{"id":53931,"date":"2026-05-20T20:00:37","date_gmt":"2026-05-20T12:00:37","guid":{"rendered":"https:\/\/sgbuzz.com\/?p=53931"},"modified":"2026-05-20T20:00:37","modified_gmt":"2026-05-20T12:00:37","slug":"bioshock-will-never-escape-ken-levine-and-levine-will-never-escape-bioshock","status":"publish","type":"post","link":"https:\/\/sgbuzz.com\/?p=53931","title":{"rendered":"BioShock Will Never Escape Ken Levine, and Levine Will Never Escape BioShock"},"content":{"rendered":"<p><br \/>\n<\/p>\n<div id=\"\">\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">A replica Big Daddy towers over Ken Levine\u2019s living room &#8211; an artefact of the universe he walked away from. \u201cI didn\u2019t have a lot else to say in that world,\u201d he tells IGN in a new interview. \u201cA franchise is an interesting thing, because it can come to own you if you\u2019re not careful. It can define you.\u201d Perhaps the Big Daddy, sitting in pride of place as an ornament, is a useful reminder of who owns who.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">And yet it\u2019s impossible to look at Judas, the upcoming first-person shooter that Levine has been working on for the past 12 years, without seeing BioShock. Rapture\u2019s Little Sisters are echoed in the doll-like guise of Hope, a lavishly animated character who mixes the childlike with the uncanny to disturbing effect. Plasmids are replaced by a conceptually similar suite of abilities that emerge, wincingly, from the player\u2019s hand &#8211; leaving electrified pools of water in their wake. And the team at Ghost Story Games, rooted in the Irrational studio that was decimated by layoffs in the wake of BioShock Infinite, still delights in imagery of the early 20th century: faberge eggs and steam furnaces, this time displaced to a colony ship in outer space.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I\u2019d be remiss not to point out the key features that distinguish Judas as well: a highly malleable narrative steered by the player, as opposed to a linear rollercoaster ride through Rapture or Columbia. And a vision of humanity\u2019s future beyond our galaxy, rather than an alternate take on the past. \u201cYou couldn\u2019t really do a BioShock game in the future, or at least I didn\u2019t have a way to do it,\u201d Levine says. \u201cCertainly there\u2019s a lot of DNA in Judas of our legacy, but people are also going to be surprised by how different it is.\u201d<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Nonetheless, there is definitely a particular set of fascinations that follow Levine from game to game &#8211; exemplified and forever associated with BioShock &#8211; which I doubt he\u2019ll ever really leave behind.<\/p>\n<p><output class=\"box-wrapper jsx-2673806401\"><\/p>\n<figure class=\"jsx-313219616\"><span><img alt=\"\" aria-hidden=\"true\" decoding=\"async\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"\/><\/span><\/figure>\n<p><\/output><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Many of these run deeper than a fondness for certain aesthetics and time periods, and are thematic concerns: preoccupations first developed during Levine\u2019s employment at Looking Glass Studios in the \u201890s. While working for the legendary immersive sim developer, Levine was instrumental in the early worldbuilding of Thief, the stealth series set in a semi-industrialised medieval city.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Within that framework, he pitted two factions against each other: the Pagans, who shunned technology and followed a Dionysian trickster god who would see the city plunged into darkness. And the Hammerites, a church which promoted order and industry with an unforgiving zeal. The only thing the two groups had in common was their fanaticism, and their capacity to tear the city apart with their uncompromising desire for change.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">A similar dichotomy shaped System Shock 2: Irrational\u2019s first game, and the one that laid out the model for the BioShock games that came after. There, you navigated a battle between SHODAN &#8211; a godlike AI who considered you lucky to be blessed by her attention &#8211; and a biological hivemind called The Many. The latter attempted to persuade you into its warm embrace, and took on Levine\u2019s reservations about collectivism.<\/p>\n<div class=\"display-title jsx-684634384 jsx-2659527929 quote-container\" data-cy=\"quoteBox\">Levine might have left his most famous series behind, but evidently it has not left him.<span class=\"stack jsx-2959124702 jsx-326843967\"><span>\u201c<\/span><\/span><\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">If you\u2019re reading this, you likely know what came next: the free market deregulation of Andrew Ryan in BioShock. And then in the sequel, Father Comstock: the prophet who advocated living according to God\u2019s Great Plan, so long as you were Caucasian. In each case, Levine charted the decline of a society rooted in extreme ideology.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Above anything else, the BioShock games are warnings. They reflect Levine\u2019s wariness of rigid belief systems, and of getting swept up in groupthink. It\u2019s that wariness that gives BioShock its unique voice, and which has also been responsible for its controversies. Some players reacted with dismay when, in BioShock Infinite, the Vox Populi revolution against a racist state ended in dehumanising violence. But whatever you think of the results, the approach has been consistent: to encourage you to think for yourself.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">\u201cI never set out to educate people, or tell them the truth,\u201d Levine says. \u201cThe problem with trying to do that is it\u2019s not interesting dramatically. Nobody wants to be lectured to. I\u2019d much rather ask questions than answer them, because what the hell do I know, really? And I\u2019ve been wrong in my life before. So I\u2019m not comfortable telling people I have the answers. I like exploring the questions.\u201d<\/p>\n<p><output class=\"box-wrapper jsx-2673806401\"><\/p>\n<figure class=\"jsx-313219616\"><span><img alt=\"\" aria-hidden=\"true\" decoding=\"async\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"\/><\/span><\/figure>\n<p><\/output><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">That approach has shaped Judas, too. \u201cThe team and I create a really broad canvas to talk about things we\u2019re interested in,\u201d Levine says. \u201cWe spend half our time in the writer\u2019s room just talking about this particular philosophy, or this particular moment in history: what\u2019s interesting about that, and what are the interesting questions?\u201d As a consequence I suspect that Judas, despite its unique qualities, is going to feel an awful lot like BioShock.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Meanwhile, a team at 2K has been trying to build a BioShock game without Levine\u2019s involvement, and had a difficult time of it. A creative shake-up at developer Cloud Chamber last year saw Rod Fergusson installed as studio head &#8211; the same figure who, long ago, pushed BioShock Infinite over the finish line.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">\u201cI think finding the right creative purchase was hard,\u201d said Take-Two boss Strauss Zelnick in a conversation with <u>Game File<\/u>. \u201cI think we, in retrospect, wasted a lot of time and money chasing down some creative alleys that turned out to be dead ends.\u201d Some of that struggle, surely, must lie in synthesising the very particular voice that shaped BioShock in the first place.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">During our interview, Levine says he could never quite nail down what a BioShock game <em>is<\/em>: \u201cIf you ask me to define it, I couldn\u2019t really even tell you exactly.\u201d Here\u2019s one possible answer: a BioShock game is quite a lot like Judas. Levine might have left his most famous series behind, but evidently it has not left him.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><em>Jeremy Peel is a freelance journalist and friend to anyone who will look at photos of his dogs.<\/em><\/p>\n<\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/www.ign.com\/articles\/bioshock-will-never-escape-ken-levine-and-levine-will-never-escape-bioshock\" target=\"_blank\" rel=\"noopener\">Read Full Article At Source <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>A replica Big Daddy towers over Ken Levine\u2019s living room &#8211; an artefact of the universe he walked away from. \u201cI didn\u2019t have a lot&#8230;<\/p>\n","protected":false},"author":1,"featured_media":53932,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"","fifu_image_alt":"","footnotes":""},"categories":[32],"tags":[14454,924,9896,22572],"class_list":["post-53931","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tech-gadgets-reviews","tag-bioshock","tag-escape","tag-ken","tag-levine","wpcat-32-id"],"_links":{"self":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts\/53931","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=53931"}],"version-history":[{"count":0,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts\/53931\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/media\/53932"}],"wp:attachment":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=53931"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=53931"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=53931"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}