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The Next Video Game From BioShock's Auteur Is in Development Hell – BNN

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(Bloomberg) — It has been nearly eight years since development began on Ken Levine’s next video game. Levine, the creator of the hugely influential BioShock series, is an auteur of the medium. He embodies everything that comes with the title, according to people who have worked for him: a singular brilliance, stubborn perfectionism and a delicate ego.

Eight years is a long time to develop a game. Levine’s breakout 1999 release, System Shock 2, was finished in a year and a half. BioShock—a seminal shooting game released in 2007 that, according to New York magazine, “proved games could be art”—took about five years, as did a follow-up, which came out in 2013. His current project, which began in 2014, still doesn’t have a name or a release date. Development has suffered from numerous reboots and changes in direction, say 15 current and former employees of Levine’s Westwood, Massachusetts-based studio, Ghost Story Games.

Just as critics grant Levine credit for the artistry of his games, many Ghost Story employees readily blame him for their tortured project. Levine is a flawed manager who often struggles to communicate his vision and alienates or browbeats subordinates who challenge him or fail to meet his expectations, say current and former employees, most of whom requested anonymity because they feared repercussions.

A recurring gag around the office invoked another celebrated auteur. Persuading Levine was so difficult that former employees joked about engaging in Kenception, a reference to the film by Christopher Nolan in which Leonardo DiCaprio infiltrates a person’s dreams and plants an idea so that the target thinks he came up with it himself.

Game production is heavily influenced by Hollywood, where famous directors can wield as much clout as the stars on screen. The Steven Spielbergs and James Camerons of gaming include Neil Druckmann (The Last of Us) and Hideo Kojima (Metal Gear). Like a big-budget movie, their games can require a crew of thousands to produce. Although creative leaders deserve some of the praise they receive, the adulation can mask managerial flaws and set unrealistic expectations.

One of the world’s top game publishers is betting Levine, 55, will eventually deliver. Take-Two Interactive Software Inc. has a 15-year marriage with him. It began with the acquisition of his last company, Irrational Games, and continued with the dissolution of that studio and the creation of Ghost Story, which Take-Two also owns. The publisher gives Levine a level of autonomy afforded to few game designers. Some of his former employees say the lack of oversight seemed idyllic at first but became detrimental to their work and mental well-being.

Take-Two likely tolerates all of this for the same reason many people have flocked to work at Irrational and Ghost Story over the past two decades: because an auteur is capable of producing something magnificent. But Levine’s managerial style has led to burnout and, former employees say, caused a lot of pain.

Take-Two didn’t respond to requests for comment. Through a representative, Levine declined requests for an interview. But in a 2013 interview with the website Grantland, he addressed the effects of his working style. “If it’s not right, it goes,” Levine said. “It’s not without cost, but I find that the people who are the most experienced at Irrational tend to be the most comfortable with throwing stuff away.”

He saw Mike Snight as one of those people. Levine handpicked Snight from Irrational to help start Ghost Story in 2014. “Ken is a very hard person to work for,” Snight says. “I think he tried a lot to change, and he really excels better at this company than Irrational because it is a smaller group of people.”

Ghost Story set out to revolutionize video-game storytelling but has instead watched other companies accomplish its goals. One employee says the team is optimistic that things are finally on track but estimated a release could still be two years away. Snight eventually quit, along with half of the original team. He says Levine’s creative process is what drove him to leave after five years there. “When it continuously goes in cycles and you don’t align anymore, you kind of get tired of being part of that,” he says. “I wasn’t really happy anymore.”

On Feb. 18, 2014, Levine gathered the Irrational Games staff in the kitchen of their office in Quincy, Massachusetts. Their last game had come out a year earlier, and it wasn’t clear why they hadn’t yet heard about the next one. Levine gave them an answer: With trembling hands and tears in his eyes, he said he was shutting down the studio and laying off almost the entire staff.

The announcement was unexpected and abrupt, say more than a dozen people who were there. Levine had formed Irrational in 1997 with two business partners and very quickly found success. They made a sequel to a sci-fi game owned by Electronic Arts Inc. called System Shock. It fused first-person shooting with horror and became a cult classic. Take-Two bought Irrational in 2006 and published a spiritual successor, BioShock. It’s considered one of the 30 greatest games of all time, according to Metacritic. The latest iteration, 2013’s BioShock Infinite, sold more than 6 million copies.

Levine explained to the stunned crowd that development of the game had drained him and that the company had grown too large. He wanted to explore new ideas with a smaller team, he said. So Levine was starting a new outfit at Take-Two.

He had earlier informed 11 chosen employees of the plan. They had dragged themselves to the office every day knowing their friends would soon be out of a job, says Snight, who designed levels at Irrational. After Levine delivered the news to their colleagues, the remaining employees took a break. “We didn’t come into the studio for a while,” Snight says. “There was a lot of survivor’s guilt.”

When the smaller team reconvened, they began working on a premise that Levine called “narrative Lego.” The idea was for every person’s experience with the game to be unique. Characters would react differently depending on a player’s actions, and they would be thrust into different scenarios every time they played. It was a concept the team thought could stand out from other games. They relocated to a new office in a smaller town nearby. Levine hired a few more people, and they started developing prototypes.

“There was a lot of survivor’s guilt”

Levine told new recruits that his studio offered the financial stability of a major publisher and the agility and artistic freedom of an indie developer, say people who worked there. To ensure the latter, he had negotiated a special arrangement with Take-Two. Rather than answer to 2K, a publishing label that had overseen Irrational, Levine reported directly to the parent company.

The plan was to start small to prove the narrative Lego concept and release a game by fall 2017. It was supposed to be a sci-fi shooter like BioShock set on a mysterious space station inhabited by three factions. Each could act as an ally, an enemy or something in between, depending on what the player did.

Despite promising an indie mentality, Levine wanted to make a game as ambitious as BioShock with a fraction of the staff, say a half-dozen former staffers. Two early employees of the studio recalled a version from around 2016 with elaborate levels and rich, three-dimensional graphics. They wondered how they’d finish it with fewer than 30 people on the team. Others remembered a complicated dialogue system that would morph based on player choices, requiring a tremendous amount of writing that couldn’t have possibly been completed within a year.

Take-Two executives occasionally stopped by the office for updates, but Levine was given agency. “The ideas and ambitions were great,” Giovanni Pasteris, an early employee, wrote in an email. “But the scope just grew and grew without concern for the team’s ability to get it done by our fall 2017 deadline. Ken wanted to make a triple-A game with a ‘budget’ team size. It was never going to happen.”

One constant on Levine’s projects is that he never seems content. Levine studied drama and was taught that the process for achieving greatness was to keep rewriting until everything was perfect. He originally wanted to be a screenwriter before settling on video games.

The late film critic Andrew Sarris introduced the auteur theory to much of the world in the 1960s, adapting an idea from French New Wave cinema. It describes a filmmaker who controls so many aspects of a production that he becomes akin to the author of a novel or play. The theory was used to dissect the work of Orson Welles and Alfred Hitchcock and became an aspiration for generations of creative minds.

In Levine’s interpretation, auteurism has meant discarding months of work, much to his staff’s dismay. During development of BioShock Infinite at his previous studio, Levine said he “probably cut two games worth of stuff,” according to a 2012 interview with the site AusGamers. The final months of work on that game demanded extensive overtime, prompting managers to meet informally with some employees’ spouses to apologize.

During a panel discussion a few years ago, Levine explained the final act of his process. “In almost every game I’ve ever worked on, you realize you’re running out of time, and then you make the game,” he said. “You sort of dick around for years, and then you’re like, ‘Oh my god, we’re almost out of time,’ and it forces you to make these decisions.”

But time never seems to run out at the new studio. Ghost Story employees spent weeks or months building components of the new game, only for Levine to scrap them. Levine’s tastes occasionally changed after playing a hot indie release, such as the side-scrolling action game Dead Cells or the comic book-inspired shooter Void Bastards, and he insisted some features be overhauled to emulate those games. Former staff say the constant changes were demoralizing and felt like a hindrance to their careers.

The 2017 target became 2018, then 2019 and on and on. The lax approach to deadlines minimized crunch time, a welcome change from Irrational, three former employees say. But working on a game with no clear release date is a challenge of its own, some staffers say. Employers forbid artists from including assets in their portfolios until a game is unveiled publicly, leaving job seekers to awkwardly justify why they had nothing to show for their last few years of work. 

A persistent tension at Ghost Story, employees say, is between the type of game they set out to make and the kind Levine was used to directing. He wanted to see every moment of the story unfold on screen and fine-tune each one. But the narrative Lego concept made Levine’s cinematic approach impossible to apply because stories would change so much based on player decisions. Levine would often assess aspects of the game when they were not yet finished, decide they weren’t good enough and command the team to scrap or change them, employees say. “The type of game being explored does not match well with the creative process being used,” says Andres Gonzalez, a founding member who left to start a new company with Snight.

Those who worked with Levine say his mercurial demeanor caused strife. Some who sparred with Levine mysteriously stopped appearing in the office, former staff say. When asked, managers typically described the person as a bad match and said they had been let go, say five people who worked there. Others simply quit. The studio’s top producer resigned in 2017 following clashes with Levine.

People followed Levine because he “can be quite charming and charismatic,” says Pasteris, who was an AI programmer at Ghost Story. Levine also “can become moody and lash out, singling out an individual, while berating them in front of their co-workers,” Pasteris says.

Ghost Story employees would occasionally ask Levine how long Take-Two would fund their experiments before demanding a product it could sell. Levine told the staff that their studio is a “rounding error” for the publisher of Grand Theft Auto, according to two former employees. Michael Pachter, an analyst at Wedbush Securities, agrees. With enough time, Levine offers Take-Two “a realistic chance of a new franchise” like BioShock, he says. “I expect they will continue to allow Ken to take as long as he needs to make something great.”

Auteurs can be effective at enticing investors and consumers to buy into a new intellectual property, says Joost van Dreunen, a professor at New York University who teaches about the video game industry. But he says auteurism is growing out of style as a method for running a game business. “Operationally, it is precisely the type of org structure that results in the various problems the industry faces today,” he says.

Despite its calamitous beginning, Ghost Story was intended to be a friendlier, more supportive environment than its predecessor, says Gonzalez, the founding team member. But the studio was haunted by Levine’s old ways of doing things. “Intentions are one thing, and reality is another,” Gonzalez says. “When there’s a road that’s driven on a bunch, and there’s a rut, getting out of that rut takes energy.”

©2022 Bloomberg L.P.

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United Airlines will offer free internet on flights using service from Elon Musk’s SpaceX

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CHICAGO (AP) — United Airlines has struck a deal with Elon Musk’s SpaceX to offer satellite-based Starlink WiFi service on flights within the next several years.

The airline said Friday the service will be free to passengers.

United said it will begin testing the service early next year and begin offering it on some flights by later in 2025.

Financial details of the deal were not disclosed.

The announcement comes as airlines rush to offer more amenities as a way to stand out when passengers pick a carrier for a trip. United’s goal is to make sitting on a plane pretty much like being on the ground when it comes to browsing the internet, streaming entertainment and playing games.

“Everything you can do on the ground, you’ll soon be able to do on board a United plane at 35,000 feet, just about anywhere in the world,” CEO Scott Kirby said in announcing the deal.

The airline says Starlink will allow passengers to get internet access even over oceans and polar regions where traditional cell or Wi-Fi signals may be weak or missing.

The Canadian Press. All rights reserved.

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How to Preorder the PlayStation 5 Pro in Canada

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Sony has made it easy for Canadian consumers to preorder the PlayStation 5 Pro in Canada directly from PlayStation’s official website. Here’s how:

  • Visit the Official Website: Go to direct.playstation.com and navigate to the PS5 Pro section once preorders go live on September 26, 2024.
  • Create or Log in to Your PlayStation Account: If you don’t have a PlayStation account, you will need to create one. Existing users can simply log in to proceed.
  • Place Your Preorder: Once logged in, follow the instructions to preorder your PS5 Pro. Ensure you have a valid payment method ready and double-check your shipping information for accuracy.

Preorder Through Major Canadian Retailers

While preordering directly from PlayStation is a popular option, you can also secure your PS5 Pro through trusted Canadian retailers. These retailers are expected to offer preorders on or after September 26:

  • Best Buy Canada
  • Walmart Canada
  • EB Games (GameStop)
  • Amazon Canada
  • The Source

Steps to Preorder via Canadian Retailers:

  • Visit Retailer Websites: Search for “PlayStation 5 Pro” on the website of your preferred retailer starting on September 26.
  • Create or Log in to Your Account: If you’re shopping online, having an account with the retailer can speed up the preorder process.
  • Preorder in Store: For those who prefer in-person shopping, check with local stores regarding availability and preorder policies.

3. Sign Up for Notifications

Many retailers and websites offer the option to sign up for notifications when the preorder goes live. If you’re worried about missing out due to high demand, this can be a useful option.

  • Visit Retailer Sites: Look for a “Notify Me” or “Email Alerts” option and enter your email to stay informed.
  • Use PlayStation Alerts: Sign up for notifications directly through Sony to be one of the first to know when preorders are available.

4. Prepare for High Demand

Preordering the PS5 Pro is expected to be competitive, with high demand likely to result in quick sellouts, just as with the initial release of the original PS5. To maximize your chances of securing a preorder:

  • Act Quickly: Be prepared to place your order as soon as preorders open. Timing is key, as stock can run out within minutes.
  • Double-Check Payment Information: Ensure your credit card or payment method is ready to go. Any delays during the checkout process could result in losing your spot.
  • Stay Informed: Monitor PlayStation and retailer websites for updates on restocks or additional preorder windows.

Final Thoughts

The PlayStation 5 Pro is set to take gaming to the next level with its enhanced performance, graphics, and new features. Canadian gamers should be ready to act fast when preorders open on September 26, 2024, to secure their console ahead of the holiday season. Whether you choose to preorder through PlayStation’s official website or your preferred retailer, following the steps outlined above will help ensure a smooth and successful preorder experience.

For more details on the PS5 Pro and to preorder, visit direct.playstation.com or stay tuned to updates from major Canadian retailers.

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Introducing the PlayStation 5 Pro: The Next Evolution in Gaming

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Since the PlayStation 5 (PS5) launched four years ago, PlayStation has continuously evolved to meet the demands of its players. Today, we are excited to announce the next step in this journey: the PlayStation 5 Pro. Designed for the most dedicated players and game creators, the PS5 Pro brings groundbreaking advancements in gaming hardware, raising the bar for what’s possible.

Key Features of the PS5 Pro

The PS5 Pro comes equipped with several key performance enhancements, addressing the requests of gamers for smoother, higher-quality graphics at a consistent 60 frames per second (FPS). The console’s standout features include:

  • Upgraded GPU: The PS5 Pro’s GPU boasts 67% more Compute Units than the current PS5, combined with 28% faster memory. This allows for up to 45% faster rendering speeds, ensuring a smoother gaming experience.
  • Advanced Ray Tracing: Ray tracing capabilities have been significantly enhanced, with reflections and refractions of light being processed at double or triple the speed of the current PS5, creating more dynamic visuals.
  • AI-Driven Upscaling: Introducing PlayStation Spectral Super Resolution, an AI-based upscaling technology that adds extraordinary detail to images, resulting in sharper image clarity.
  • Backward Compatibility & Game Boost: More than 8,500 PS4 games playable on PS5 Pro will benefit from PS5 Pro Game Boost, stabilizing or enhancing performance. PS4 games will also see improved resolution on select titles.
  • VRR & 8K Support: The PS5 Pro supports Variable Refresh Rate (VRR) and 8K gaming for the ultimate visual experience, while also launching with the latest wireless technology, Wi-Fi 7, in supported regions.

Optimized Games & Patches

Game creators have quickly embraced the new technology that comes with the PS5 Pro. Many games will receive free updates to take full advantage of the console’s new features, labeled as PS5 Pro Enhanced. Some of the highly anticipated titles include:

  • Alan Wake 2
  • Assassin’s Creed: Shadows
  • Demon’s Souls
  • Dragon’s Dogma 2
  • Final Fantasy 7 Rebirth
  • Gran Turismo 7
  • Marvel’s Spider-Man 2
  • Ratchet & Clank: Rift Apart
  • Horizon Forbidden West

These updates will allow players to experience their favorite games at a higher fidelity, taking full advantage of the console’s improved graphics and performance.

 

 

Design & Compatibility

Maintaining consistency within the PS5 family, the PS5 Pro retains the same height and width as the original PS5 model. Players will also have the option to add an Ultra HD Blu-ray Disc Drive or swap console covers when available.

Additionally, the PS5 Pro is fully compatible with all existing PS5 accessories, including the PlayStation VR2, DualSense Edge, Pulse Elite, and Access controller. This ensures seamless integration into your current gaming setup.

Pricing & Availability

The PS5 Pro will be available starting November 7, 2024, at a manufacturer’s suggested retail price (MSRP) of:

  • $699.99 USD
  • $949.99 CAD
  • £699.99 GBP
  • €799.99 EUR
  • ¥119,980 JPY

Each PS5 Pro comes with a 2TB SSD, a DualSense wireless controller, and a copy of Astro’s Playroom pre-installed. Pre-orders begin on September 26, 2024, and the console will be available at participating retailers and directly from PlayStation via direct.playstation.com.

The launch of the PS5 Pro marks a new chapter in PlayStation’s commitment to delivering cutting-edge gaming experiences. Whether players choose the standard PS5 or the PS5 Pro, PlayStation aims to provide the best possible gaming experience for everyone.

Preorder your PS5 Pro and step into the next generation of gaming this holiday season.

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