Here it is, AusGamers looks at The Evil Within, and just what you can expect from grandaddy horror creator Shinji Mikami
The Evil Within Review
We chat with Blizzard's Tom Chilton on all things World of Warcraft: Warlords of Draenor
Talking World of Warcraft: Warlords of Draenor with Tom Chilton
We take the open-world of fictional Kyrat for a spin.
Far Cry 4 Open-World Hands-On Preview
We take on the Dark Lord and his minions in Monolith's epic action-adventure romp
Middle-earth: Shadow of Mordor Review
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.