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Bioshock Infinite Preview Trailers: Heavy Hitters

The Internet is ablaze this week as more and more information about the Irrational Games upcoming release Bioshock Infinite is coming out. We now have 3 exclusive preview trailers released as of today, and we are sure to see more on the way. Irrational Games has named each trailer after the specific object in the game. The collection of these trailers is known simply as Bioshock Infinite Heavy Hitters, and, man, do they hit hard. Hit the jump to get a look at all three.


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Bioshock Infinite to hit stores this October

Bioshock Infinite Launch

After much secrecy from Irrational Games, Bioshock Infinite's release date was finally announced last week. If you live in the United States, you can expect to pick up a copy on October 16, while international gamers can expect to see it in stores a few days later on October 19. Also, it may be worth noting that the PC version of the game will be released on the same dates. That's very unusual, but hey, this is Bioshock after all.

We don’t expect to hear too much more about the game for a while, at least not until E3 2012.


Ten amazing minutes of Bioshock: Infinite gameplay

There comes a time every now and then when a game completely blows your mind. Today is one of those times. This ten minute video showcasing : Infinite is only a taste of what's to come in 2012. Try to keep your jaw off the floor, I dare you.

Bioshock Infinite Takes the Battle to the Skies

Watching the Bioshock Infinite trailer for the first time you would think that another underwater outing is in store for the next serious installment of Bioshock. And that’s exactly the effect desired by Irrational Games. While in the midst of this underwater backdrop, the size scale is disrupted when a seemingly enormous fish encircles the perimeter, prompting a very warranted “huh?” from the viewer. Instantly the carpet is pulled from underneath the audience as the scene is revealed to be from the perspective of an unknown victim who just went face diving in a fish tank. This, courtesy of a menacing giant with a visible beating heart sporting a very Bioshock look. The antagonist then tosses our unlucky friend head first out of the window. As the glass shatters we get our first real glimpse at the setting of Bioshock Infinite - above the clouds. Ladies and gentlemen, we’re not in Kansas anymore.

“The time for silence is over,” said Ken Levine of Irrational Games, finally unsealing his lips on the game they’ve been developing for the past three years. The last Bioshock released was heralded not by the original team behind the groundbreaking Bioshock, but by several different sister companies. However, this time Irrational Games is back behind the wheel, and is striking with a vengeance. However, no word on whether or not Infinite has a connection with the first Bioshock world, and Levine is remaining mum on the subject. “I don’t want to think about that…I don’t think it’s particularly constructive to have that conversation,” said Levine in reference to the narrative connection in Infinite. He did, however, nod that the Infinite part of the title “[has] meaning”.


Ken Levine on Hacking in BioShock: “It’s a Little Out There.”

BioShock hacking screen

Everybody loves BioShock.  From the whale-like moans of the Big Daddy to the thrill of smashing a frozen Splicer into little bits, the game is quality.  However, one aspect of the game that isn’t thrilling everyone is its hacking mechanism; if you want to break into a safe or turn enemy turrets into your own mechanized defense force, you first must succeed at a hacking minigame that plays a lot like the Lucasfilm Games classic, Pipe Dream.  Well, as it turns out, BioShock’s own big daddy, Ken Levine, is also not in love with the mechanic.  Shacknews sat down with Levine for an interview and got his take on it.

It’s a little out there. That’s why it was important that you could bypass it in two ways; you can buy it out or you can use the hack tools—or you can just ignore it. There’s only one hack you have to do in the game.

But I think if we could go back and do it again, we would have maybe rethought that a little bit. I think it was more a function of our limitations at the beginning of the project when we had a very limited budget, and then we zoomed in so many other areas that we sort of forgot to go back to that area.

The purely non-spoiler interview, linked below, goes on to cover all things BioShock and is well worth reading.

Read More | Shacknews

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