Formerly |
|
---|---|
Company type | Subsidiary |
Industry | Video games |
Founded | 1997 |
Founder |
|
Defunct | February 23, 2017 |
Fate | Rebranded |
Successor | Ghost Story Games |
Headquarters | , US |
Key people | Ken Levine (creative director) |
Number of employees | 15 (2014) |
Parent | 2K (2006–2017) |
Irrational Games (known as 2K Boston between 2007 and 2009) was an American video game developer founded in 1997 by three former employees of Looking Glass Studios: Ken Levine, Jonathan Chey, and Robert Fermier. Take-Two Interactive acquired the studio in 2006. The studio was best known for two of the games in the BioShock series, as well as System Shock 2 , Freedom Force , and SWAT 4 . In 2014, following the release of BioShock Infinite , Levine opted to significantly restructure the studio from around 90 to 15 employees and focus more on narrative games. In February 2017, the studio announced that it had been rebranded as Ghost Story Games and considered a fresh start from the original Irrational name, though still operating at the same business subsidiary under Take-Two.
Irrational Games was formed in 1997 by Ken Levine, Jonathan Chey, and Robert Fermier, former Looking Glass Studios employees that left on good terms to start their own game development firm. [1] They initially ran on a shoestring budget, running out of Levine's apartment. [2] At that time, as a small studio, they were dependent on publisher support; their first project was to develop a single-player campaign for the game FireTeam , being published by Multitude, Inc., but within three weeks, Multitude decided to drop the single-player campaign, leaving the three without any job. [3] [4]
They returned to Looking Glass looking for any opportunities. Looking Glass founder Paul Neurath agreed to give them a small budget, an office within their studio, and gave them the opportunity to work on a sequel to System Shock . System Shock 2 was released in 1999, and while a critical success, it did not reach sales expectations. [2] After System Shock 2 was released, Chey returned to Australia while Fermier went to Ensemble Studios. [4] Irrational continue to work with Looking Glass to create Deep Cover, a project inspired by Thief: The Dark Project set during the Cold War, though this was eventually cancelled around 2000. [5]
Irrational returned to seeking other projects from other publishers to be more independent from Looking Glass. They landed work with Crave Entertainment, from which they started work on The Lost , a third-person action game inspired by Dante's Inferno, that was targetting the PlayStation 2. Levine described multiple difficulties with developing The Lost. One issue was handling technical issues with the game engine, as inititially they had planned to use the LithTech engine, but later switched to the Unreal Engine due to difficulties with making the game work on the PlayStation 2. A second problem arose as Crave started to have their own financial problems, and pushed on Irrational to continue development with a reduced budget. While Irrational finished most of the game, The Lost was eventually cancelled by 2002, with Irrational taking the loss on its development time. [4]
During development of The Lost, Irrational started a second project with Crave, the turn-based superhero-theme Freedom Force . Chey, while still in Australia, returned to Irrational by setting up development offices in Australia in 2000, [6] where most of the work on Freedom Force was completed. Crave's monetary issues led the game to be published in 2002 by the EA Partners label of Electronic Arts. The game performed moderately well, but failed to give Irrational any significant royalties. [4]
Shortly after the cancellation of The Lost, Vivendi Games tapped Irrational to develop a single-player campaign based on the Tribes series, which had traditionally been multiplayer shooters in the past, and posed a challenge to craft a narrative around. This led to some difficulties with Vivendi, as at one point Levine was fired from the narrative position, replaced by two writers from Hollywood, only to be later rehired to complete the story. Tribes: Vengeance was eventually released in 2004. [4] Irrational continued to work with Vivendi on a sequel in the Police Quest series, SWAT 4 , released in 2005. [4]
Since the release of System Shock 2, Levine had been trying to pitch a sequel to publishers without success. Starting around 2002, Levine led a small development team at Irrational to create BioShock , a game with a similar narrative approach and free-form approach as System Shock 2, using idea of having the player navigate through three factions, drones that carried a desirable resource, protectors that defended the drones, and harvesters that attempted to gain the resource from the drones. [7] [8] Irrational had difficulties selling this concept to publishers, as the concept of immersive sims like System Shock 2 was not considered profitable, but the company persisted and refined their ideas as word of a new immersive sim from Irrational began to spread in video game news coverage. [7] In 2004, Take-Two Interactive offered to publish the game based on the core drone/protector/harvester concept, [8] and then in 2006, acquired Irrational Games under its 2K publishing label. [9] Just prior to the release of BioShock in 2007, Irrational Games' Boston and Australian offices were rebranded as 2K Boston and 2K Australia. [10] BioShock released August 21 to wide critical acclaim and strong sales.
BioShock was released in August 2007, and was a critical and financial success. The game won several awards, and by 2013 had sold more than 4 million units. [2] Due to the success of the game, tied to the former Irrational Games name, both of their studios reverted to the original Irrational name in January 2010. [11]
Shortly after BioShock was released, rumors arose that many of the staff who had worked on the game were leaving 2K Boston/Australia. In 2007, five members of the 2K Boston team moved to a new 2K studio in Novato, California. [12] Soon after, 2K announced the formation of 2K Marin in Novato. [13]
Take-Two had pushed on Irrational to develop a BioShock sequel, but Levine was not interested, and instead initially saught to develop a new XCOM game. Take-Two assigned 2K Marin to develop BioShock 2 . [14] By 2008, when Irrational's contract with Take-Two was under review, Levine had lost interest in the XCOM project, and instead negotiated to develop a new BioShock game. [15] : 51–2 The XCOM project work contined at 2K Mario, released in 2013 as The Bureau: XCOM Declassified . [16]
Development on BioShock Infinite, what would be Irrational's last game, started in 2008, about half a year after completion of the original BioShock. Following the game's public announcement in 2010, the company was pressured by 2K Games and the gaming consumers to make sure the title lived up to the expectations that the promotional material had set for it. Irrational hired more staff and allocated work to additional studios to help with the game, but this only served to complicate matters; from post-mortem interviews with Irrational staff, Levine was continually changing some of the core story beats for the game, which would dramatically change game assets that had already developed. Levine also admitted to difficulties in managing the larger staff. Conflicts over development leadership led to the departure of some high-level individuals in 2012. To bring the game back onto schedule for release, 2K hired industry professionals to assist Levine in managing the large team and focusing the game's content including eliminating planned multiplayer modes. BioShock Infinite was released by March 2013. [17]
On February 18, 2014, Levine announced that the vast majority of the Irrational Games studio staff would be laid off, with all but fifteen members of the staff losing their positions. Levine said that he wanted to start "a smaller, more entrepreneurial endeavor at Take-Two," speaking to how much stress completing a large game like BioShock: Infinite had caused him. [18] Levine said, "I need to refocus my energy on a smaller team with a flatter structure and a more direct relationship with gamers. In many ways, it will be a return to how we started: a small team making games for the core gaming audience." [18] Levine had considered starting a new development studio for this, knowing that building the ideas would take several years before any game product would be made. Still, Take-Two offered to let him keep the division within Take-Two, with Levine saying that they told him, "there was no better place to pursue this new chapter than within their walls." [18] Take-Two considered this studio separate from Irrational Games, preventing Levine from using the name, [19] and shutting down Irrational Games shortly after Levine had made his decision in 2014. [20] Around 15 developers continued with Levine at this new studio; [19] the remaining 75 staff were laid off, though 2K offered a career fair to help find jobs for the displaced developers. [18] [21] According to Levine, in the years after the layoffs, several of the former Irrational staff had rejoined Take-Two and 2K under the studios that were working on a new BioShock title, though Levine himself was not involved. [20]
By February 2017, Levine had announced the name of his new studio, Ghost Story Games, with the focus focus "to create immersive, story-driven games for people who love games that ask something of them". [22]
Year | Title | Platform(s) | Publisher |
---|---|---|---|
2007 | BioShock | Microsoft Windows | 2K Games |
Xbox 360 | |||
2008 | PlayStation 3 |
Looking Glass Studios, Inc. was an American video game developer based in Cambridge, Massachusetts. The company was founded by Paul Neurath with Ned Lerner as Blue Sky Productions in 1990, and merged with Lerner's Lerner Research in 1992 to become LookingGlass Technologies. Between 1997 and 1999, the company was part of Intermetrics and was renamed Looking Glass Studios. Following financial issues at Looking Glass, the studio shut down in May 2000.
System Shock 2 is a 1999 action role-playing survival horror video game designed by Ken Levine and co-developed by Irrational Games and Looking Glass Studios. Originally intended to be a standalone title, its story was changed during production into a sequel to the 1994 game System Shock. The alterations were made when Electronic Arts—who owned the System Shock franchise rights—signed on as publisher.
Kenneth M. Levine is an American video game developer. He is the creative director and co-founder of Ghost Story Games. He led the creation of the BioShock series and is also known for his work System Shock 2.
BioShock is a 2007 first-person shooter game developed by 2K Boston and 2K Australia, and published by 2K. The first game in the BioShock series, it was released for Microsoft Windows and Xbox 360 platforms in August 2007; a PlayStation 3 port by Irrational, 2K Marin, 2K Australia and Digital Extremes was released in October 2008. The game follows player character Jack, who discovers the underwater city of Rapture, built by business magnate Andrew Ryan to be an isolated utopia. The discovery of ADAM, a genetic material which grants superhuman powers, initiated the city's turbulent decline. Jack attempts to escape Rapture, fighting its mutated and mechanical denizens, while engaging with the few sane survivors left and learning of the city's past. The player can defeat foes in several ways by using weapons, utilizing plasmids that give unique powers, and by turning Rapture's defenses against them.
The Bureau: XCOM Declassified is a 2013 tactical third-person shooter video game. It was developed by 2K Marin and published by 2K. As the eighth title in the turn-based strategy series X-COM and a narrative prequel to XCOM: Enemy Unknown, the game was released for PlayStation 3, Windows, and Xbox 360 in August 2013. Set in late 1962 at the height of the Cold War, the game's premise mainly revolves around The Bureau, the predecessor of the Extraterrestrial Combat Unit (XCOM), as they attempt to repel an alien invasion. As a tactical shooter, players can use the battle focus mode to issue commands to two other agents accompanying the protagonist, William Carter. Players can permanently lose their squad members so they must make good tactical decisions.
2K Australia Pty Ltd was an Australian video game developer based in Canberra. The company was founded as Irrational Games Australia, a subsidiary of Irrational Games, in April 2000. Irrational Games Australia and its parent were acquired by Take-Two Interactive in January 2006, with Irrational Games being placed under the 2K label. The two Irrational Games studio were split apart in August 2007, wherefore Irrational Games Australia became 2K Australia. Furthermore, 2K Australia operated under the name of sister studio 2K Marin between April 2010 and November 2011, and was finally shut down in April 2015.
2K Marin, Inc. was an American video game developer based in Novato, California. Founded in December 2007 as a spin-off from their parent, 2K, the company developed BioShock 2 (2010) and The Bureau: XCOM Declassified (2013) before laying off or relocating all staff in October 2013 and silently being closed.
BioShock is a retrofuturistic video game series created by Ken Levine, published by 2K and developed by several studios, including Irrational Games and 2K Marin. The BioShock games combine first-person shooter and role-playing elements, giving the player freedom for how to approach combat and other situations, and are considered part of the immersive sim genre. Additionally, the series is notable for exploring philosophical and moral concepts with a strong in-game narrative influenced by concepts such as Objectivism, total utilitarianism, and American exceptionalism.
Rapture is a fictional city-state in the BioShock series published by 2K Games. It is an underwater city that is the main setting for the games BioShock and BioShock 2. The city also briefly appears in BioShock Infinite, and is featured in its downloadable content, Burial at Sea. The game's back-story describes the city as envisioned by business tycoon Andrew Ryan in the mid-late 1940s as a means to create a utopia for mankind's greatest artists and thinkers to prosper in a laissez-faire environment outside of increasing oppression by the world's governments and religion. However, the lack of government led to severe wealth disparity, a powerful black market, and unrestricted genetic modification, which turned the city into a dystopia exacerbated by Ryan's tyrannical methods to maintain control. The masses turned towards political activists like Atlas who advocated an uprising of the poor against Ryan and the elite of Rapture; and on the eve of 1959, a civil war broke out, leaving much of Rapture's population dead. The remaining citizens either became psychotic "Splicers" due to the effects of ADAM, a substance that can alter genetic material, or have barricaded themselves from the Splicers to protect themselves, leaving the city to fail and fall apart around them.
BioShock Infinite is a first-person shooter video game in the BioShock series, developed by Irrational Games and published by 2K. Infinite was released worldwide for the PlayStation 3, Windows, Xbox 360, and OS X platforms in 2013. The game is set in the year 1912 and follows its protagonist, Booker DeWitt, who is sent to the airborne city Columbia to retrieve Elizabeth, a young woman held captive there. Booker and Elizabeth become involved in a class war between the nativist Founders that rule Columbia and the rebel Vox Populi, representing the city's underclass. Elizabeth possesses the ability to manipulate "Tears" in the space-time continuum, and Booker and Elizabeth discover she is central to Columbia's dark secrets. The player controls Booker DeWitt throughout the game, fighting enemies and scavenging supplies, while the computer-controlled Elizabeth provides assistance.
The development of BioShock Infinite began after BioShock's release in August 2007. The five-year development, led by studio Irrational Games, began under the moniker "Project Icarus". Irrational's creative lead, Ken Levine was inspired by events at the turn of the 20th century and the expansion of the concept of American Exceptionalism set by the 1893 World's Fair in Chicago. His story took these events to create a tale set in 1912 where the player, as former Pinkerton agent Booker DeWitt, is challenged to rescue a young woman, Elizabeth, who has been kept aboard the floating city of Columbia in the middle of a civil war between its founder Father Zachary Comstock and the Vox Populi, the underclass revolting against him.
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