We take The Coalition's bar-raising Gears of War 4 for a hands-on spin and find it knows Gears best!
Grinding Familiar Yet Awesome Gears - Hands-On Gears of War 4!
Ahead of next month's release get a quick rundown on what to expect.
A Look at the Maps and Modes of Battlefield 1
We chat with the game's lead designer on its origins and beyond!
Interview: Ubisoft Dishes up on Star Trek Bridge Crew
The console formerly known as the PlayStation Neo has finally been revealed as the 4K HDR-ready PlayStation 4 Pro
Sony Announces the More Powerful PlayStation 4 Pro
Post by Steve Farrelly @ 11:59am 29/01/13 | 0 Comments
AusGamers had a chance to catch up with Irrational Games' Drew Holmes (and, in case you missed it, Ken Levine) to talk about his input in writing BioShock Infinite after having worked on the likes of Saints Row, as well as where he feels the studio's place lays, as a premier storytelling developer in the videogames industry.

"Well, what we set out to do at Irrational... this company was one of the first to do this type of game, and what we want to do is really push the envelope, in terms of how videogames can tell stories. That’s really what this company’s focused on I think," Drew told us when asked about the impact of Irrational's storytelling in games.

"In terms of what should, or shouldn’t be in this game: we’re focused on giving a quality experience to players. We play around a lot of different features, and we want to make sure that nothing that is ever going to go on a shelf, from Irrational Games, is ever going to be dictated by marketing; it’s going to be what our vision of the game is."

Click here for our full interview feature.



ken levineirrational gamesdrew holmesdeveloper interviewbioshock infiniteausgamers





Latest Comments
No comments currently exist. Be the first to comment!
Commenting has been locked for this item.