This fight was made by hypnotising a Big Daddy from one room, and pulling him into another room with an enemy Big Daddy, where the allied one would attack the enemy one upon the player receiving damage.
The score was created by film, television and video game composer Garry Schyman and features a combination of early twentieth century writing, aleatoric elements, musique concrete, traditional tonal and late romantic styles that capture the distinct
Today I talk to the masterminds in Australia who have been working day and night to make BioShock the best shooter ever released for the PC. We discuss system requirements, graphics cards, and they talk about how they reworked the game from the botto
Ken Levine joins me today to talk about Andrew Ryan, the founder of Rapture and the mastermind who made the city under the sea. Ken gives insight into the creative process behind dreaming up such a character, and also fills in a little backstory behi
Josh Downer and Ian Bond talk about the physics that make BioShock run. They detail some of the most daunting tasks of the game and give an inside look at what makes the creatures in Rapture look so alive.
Today I talk with Shawn Robertson, Lead Animator, and Grant Chang, Animator, about the animations of BioShock, and how they were created and perfected.
I sat down with Ken Levine, Creative Director at Irrational Games, and asked him the tough questions many in the media, and on the forums, have been posing about the Little Sisters in BioShock. In this podcast, Ken and I talk about what the Little Si