JUDAS Dev Log #2: Ken Levine and team dive into the creative process and ideas that led to Judas


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immersive sim-light maybe, its clear where the inspiration of its systems came from although its simplified, but truely Bioshock is the most successful of anything close to that genre compared to the field of corpses that the genre has had.
I would rather call it a pretty standard shooter (the gunplay is nothing special) with some lite RPG elements. The environments and how the player can approach problems are far too linear for an immersive sim, imho.
The most standout part of BioShock 1 is the awesome setting and the decent writing.
 
I would rather call it a pretty standard shooter (the gunplay is nothing special) with some lite RPG elements. The environments and how the player can approach problems are far too linear for an immersive sim, imho.
The most standout part of BioShock 1 is the awesome setting and the decent writing.
Exactly, not sure why people try to frame Bioshock as an Immersive Sim. The setting is absolutely cool though, very unique.
 
Exactly, not sure why people try to frame Bioshock as an Immersive Sim. The setting is absolutely cool though, very unique.
I remember having to upgrade my GPU back then in order to be able to play it. Had some pretty impressive water effects for the time, if I remember correctly.
 
Many people like to call every first person game where killing is not the main focus an immersive sims...
That's crazy. Because I am sure I could apply this to construct an argument where specific levels in, e.g. Call of Duty Vanguard, are immersive sims. And that's just fucking crazy.
 
They could have at least shown us some new screenshot, new trailer and some new gameplay video on that PSblog. Stop teasing Ken.
 
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How does Levine secure so much time and resources to make his games? I believe he's made some great games but it's been 12 years since Bioshock Infinite DLC. Most companies are given strict timelines and budgets with some small leeway given here and there, or a game will get cancelled and the team moves onto something else.

It's true that games like GTA6 has been in development for a long time but GTA5 and RDR2 made so much money it's understandable that Rockstar is given a "pass" in some sense when it comes to budgets and timelines.
 
How does Levine secure so much time and resources to make his games? I believe he's made some great games but it's been 12 years since Bioshock Infinite DLC. Most companies are given strict timelines and budgets with some small leeway given here and there, or a game will get cancelled and the team moves onto something else.

It's true that games like GTA6 has been in development for a long time but GTA5 and RDR2 made so much money it's understandable that Rockstar is given a "pass" in some sense when it comes to budgets and timelines.

Part of it was him doing a new deal with 2K to fire the entire Bioshock Infinite team and start fresh with a skeleton crew. That's some cost cutting right there.

I knew someone who joined the team to work on the Infinite DLC. Uprooted and moved to Boston, got settled in, studio got shut. Fuck you very much.
 
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