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Levine focused on telling his stories within the context of the gameplay itself.Īnd his team created game environments so detailed that they demanded attention.
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Most narrative-heavy video games rely on cutscenes, which are more akin to watching footage from a movie than the participatory action we understand as the heart of a video game. Irrational’s games were groundbreaking for the way they told stories. Irrational’s studio in Quincy became a hotspot for visits by the enthusiast video game press during the run-up to the release of last year’s “BioShock Infinite." “BioShock” cemented the reputations of both the studio and Levine, its creative director. In the debate as to whether or not video games are a legitimate art form, “BioShock,” released by Irrational in 2007, was frequently pointed to as the game that justified the argument. The studio has been at the heart of Boston’s big budget video game industry and its closing will leave a gaping hole. While the current number may be less, Levine’s message states that only 15 members of Irrational’s current workforce will be following him to a “smaller, more entrepreneurial endeavor” at Take-Two Interactive, the publisher of the game. Irrational Games had employed as many as 200 people during the height of development on “BioShock Infinite” (pictured above), the blockbuster title the studio released last year, according to reports. Irrational Games, whose video games were so good people called them art, is “winding down,” according to a message from famed game developer and Irrational co-founder Ken Levine on the studio’s website. Facebook Email “BioShock Infinite" (Courtesy)
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