When we announced the release date of BioShock Infinite in March, we felt pretty good about the timing. Since then, we’ve come to realize that some specific tweaks and improvements will make Infinite into something even more extraordinary. Therefore, to give our talented team the time they need, we’ve decided to move the game’s release to February 26, 2013. We wanted to let our loyal (and very patient!) fans know this as soon as possible.
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In this episode of Irrational Interviews, we sit down with Amy Hennig, Naughty Dog’s Creative Director and writer. Amy is best known for her work on the groundbreaking Uncharted series…
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If you attended PAX East earlier this month, you might have noticed just a few BioShock Infinite top hats on the heads of attendees walking around the show floor. Wearing the stylish chapeau was the way fans got spotted and were considered for casting to get their face into BioShock Infinite! Yes, in the actual game as a non-playable character!
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Last summer we held a contest for a Sky-Hook protype by NECA. Now feast your eyes on this sneak peek of the production model in action!
Visit http://www.bioshockinfinite.com to see the clip.
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2012 isn’t just when the Mayans think the world’s going to end, it’s also the 10 year anniversary of Freedom Force, Irrational’s take on comic-books. Most fans know the game was followed 3 years later by Freedom Force vs. The 3rd Reich. What many don’t know is that there were two other sequels in the works.
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We had an awesome time this weekend and for those who couldn’t make it out to Boston for PAX East 2012, here’s a recap of what you missed. We kicked off the event making sure everyone got their hands on our top hats.
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The first thing we need to address is Joe’s look. He doesn’t look like a producer. He looks like one of those male cigarette models from the 1960s.The kind of guy who rides that razor-fine line between super suave and hopelessly square. That has made him our de facto internal Irrational Games spokes-model.
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In the fourth and final installment of our Heavy Hitter series, we’re taking the creepy-factor up a notch. Imagine taking down a bunch of bad guys, only to realize that you’ve just created fuel for something far more terrifying.
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The third installment of our Heavy Hitters may surprise you. Instead of brute force and heavy artillery, these guys only use sound — it’s all they’ll need to get your adrenaline flowing as you check your ammo and run for cover. It’s time to cover your ears: Here come the Boys of Silence.
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Last week, a new exhibit at the Smithsonian: The Art of Video Games kicked off in Washington D.C.. And guess what game’s included? Wonder why? Keep reading.
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At Irrational, it’s likely no surprise that we play a lot of games. In this podcast, Level Designer Shawn Elliott talks to folks in the studio about which games in 2011 inspired them, gave them new professional insight, or maybe…
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In this second episode of our Heavy Hitter series, we go back to the very first enemy most fans saw in the BioShock Infinite announcement trailer: the powerful, gigantic yet agile Handyman.
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In the first episode of our new video series, Irrational Games introduces you to one of the new, unique BioShock Infinite antagonists you’ll be facing in the city of Columbia. Introducing the indomitable, fearless Motorized Patriot…
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Calling all cosplayers! Irrational Games and G4 are excited to announce an exclusive costume meet-up on Saturday, April 7th during PAX East!
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Irrational Games is proud to announce that BioShock Infinite will be released on October 16, 2012!
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Jamie was here for the original Bioshock. Remember Andrew Ryan’s office? Jamie sat down with a theater lighting book and learned how to manipulate the lighting in-engine in order to squeeze every possible ounce of drama out of that scene.
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In parts 1 and 2 of the series, we followed the sound design team for BioShock Infinite as they journey to a local gun range to capture the elements that will make the game’s weaponry both unique and realistic.
But were they successful? All…
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In the heat of creating BioShock Infinite, every department in the studio is working hard. Not all of that work takes place in the studio, however. When it comes to creating the game’s sound effects, the Irrational Games audio department…
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Shane is fairly new, but out of the gates he is clearly a badass. He immediately took the lead in making sure our team has all of the technology and infrastructure that we need in order to make a groundbreaking game.
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When the gents from the Irrational Games audio team traveled to a gun range to capture the sounds of battle for BioShock Infinite, lady luck smiled upon them, giving them a great day to go shooting.
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During the Irrational Games Voice Actor panel at PAX Prime 2011, there were a lot of great questions from those in attendance, so we decided to pay tribute to our fans in this latest installment of Irrational Interviews by going straight to the source for the answers.
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Last week, we called on our fans to ask any questions they may have about the recently announced 1999 Mode for BioShock Infinite. We’re thankful to say that we received quite a few responses, and many of them shared common themes, giving us a nice selection of topics to cover.
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We’re proud to announce something new for BioShock Infinite: 1999 Mode.
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Now that 2012 is in full swing, many outlets are reviewing what to expect in the coming year in their various “Most Anticipated” lists. We’re proud to report that BioShock Infinite showed up in more than one of these features, and we’re truly honored.
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Whether he’s putting lines like “the Handyman’s grabby, porcelain ape-hands can pound the player into meaty bits” into design documents, describing a weapon as “the bastard child of a hospital lab and the slaughterhouse” or creating temp Nostrum names like “filth gorger”, Ken’s always good for a laugh and a clever name.
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While we’re in the thick of the holiday season, we wanted to take some time to thank all of our amazing fans for all the great support throughout the years.
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Throughout the history of Irrational, the minds behind the games would often have to travel to the various gaming conventions throughout the year, giving each team member a unique viewpoint to the festivities.
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The folks from the PlayStation Blog chat with Ken Levine about what it was like to grow up while loving geek culture.
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In this second part of our Guillermo del Toro interview, Ken and Guillermo talk about story telling in different mediums, how to adapt when working within multiple story telling mediums, and how passion has guided them to where they are today.
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You may have seen our previous installment of From The Vault featuring the art of the ditched Irrational Games project The Lost, but the story doesn’t end there. We sat down with Irrational Games Design Director Bill Gardner to guide us through this experience and get a better idea of what happened to The Lost.
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Machinima posted the second exclusive trailer in our behind-the-scenes series looking at the people behind Booker and Elizabeth from BioShock Infinite.
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The 2011 Spike TV Video Game Awards are right around the corner, and BioShock Infinite is included in the festivities. Read all the details inside!
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Guillermo del Toro is known for films like Blade 2, Pan’s Labyrinth and the Hellboy series, bringing a specific brand of horror to his works, but it’s his passion for the nerd culture and a love for games that has guided him to where he is today.
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The first of two videos giving a behind-the-scenes look at the folks who breathe life into Booker and Elizabeth.
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Every year, Dragon*Con cosplayers gather at the incredible Georgia Aquarium. This year, we took cameras.
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Irrational has rounded up some of our favorite cosplay from the internet!
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Ken Levine explains the “tears” that litter the world of Columbia–and Elizabeth’s power to manipulate them.
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Creative director Ken Levine breaks down the conflict between Columbia’s dominant factions: the Founders and the Vox Populi.
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Ken Levine explains Sky-Lines in the first of a series of video featurettes about the gameplay and world of BioShock Infinite.
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Check out three pieces of art from the world of Columbia, to be showcased in our E3 booth and in BioShock Infinite itself.
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