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	<title>The Toonari Post - News, Powered by the People! &#187; The Founders</title>
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		<title>The Art of &#8220;BioShock Infinite&#8221; a Visual Wonder</title>
		<link>http://www.toonaripost.com/2013/03/entertainment/the-art-of-bioshock-infinite-a-visual-wonder/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-art-of-bioshock-infinite-a-visual-wonder</link>
		<comments>http://www.toonaripost.com/2013/03/entertainment/the-art-of-bioshock-infinite-a-visual-wonder/#comments</comments>
		<pubDate>Thu, 07 Mar 2013 13:30:29 +0000</pubDate>
		<dc:creator>Skyler M. Garcia</dc:creator>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Art Book]]></category>
		<category><![CDATA[BioShock franchise]]></category>
		<category><![CDATA[Booker Dewitt]]></category>
		<category><![CDATA[Columbia]]></category>
		<category><![CDATA[Daisy Fitzroy]]></category>
		<category><![CDATA[Dark Horse]]></category>
		<category><![CDATA[Dorian Hart]]></category>
		<category><![CDATA[Elizabeth]]></category>
		<category><![CDATA[Irrational Games]]></category>
		<category><![CDATA[Julian Murdoch]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Robb Waters]]></category>
		<category><![CDATA[Sky-Hook]]></category>
		<category><![CDATA[The Art of BioShock Infinite]]></category>
		<category><![CDATA[The Founders]]></category>
		<category><![CDATA[The Songbird]]></category>
		<category><![CDATA[Vigors]]></category>
		<category><![CDATA[Vox Populi]]></category>

		<guid isPermaLink="false">http://www.toonaripost.com/?p=96667</guid>
		<description><![CDATA[<p><p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>“BioShock,” since its debut in 2007, has been a franchise that is just gorgeous to look at as well as to play. Six years ago, gamers were introduced to the underwater city of Rapture, which was isolated from society and stuck in the 1950s. Every detail that went into the environment, from water leaking into [...]</p></p><p>The article <a href="http://www.toonaripost.com/2013/03/entertainment/the-art-of-bioshock-infinite-a-visual-wonder/">The Art of &#8220;BioShock Infinite&#8221; a Visual Wonder</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>“BioShock,” since its debut in 2007, has been a franchise that is just gorgeous to look at as well as to play. Six years ago, gamers were introduced to the underwater city of Rapture, which was isolated from society and stuck in the 1950s. Every detail that went into the environment, from water leaking into just about every room, retro vending machines and the posters that hinted at the city’s technology and culture, drew the player in and made them feel trapped in Rapture.</p>
<p>The people behind the “BioShock” franchise have done it again with their new game “BioShock Infinite.” The artwork reflects certain design choices within the game and grants the player with a new atmosphere to become lost in: the floating city of Columbia. <span style="text-decoration: underline;">The Art of BioShock Infinite</span> published by Dark Horse, grants an in-depth look into the evolution of the design, style and characters within “BioShock Infinite,” with a forward by the Creative Director of Irrational Games, Ken Levine, with commentary by Julian Murdoch and Dorian Hart.</p>
<p>The art book gives an adequate amount of attention to every aspect of the development process without overwhelming the reader with technical terms. Certain enemies that are seen in the finished game have different appearances, textures, appendages or just were scraped all together while core concepts were kept. What is truly beautiful and telling is the artwork of Columbia itself. Vast open spaces with towering buildings give the viewer a sense of the city while the darkness and degradation of the environment give an uneasy vibe, as if there is something going on behind the scenes.</p>
<p>The main characters of &#8220;BioShock Infinite,&#8221; Elizabeth and Booker, have gone through their iterations as well, until just the right look portrayed the characters correctly. Elizabeth in particular has a multitude of pages dedicated to her facial features and attire, which gives the viewer an appreciation for her polished final design.</p>
<p>Artist Robb Waters hints upon the difficult relationship Elizabeth has with the Songbird in one single image. Elizabeth stands next to the immense creature with one hand placed on it, as if petting the creature with a look of sadness on her face. The Songbird’s evolution is quite interesting to see. From early sketches that resemble that of a “Big Daddy with wings” the artists transformed the Songbird into a different creature altogether. The Songbird gives off an avian vibe with a mechanical tick that is both fascinating and terrifying. Is it truly a bird? Is it purely mechanical? This is something the player will have to find out within the game.</p>
<p>The only qualm is in the design of the main protagonist, Booker Dewitt. In his early iterations, Booker’s facial features had character. One example of this was that the bridge of his nose looked swollen, giving the rest of his face a fighter kind of look. However, in his polished design he appears to be a mix of Nathan Drake (&#8220;Uncharted&#8221;) and a younger looking Joel (&#8220;The Last of Us&#8221;). The commentary points to a necessary “everyman” look. The game industry is obsessed with the attractive white male in his thirties with a little scruff on his face, but it is becoming old hat. Would a less attractive leading male have been too much in a first person game which, according to Ken Levine, only shows Booker’s face in a <a href="https://twitter.com/IGLevine/status/304675001452335104">reflection</a>?</p>
<p>The art book makes up for this setback by giving an intriguing look at the game’s powers, which the player obtains by consuming Vigors. Vigors are given their very own chapter which sheds light onto the numerous designs of the bottles as well as the physical transformation of Columbia’s citizens that become addicted to them.  Their bodies are grotesquely affected as a result.</p>
<p>Propaganda art work is a staple within the “BioShock” franchise. Posters littered around the city give the player insight concerning the social and cultural goings on around the city and that time period. The chapter on the propaganda of Columbia is reminiscent of the propaganda from the nineteenth century. They portray an America worried about foreigners deluding the American standard and values.</p>
<p>At the same time, propaganda posters for the civil war between The Founders and the Vox Populi add to the tension within the city. The leader of the Vox, Daisy Fitzroy, also has her own designs, as the artist strove to create a compelling leader for the revolution.</p>
<p>Last, one of the most interesting aspects of Columbia is the Sky-Hook. Sky-Hooks are the method of transportation between the floating sections of Columbia. They resemble roller coasters, except a character hangs by one arm. The design of the Sky-Hook is highly intricate, which gives a sense that they would actually exist. Irrational Games has produced some for the eager collector to <a href="https://store.irrationalgames.com/Product.aspx?pSKU=2K-INF-SKYHOOK&amp;vSKU=2K-INF-SKYHOOK">own</a>. As if the Sky-Hook was not innovative in itself, it can also be used in combat. There are several exciting renderings of the Sky-Hook maiming enemies.</p>
<p>Throughout <span style="text-decoration: underline;">The Art of BioShock Infinite</span> the viewer is treated to a behind the scenes look at how concepts and designs are drawn up and evolve within the game design process. Many concepts do not make the cut, but the ones that do are the polished and truly unique ideas that make the finished game worth experiencing. This is an art book not only for the discerning collector, but a must buy for any fan of the &#8220;BioShock&#8221; franchise.</p>
<p>The article <a href="http://www.toonaripost.com/2013/03/entertainment/the-art-of-bioshock-infinite-a-visual-wonder/">The Art of &#8220;BioShock Infinite&#8221; a Visual Wonder</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></content:encoded>
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		<title>Gaming Update: &#8220;BioShock Infinite&#8221; is Finally Almost Upon Us</title>
		<link>http://www.toonaripost.com/2013/01/entertainment/gaming-update-bioshock-infinite-is-finally-almost-upon-us/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=gaming-update-bioshock-infinite-is-finally-almost-upon-us</link>
		<comments>http://www.toonaripost.com/2013/01/entertainment/gaming-update-bioshock-infinite-is-finally-almost-upon-us/#comments</comments>
		<pubDate>Fri, 25 Jan 2013 16:25:48 +0000</pubDate>
		<dc:creator>Skyler M. Garcia</dc:creator>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[1999 mode]]></category>
		<category><![CDATA[Amazon]]></category>
		<category><![CDATA[American exceptionalism]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[BioShock Infinite]]></category>
		<category><![CDATA[Booker Dewitt]]></category>
		<category><![CDATA[Columbia]]></category>
		<category><![CDATA[Elizabeth]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[Industrial Revolution flash game]]></category>
		<category><![CDATA[Irrational Games]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Mind in Revolt]]></category>
		<category><![CDATA[Pre-order exclusives]]></category>
		<category><![CDATA[reversible cover]]></category>
		<category><![CDATA[Sky Hooks]]></category>
		<category><![CDATA[The Founders]]></category>
		<category><![CDATA[Ultimate Songbird Edition]]></category>
		<category><![CDATA[Vox Populi]]></category>

		<guid isPermaLink="false">http://www.toonaripost.com/?p=95448</guid>
		<description><![CDATA[<p><p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>“BioShock Infinite” is set in 1912 at the height of American exceptionalism. Booker Dewitt is sent to the city in the sky, Columbia, with the mission of retrieving a woman named Elizabeth from captivity amidst a civil war between two factions: the Vox Populi and the Founders. Developer Irrational Games (the original team behind the [...]</p></p><p>The article <a href="http://www.toonaripost.com/2013/01/entertainment/gaming-update-bioshock-infinite-is-finally-almost-upon-us/">Gaming Update: &#8220;BioShock Infinite&#8221; is Finally Almost Upon Us</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>“BioShock Infinite” is set in 1912 at the height of American exceptionalism. Booker Dewitt is sent to the city in the sky, Columbia, with the mission of retrieving a woman named Elizabeth from captivity amidst a civil war between two factions: the Vox Populi and the Founders.</p>
<p>Developer Irrational Games (the original team behind the first BioShock released in 2007) has been slowly, painstakingly slowly, building BioShock Infinite since 2010. Three years of “content in progress” videos, concept art, gameplay videos and most recently released the actual first five minutes of the game. Ken Levine, co-founder of Irrational Games, has been resolute in Irrational’s development of Infinite even as <a href="http://kotaku.com/5933119/bioshock-infinite-update-multiplayer-modes-cut-gears-maestro-joining-should-fans-worry" target="_blank">some employees</a> left Irrational in the middle of Infinite’s development.</p>
<p>Despite setbacks, fans were still excited, that is until Levine discussed the target audience for BioShock Infinite. Apparently, Levine and his team intended the game to appeal to gamers who are fans of games like the “Call of Duty” franchise. Levine has <a href="http://www.wired.com/gamelife/2012/12/bioshock-infinite-box-art/" target="_blank">interviewed</a> these fans in an effort to understand what makes them play certain games over others. It is understandable that Irrational Games would want a demographic that is as lucrative as the young male demographic since they buy the same types of games over and over again. However, this means some things about the game will be tailored to that demographic; such as the protagonist, Booker Dewitt, being the only featured character on the box art. This is questionable because there are two main characters: Booker and Elizabeth. Irrational made an attempt to remedy this by having fans vote on a <a href="http://kotaku.com/5970875/this-is-the-alternate-bioshock-infinite-cover-art-you-voted-for" target="_blank">reversible cover</a>.</p>
<p>In classic “BioShock” style, the player is aided by supernatural powers. These powers are gained by ingesting “Vigors” and grant the player control over elements such as electricity or even crows. Dewitt’s partner, Elizabeth, comes with her own power which only she has control over: the ability to summon objects through space and time to assist the player in combat situations. She brings objects called “Tears,” which can be determined from their gray, fragmented appearance over objects nearby. For example the player may come under heavy fire and may want Elizabeth to bring a cover into the space from another reality. She can do so only if a “Tear” allows her to. In addition, Elizabeth’s abilities cannot be overused as they require a cool down period, causing the player to think about every “Tear” they use.</p>
<p>Moreover, the actual gameplay is akin to a free for all, all out chaos with enemies shooting, tears being ripped open by Elizabeth, Dewitt being hurled from skyline to skyline while using his “Vigors” and guns to aid him. Such a dynamic combat system is overwhelming to watch and take in. However, when one has the controller in their hands they could become lost in the combat and feel more immersed in Dewitt’s role as the one who needs to protect Elizabeth and escape the madness that Columbia has become. The tag team dynamic that Elizabeth and Dewitt share can only give the player more choices on how to handle a particular fight, which in the end is a positive and intriguing aspect of the gameplay.</p>
<p>Another interesting aspect of “BioShock Infinite” is the “<a href="http://irrationalgames.com/insider/announcing-1999-mode/" target="_blank">1999 mode</a>” which is much more than a hardest difficulty setting. The player will need to plan out every single choice they make in order to survive. Ken Levine states on the BioShock Infinite website that “<i>1999 Mode</i> will demand that players pick specializations, and focus on them.” This mode promises to frustrate gamers, but in a good way. Levine advises to save often in result.</p>
<p>In the meantime, players who pre-ordered any version of &#8220;BioShock Infinite&#8221; can play the online flash puzzle game “<a href="https://www.finkmanufacturing.com/">Industrial Revolution</a>.&#8221; In the game you are a worker in a factory and it is your choice whether you want to support the Vox Populi or the Founders. In line with BioShock heritage, the choice the player makes effects the story. The player is also able to unlock money and powers that they can use in &#8220;Infinite&#8221; when it is released.</p>
<p>Irrational has also jumped on the <a href="http://www.bioshockinfinite.com/collector">special edition</a> bandwagon in which players have a choice of two editions: “Premium Edition”($79.99 USD) or the “Ultimate Songbird Edition”($149.99 USD). Both editions come with unlockables, an artbook, keychain, handyman figurine, avatars and themes for the Xbox 360 or PS3. The only major difference is the “Ultimate Songbird Edition” comes with a statue of the Songbird, the monster that holds Elizabeth captive. The player has a choice to make here as well:  is a statue worth the price of $149.99? According to Ken Levine, <a href="http://youtu.be/uau2M3lOaMI?t=11s">it is</a>. Moreover, in addition to all of these goodies, on January 22, 2013, Irrational announced an e-book, “<a href="http://www.bioshockinfinite.com/news/bioshock-infinite-mind-in-revolt-prequel-announced">BioShock Infinite: Mind in Revolt</a>,” will be free for gamers that pre-ordered with Amazon.com. The prequel covers the lead up to the events in &#8220;Infinite&#8221; and delves deeper into the conflict between the Vox Populi and the Founders.</p>
<p>“BioShock Infinite&#8221; will finally be released on March 26, 2013. As one of the most highly anticipated games in the New Year, one can only hope Levine has not let fans down. As Levine said in an <a href="http://www.youtube.com/watch?v=VNrBxNqaA4E">interview</a> with Adam Sessler, “Columbia is the memory of America that people think existed that never really quite existed.” Just from viewing trailers from the game, Levine and Irrational have definitely brought to life a highly concentrated version of American idealism from long ago.</p>
<p>The article <a href="http://www.toonaripost.com/2013/01/entertainment/gaming-update-bioshock-infinite-is-finally-almost-upon-us/">Gaming Update: &#8220;BioShock Infinite&#8221; is Finally Almost Upon Us</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></content:encoded>
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