![]() So there are obviously some similar elements. We wanted to start this game with a sense of, “there are no sacred cows.” Anything from the existing franchise that would go into Project Icarus had to earn its way there. It is about location, but that location isn’t Rapture. KL: I think the mission of this studio is to make games that other people couldn’t or wouldn’t make…when it comes to a BioShock game, the obvious thing people think about is the location. SS: Your new game is quite a dramatic change from BioShock, isn’t it? One of the reasons there’s been so much secrecy is that we want people to see the trailer (above) prior to knowing what the game is. Coming out with a press release isn’t very interesting. Ken Levine, Creative Director, Irrational Games: There’s been so much speculation, we wanted to play with people’s expectations a little bit. Sid Shuman: So… you guys know how to make an entrance, huh? I was fortunate enough to get a few minutes to chat with Ken Levine, Irrational Games’ creative director and a key force behind BioShock, in order to delve deeper into the details and inspirations behind the studio’s latest creation. We’re pleased and excited to welcome Irrational Games to the PlayStation.Blog to reveal their latest project to PS3 fans. ![]() The less you know before watching, the better! ![]() Before you do anything else, watch the premiere video of code-name “Project Icarus,” the next game from Irrational Games that will land on the PlayStation 3 in 2012.
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