Irrational Games, Formerly 2K Boston, Formerly Irrational Games

2K Boston Logo Irrational Games Old LogoIt was with some trepidation, two summers ago, that fans of developer Irrational Games received the news that the company was to undergo a name change, and come under the 2K Games umbrella with the new label 2K Boston. It stank of borg; the absorption into a faceless corporation and loss of individuality and identity. The company risked losing the prestige and reputation in the name that it had built up over the years with an almost impeccable gameography 1)http://apps.metacritic.com/search/process?ty=3&ts=irrational+games&tfs=game_developer&sb=5&release_date_s=&release_date_e=&metascore_s=&metascore_e=&x=33&y=15.

Irrational Games New LogoSo it was a pleasant surprise to wake up today to the announcement that the studio is going back to their old name. Well, I lie a little when I say it was a surprise. There were rumblings of something going on with the trademark back in October, so I expected it to surface again eventually in some form or other. It would probably be safe to say there hasn’t been much damage done from the first switch, seeing as how any mention of ‘2K Boston’ was usually followed by the reminder ‘(formerly Irrational Games)’. It’s clear the old name held some value to them as it does to us, and they intend to respect their legacy as well as uphold it with their upcoming new game.

The studio has been out of the limelight for the past two years since the release of their seminal game, BioShock (its sequel being taken up by sister studio 2K Marin), and there has been no information on the title they are currently working on now. The rumour is that it’s a new X-COM game, but all we really know is that it is a “substantially more ambitious” undertaking than their previous efforts. But it looks like things will change this year: studio head Ken Levine promised with his new year wishes that they would finally come out of hiding. Things have started off with the launch of a new website, which currently has nothing but a countdown timer (at 3 days at the time of this post). Game Informer has, unsurprisingly, snagged the exclusive yet again and have an article in their upcoming February issue about Irrational’s rebirth. They have also set up an online hub page for news updates and articles, apparently to explore the “past, present and future” of Irrational Games. So there’s more to this relaunch than just an image or branding issue – by acknowledging their history they retain goodwill with the fanbase. It will be an interesting month for fans, that’s for sure, and I’ll be tweeting or posting the updates as they come.

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The End of a Decade

This year was a curious one, and I don’t mean to refer to the VG industry alone: 2009 was, after all, the first full year of The Slowdown for us three, and boy, it sure went past real fast. For various reasons, this year has also been a very trying one for each of us, yet we were still able to find the time and enthusiasm to write and post together. Taking up writing, I’m certain, has only worked to enhance our enthusiasm and interest in the medium. As if to commemorate the very end of the decade, though, my relatively recent motherboard had to be shipped over to Germany for replacement recently.

You’ve probably also noted how we’ve yet not engaged ourselves in the “best of” discourse, at all; we enjoy making lists just as much as the other guy, sure, but perhaps unsurprisingly also tend to get over-analytical and –intellectual with the concept.

Slowdown Boys

Therefore, as our final post of the year, the three of us have jotted down our personal lists of the decade. The simple rule was not to make it too difficult for ourselves. Therefore, I have sought to paint an impression of the zeitgeist, warts and all. Very subjective. Nabeel wanted to paint a portrait of himself as gamer, and Richard hoped to be accurate and inclusive. The games listed below have not been included based on their perceived merits or qualities; instead, we selected them with the aforementioned focuses in mind.

All three free-form lists after the jump. Here’s to a new gaming decade, everyone!

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On the PC, Only the Maximum Settings Are Canon

The eternal cycle that plagues us PC gamers is the constant need to upgrade our hardware, to keep up with the newest and shiniest games. It’s not just the fact that we need a rig that passes a new game’s minimum requirements and barely manages to run the game at all – we desire more than that. We want to play the game at its maximum possible visual settings, so that we can see it in its full glory. I’ve wondered, though, whether it really is just a craving for the best eye candy that drives that desire in me.

Maximum CrysisWhen I play a game at less than maximum settings, there is a nagging feeling I get that is separate from the disappointment in the reduction of graphical fidelity, or the dismay that my PC is getting long in the tooth. I find myself wondering if I’m really experiencing the game as it was intended by its creators. Developers speak more and more about wanting to deliver an experience to gamers, and wanting them to play it just how they envision 1)http://www.1up.com/do/newsStory?cId=3162366. I think about the interpretation of what I see, and whether what I’m seeing is ‘canon’. If the object detail is down so low that I can’t tell what a character is wearing, am I missing a crucial point about that character? If I make a certain conclusion about a room that I wouldn’t have if I could only read the writing scrawled upon the walls, is my understanding of what happened ‘non-canon’? It’s a minor point but it’s something I keep thinking of in an age of games that are finally able to tell stories with every kind of narrative device available.

Of course, console gamers don’t face this dilemma at all. A console game plays the same on every unit of that console, and developers have a lot more control on how the game will look and perform without having to think about different hardware combinations and permutations. So I’m just restricting this thought experiment to PC games. There are a number of questions that follow this thought. Does it really matter if the graphics are not at the very max? Would you even be able to glean some higher level meaning or nuance from the details? Are we at the stage in game technology where this would matter, and developers can use this level of detail to add subtle enhancement to a games story and atmosphere? If so, in what games released today would it make a difference? A few games came to my mind immediately, and I’ll restrict my selection to just these few already installed on my hard drive so as not to belabour the hypothesis.

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The Big Bad Behind The Rise Of Rapture

This week GametrailersTV brings BioShock 2 back into the spotlight, with some brand new footage of the game. In the latest episode of GTTV (embedded after the break) Geoff Keighley talks to Creative Director Jordan Thomas and scoops some heavy spoilers about the story and some of the key characters. Those who don’t want to know anything in advance about Andrew Ryan’s successor would be wise to skip the video – or at least watch it on mute.
Bioshock 2
Most of the footage is entirely new, revealing a new splicer, the Tank-like Brute, as well as a new area in Rapture, the city’s red-light district known as Siren Alley. Not only is the singleplayer action shown, there is some multiplayer gameplay too, now more representative of the experience than the debut trailer. Hit the jump to see the GTTV episode.

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BioShock 2 Gameplay Footage

The first gameplay footage of BioShock 2 has finally been unveiled over at Gametrailers. The two-minute video features two segments, showing two different facets of the game.

First the player wanders down a creepy hallway in pursuit of a lightning-quick Big Sister, who leads the player into an atrium lit by a huge glass wall keeping out the ocean. The Big Sister leaps across the face of the glass, leaving sparks in her wake, and giving you only moments to realise what’s happening before the glass shatters and the water comes flooding in. The player flails in disorientation before finding his feet, and looks on to a transformed scene held in suspension by the ocean water.

In stark contrast, the next part showcases frenetic combat. The player wields a fire plasmid-powered fist and a Big Daddy rivet gun as he fends off waves of splicers, and tries to protect a Little Sister harvesting Adam from a corpse.

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