine to learn a few more details about BioShock's shattered underwater utopia, Rapture.
On inspirations, storylines, and thematic departures from System Shock 2
I borrow from everywhere -- I'm an equal opportunity larcenist. If I had to define the inspirations for BioShock, I'd say it's equal parts Logan's Run, The Shining, and the X-Men. If there's a philosophical theme, it's a game about good ideas that get taken too far.
On using the Art Deco visual style to instill dread
It's a great style. No matter how old it gets, it always looks like "The future!" It also ties in really well with the period and with the personalities of the people who built the city -- it says "Hey, we can do anything!"...even if they can't.
On weapons, augmentations, and modifications
We've got some of your FPS standards like a pistol and a shotgun, but we also have some that you don't see too often like a multi-purpose "chemical thrower" that works similarly to a flame thrower as well as some other weaponry that we will be unveiling further down the road. Upgrades on weapons range from improving the reload time and clip size as well as modifying the weapon to use more varied types of ammunition.
On creating a "pacifist" character in BioShock
If you wanted to limit the death toll you should look into powers like "Organic Camouflage" which allow you to blend in with your surroundings when standing still. This genetic mutation allows you to hide from enemies in plain sight. You would also want to focus on distraction abilities like the "Decoy" mutation that allows you to fool enemies into thinking they see you in a different location. Remember the "Holo-Duke" [from Duke Nukem 3D]? It's basically like that.
On first-person controls and combat
Our philosophy is to make the game instantly "gettable" to people who love first-person shooters. The interface is a classic FPS interface. However because of our billing as the "Deepest First Person Shooter Ever," gamers who want to play the game a different way have a million other options.
There's essentially a whole other group of weapons and tools which are genetic mutations (think the X-Men) that can be used to attack enemies, move more quickly, take control of your foes, control security systems, pick up objects with your mind, even turn your enemies against one another. Players can modify their weapons to make them do cool things, even craft new types of ammo and powers.
On interacting with the other inhabitants of Rapture
Most of the communication in the game happens through radio communications or through the audio logs of other characters you find in the world. We also have numerous NPCs you'll interact with in many ways...for instance, you can trade items back and forth with some allies through a system of pneumatic tubes that interconnect the world of Rapture.
On creating the ultimate villain
Andrew Ryan, a billionaire industrialist the man who created the world of Rapture. He views you as a threat. Ryan's the kind of guy who once purchased a forest on the surface. Shortly afterwards, the government tried to take it over and turn it into a national park. Before they could, Ryan burnt the forest to the ground.
It's his way or the highway. He views people with a different ideology as the enemy. In short, he's Magneto meets Howard Hughes.
On the future of System Shock and the possibilities for a System Shock 3
I'd love to see a Shock 3. But EA needs to care about that franchise. They certainly didn't when we made Shock 2. But if they care about it, and find a team that cares about it, they could make something great. It's a really wonderful brand.