Thursday, November 15, 2018

Why BioShock's Splicers Had to Seem Sympathetic

The first few times players encounter a splicer in BioShock, it’s one of the scariest and weirdest moments in modern gaming. For Joe Fielder, who helped design the high-flying world of BioShock Infinite, it wasn’t just a chance to create an intimidating enemy type, it was a chance to humanize one of gaming’s most iconic factions, and he learned how to do it at the hands of BioShock director Ken Levine himself.

“I'd done a pass on

, and

and another one of the writers, Drew Holmes, gave me feedback,” Fielder said on this month’s episode of IGN Unfiltered. “Ken opened up his playbook on how he came about writing the Splicers and some of the influences: Requiem for a Dream, other things like that,

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source http://www.ign.com/articles/2018/11/15/why-bioshocks-splicers-had-to-seem-sympathetic-a-ign-unfiltered

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