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 <title>bioshock</title>
 <link>http://www.karmacritic.com/taxonomy/term/3641</link>
 <description>The taxonomy view with a depth of 0.</description>
 <language>en</language>
<item>
 <title>FableForge&#039;s Foundlings #13: A real life BIOSHOCK?</title>
 <link>http://www.karmacritic.com/node/3140</link>
 <description>&lt;p&gt;
So, not so long ago I blogged about one of the most amazing videogames ever, BIOSHOCK. I hope I said, at the time, that one of the things that made it awesome, is not so much the gameplay (we&#039;ve all seen cool First Person Shooters before) or the graphics (say, Doom 3, FarCry, Crysis) but the Setting. The setting man. The story.
&lt;/p&gt;
&lt;p&gt;
BIOSHOCK takes place in an underwater city named Rapture... a utopia out of the philosophies of ATLAS SHRUGGED by Ayn Rand, a place where... oh fuck it, I was saving it, but here you go, I cant hold on to this any longer:
&lt;/p&gt;
&lt;p&gt;
&lt;embed src=&quot;http://www.youtube.com/v/PG5zzZi0RyM&quot; type=&quot;application/x-shockwave-flash&quot; wmode=&quot;transparent&quot; width=&quot;425&quot; height=&quot;350&quot;&gt;&lt;/embed&gt;
&lt;/p&gt;
&lt;p&gt;
The youtube quality doesnt do justice to it. You NEED to see this on High Def... it made the small hairs on my arms stand up.
&lt;/p&gt;
&lt;p&gt;
So anyway, the foundling? Oh, just this:
&lt;/p&gt;
&lt;p&gt;
&lt;a href=&quot;http://www.wired.com/science/planetearth/news/2008/05/seasteading?currentPage=2&quot; title=&quot;http://www.wired.com/science/planetearth/news/2008/05/seasteading?currentPage=2&quot;&gt;http://www.wired.com/science/planete...&lt;/a&gt;
&lt;/p&gt;
&lt;p&gt;&lt;div class=&quot;quote-msg&quot;&gt;
&lt;div class=&quot;quote-author&quot;&gt;&lt;em&gt;Wired&lt;/em&gt; wrote:&lt;/div&gt;
&lt;p&gt;With a $500,000 donation from PayPal founder Peter Thiel, a Google&lt;br /&gt;
engineer and a former Sun Microsystems programmer have launched The&lt;br /&gt;
Seasteading Institute, an organization dedicated to creating&lt;br /&gt;
experimental ocean communities &amp;quot;with diverse social, political, and&lt;br /&gt;
legal systems.&amp;quot;&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;
You heard that right. Someone made a half million dollars downpayment to start Rapture.
&lt;/p&gt;
&lt;p&gt;
Now granted, instead of the Art Deco Utopia of the game, you&#039;re looking at something more like this:
&lt;/p&gt;
&lt;p&gt;
&lt;img src=&quot;http://www.wired.com/images/article/full/2008/05/seastead_350px.jpg&quot; alt=&quot;&quot; width=&quot;350&quot; height=&quot;281&quot; /&gt;
&lt;/p&gt;
&lt;p&gt;
But hey! Its still its own nation! Its still its own goverment system, sovereign and whatnot. Here:
&lt;/p&gt;
&lt;p&gt;&lt;div class=&quot;quote-msg&quot;&gt;
&lt;div class=&quot;quote-author&quot;&gt;&lt;em&gt;Wired&lt;/em&gt; wrote:&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;
True to his libertarian leanings, Friedman looks at the situation in&lt;br /&gt;
market terms: the institute&#039;s modular spar platforms, he argues, would&lt;br /&gt;
allow for the creation of far cheaper new countries out on the&lt;br /&gt;
high-seas, driving innovation.
&lt;/p&gt;
&lt;p&gt;
&amp;quot;Government is an industry with a really high barrier to entry,&amp;quot; he&lt;br /&gt;
said. &amp;quot;You basically need to win an election or a revolution to try a&lt;br /&gt;
new one. That&#039;s a ridiculous barrier to entry. And it&#039;s got enormous&lt;br /&gt;
customer lock-in. People complain about their cellphone plans that are&lt;br /&gt;
like two years, but think of the effort that it takes to change your&lt;br /&gt;
citizenship.&amp;quot;
&lt;/p&gt;
&lt;p&gt;
Friedman estimates that it would cost a few hundred million dollars&lt;br /&gt;
to build a seastead for a few thousand people. With costs that low,&lt;br /&gt;
Friedman can see constellations of cities springing up, giving people a&lt;br /&gt;
variety of governmental choices. If misguided policies arose, citizens&lt;br /&gt;
could simply motor to a new nation.
&lt;/p&gt;
&lt;p&gt;
&amp;quot;You can change your government without having to leave your house,&amp;quot; he said.&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;
You know what... Sign me up.
&lt;/p&gt;
&lt;p&gt;
The first one will be built just off San Francisco bay. ... I&#039;ll keep an eye out.
&lt;/p&gt;
&lt;p&gt;
Hopefully they&#039;ll have plasmids too. 
&lt;/p&gt;
&lt;p&gt;
&amp;nbsp;
&lt;/p&gt;
</description>
 <comments>http://www.karmacritic.com/node/3140#comments</comments>
 <enclosure url="http://www.karmacritic.com/image/view/3139/preview" length="94364" type="image/jpeg" />
 <category domain="http://www.karmacritic.com/taxonomy/term/3684">Ayn Rand</category>
 <category domain="http://www.karmacritic.com/taxonomy/term/3641">bioshock</category>
 <category domain="http://www.karmacritic.com/taxonomy/term/3686">nation</category>
 <category domain="http://www.karmacritic.com/taxonomy/term/3683">rapture</category>
 <category domain="http://www.karmacritic.com/taxonomy/term/3685">seasteads</category>
 <pubDate>Mon, 19 May 2008 06:01:56 -0700</pubDate>
 <dc:creator>FableForge</dc:creator>
 <guid isPermaLink="false">3140 at http://www.karmacritic.com</guid>
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<item>
 <title>FableForge&#039;s Foundlings #12: Gore Verbinski will direct BIOSHOCK</title>
 <link>http://www.karmacritic.com/node/3101</link>
 <description>&lt;p&gt;
Well, GTA IV (thats a videogame, in case anyone still thinks videogames are just for kids) sold 500 million dollars in its first week. Thats comparable (actually superior) to nearly any blockbuster hollywood movie you wanna look at. Videogames are the future, and they shall integrate with movies in ways I can only (feverishly) dream about.
&lt;/p&gt;
&lt;p&gt;
But in the meanwhile, we got videogame adaptations. Enter BIOSHOCK. I&#039;m a videogame aficionado, connoisseur, and amateur programmer (made some of the earliest mods back in the day for Duke Nukem 3D) and I&#039;ve played .. I dont know, hundreds of games. Maybe a thousand. BIOSHOCK, together with PLANESCAPE TORMENT and the original DEUS EX, are the BEST BEST stories ever told in videogame form.... but BIOSHOCK came out in 2007, so the visuals are A-FUCKING-MAZING.
&lt;/p&gt;
&lt;p&gt;
I hesitate to even post a youtube video, because it just Doesn&#039;t Do The Thing Justice. The first 15 minutes of this videogame are more thrilling and wonder-inducing than the entire EPISODE I of Star Wars (and I&#039;m a star wars fan!)
&lt;/p&gt;
&lt;p&gt;
Anyway, today they announced tha Gore Verbinski will do the movie adaptation. I&#039;m cautiously optimistic about this. To put it in perspective, if it had been Uwe Boll, I&#039;d be considering the logistics and implications of MURDER instead of writing this blog.
&lt;/p&gt;
&lt;p&gt;
And the actual foundling, is this interview with Gore Verbinski about the movie, from the CutScene, at Variety (&lt;a href=&quot;http://weblogs.variety.com/the_cut_scene/2008/05/gore-verbinski.html&quot; title=&quot;http://weblogs.variety.com/the_cut_scene/2008/05/gore-verbinski.html&quot;&gt;http://weblogs.variety.com/the_cut_s...&lt;/a&gt;). Enjoy:
&lt;/p&gt;
&lt;p&gt;
&amp;nbsp;
&lt;/p&gt;
&lt;p&gt;Gore Verbinski talks about directing the Bioshock movie&lt;/p&gt;
&lt;div class=&quot;entry-content&quot;&gt;
&lt;div class=&quot;entry-body&quot;&gt;
&lt;p&gt;
&lt;a href=&quot;http://weblogs.variety.com/.shared/image.html?/photos/uncategorized/2008/05/08/bioshock.jpg&quot;&gt;&lt;img src=&quot;http://weblogs.variety.com/the_cut_scene/images/2008/05/08/bioshock.jpg&quot; border=&quot;0&quot; alt=&quot;Bioshock&quot; title=&quot;Bioshock&quot; width=&quot;200&quot; height=&quot;150&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
Lots of people in Hollywood have been itching to make a &amp;quot;Bioshock&amp;quot; movie pretty much since last August, as&lt;a href=&quot;http://weblogs.variety.com/the_cut_scene/2008/02/why-no-bioshock.html&quot;&gt; I wrote on here a few months ago&lt;/a&gt;.
&lt;/p&gt;
&lt;p&gt;
Finally, that interest has turned to reality. Universal has struck a&lt;br /&gt;
deal with Take-Two to make the &amp;quot;Bioshock&amp;quot; movie. &amp;quot;Pirates of the&lt;br /&gt;
Caribbean&amp;quot; helmer Gore Verbinski will direct and produce. &amp;quot;Aviator&amp;quot; and&lt;br /&gt;
&amp;quot;Star Trek: Nemesis&amp;quot; screenwriter John Logan will adapt.
&lt;/p&gt;
&lt;p&gt;
&lt;a href=&quot;http://www.variety.com/article/VR1117985365.html?categoryid=13&amp;amp;cs=1&quot;&gt;If you haven&#039;t read it yet, get all the details in my story, which runs in tomorrow&#039;s Daily Variety and is already online. &lt;/a&gt;There&lt;br /&gt;
are a lot of details there about the financial terms, how it&#039;s&lt;br /&gt;
connected to the &amp;quot;Halo&amp;quot; movie, the key players, how the deal came&lt;br /&gt;
together, etc., that I won&#039;t repeat here. Seriously, &lt;a href=&quot;http://www.variety.com/article/VR1117985365.html?categoryid=13&amp;amp;cs=1&quot;&gt;just read it&lt;/a&gt;.
&lt;/p&gt;
&lt;p&gt;
For Cut Scene readers, however, I have more. Are you wondering how&lt;br /&gt;
Verbsinski is going to treat your beloved &amp;quot;Bioshock?&amp;quot; Why he wanted to&lt;br /&gt;
make it into a movie? How much he&#039;s collaborating with the game&#039;s&lt;br /&gt;
creative director Ken Levine? I got on the phone with him today to get&lt;br /&gt;
you guys some answers. Enjoy, and share your thoughts in the comments.
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;Me:&lt;/strong&gt; How did this come about? What first got you interested in &amp;quot;Bioshock?&amp;quot;
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;Gore Verbsinski&lt;/strong&gt;: I was hanging out a lot with Ken&lt;br /&gt;
Levine talking about gaming in general and I heard from Ken directly&lt;br /&gt;
that they were thinking about making a movie.&lt;a href=&quot;http://weblogs.variety.com/.shared/image.html?/photos/uncategorized/2008/05/08/verbinski_gore2.jpg&quot;&gt;&lt;img src=&quot;http://weblogs.variety.com/the_cut_scene/images/2008/05/08/verbinski_gore2.jpg&quot; border=&quot;0&quot; alt=&quot;Verbinski_gore2&quot; title=&quot;Verbinski_gore2&quot; width=&quot;200&quot; height=&quot;186&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;p&gt;
Of all the games out there, I think &amp;quot;Bioshock&amp;quot; is the one that&#039;s the&lt;br /&gt;
most engaging. I think the whole utopia-gone-wrong story that&#039;s&lt;br /&gt;
cleverly unveiled to players is brimming with cinematic potential.
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;Me:&lt;/strong&gt; It&#039;s pretty obvious that the game has some&lt;br /&gt;
amazing visuals that might look great in a movie. What about the story?&lt;br /&gt;
Do you want to carry that over as well?
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;GV:&lt;/strong&gt; Fans of the game will not be disappointed. Of course, it&#039;s just like anything else that you&lt;br /&gt;
adapt. If you create a film from a game you have to break some of the game&#039;s rules and do the best job&lt;br /&gt;
you can, because they&#039;re completely different. We can’t possibly put 30 hours of&lt;br /&gt;
gameplay into a two hour movie. So we have to make some tough choices.
&lt;/p&gt;
&lt;p&gt;
We want to take all the strengths from the property. Of all the games I’ve played,&lt;br /&gt;
this is the one that I felt has a really strong narrative.
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;Me:&lt;/strong&gt; Given all the effects that might might be involved, do you see this movie being as big and epic as &amp;quot;Pirates of the Caribbean?&amp;quot;
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;GV:&lt;/strong&gt; I don’t think it&#039;ll be on that scale. Of&lt;br /&gt;
course, with &amp;quot;Bioshock&amp;quot; there are no locations I can go to. We have to&lt;br /&gt;
build it. We&#039;ll cleverly&lt;br /&gt;
use matte paintings and all the technology we have to achieve a great&lt;br /&gt;
deal of&lt;br /&gt;
scale without actually building everything.
&lt;/p&gt;
&lt;p&gt;
It&#039;s a much more intimate story than &amp;quot;Pirates.&amp;quot; Although its an adventure, it’s a dramatic adventure. I see it more along the&lt;br /&gt;
lines of &amp;quot;Blade Runner.&amp;quot;
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;Me:&lt;/strong&gt; You obviously have a relationship with Ken Levine. How involved do you expect him to be with the film?
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;GV:&lt;/strong&gt; Right now I&#039;m talking a lot with John Logan&lt;br /&gt;
about it. But Ken and I speak on a regular basis in&lt;br /&gt;
terms of what characters we feel are working well and where he feels&lt;br /&gt;
things should be different in a movie. This is a great asset to pick&lt;br /&gt;
up the phone and call. He has been very open to it. I look forward to&lt;br /&gt;
continuing that&lt;br /&gt;
relationship.
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;&lt;a href=&quot;http://weblogs.variety.com/.shared/image.html?/photos/uncategorized/2008/05/08/littlesister.jpg&quot;&gt;&lt;img src=&quot;http://weblogs.variety.com/the_cut_scene/images/2008/05/08/littlesister.jpg&quot; border=&quot;0&quot; alt=&quot;Littlesister&quot; title=&quot;Littlesister&quot; width=&quot;200&quot; height=&quot;141&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
Me:&lt;/strong&gt;&lt;br /&gt;
The game has some very disturbing moments that present moral choices to&lt;br /&gt;
the player in the form of the Little Sisters. How much of that do you&lt;br /&gt;
want to present in the film?
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;GV:&lt;/strong&gt; I think we&#039;ll go right up to the edge with the Little Sisters. I don’t want to soften it to the&lt;br /&gt;
point where the core audience feels betrayed. At the same time, the gameplay is completely&lt;br /&gt;
different than it will be for an audience watching.
&lt;/p&gt;
&lt;p&gt;
The movie audience’s imagination&lt;br /&gt;
is a lot more graphic if you let them imagine it. We&#039;ll have to be really clever&lt;br /&gt;
with that.
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;Me:&lt;/strong&gt; So given that, do you expect the movie would be rated R just as the game was M?
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;GV:&lt;/strong&gt; We&#039;re prepared to make it an R-rated movie. I&lt;br /&gt;
don’t intuitively see it as PG-13. The content and the graphic nature&lt;br /&gt;
of the story itself is smarter&lt;br /&gt;
than that. It&#039;s not for young kids.
&lt;/p&gt;
&lt;p&gt;
The utopian references and the way the characters and world are drawn in that&lt;br /&gt;
delightfully inspired Jules Verne and Ayn Rand style places the film in a more elevated&lt;br /&gt;
realm. It&#039;s the realm of a graphic novel. It has to have that edge.
&lt;/p&gt;
&lt;p&gt;
There&#039;s sort of that &amp;quot;Manchurian Candidate&amp;quot; psychological element&lt;br /&gt;
in there as well.
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;Me:&lt;/strong&gt; So should we expect to see a lot the same settings from the game?
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;GV:&lt;/strong&gt; I hope we can take it to the next level. It&#039;s one thing that I think probably will change for&lt;br /&gt;
the better. But only in the sense that in gameplay, everything&#039;s smaller because you have to build it all so players&lt;br /&gt;
physically do things like ascend stairs. In a film we have time cuts. So we can make the places&lt;br /&gt;
a little more vast and less claustrophobic
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;Me:&lt;/strong&gt; Any thoughts on how you&#039;ll make the Big Daddys? Will they be CG created or can you make costumes?
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;GV:&lt;/strong&gt; We could go either way. Typically when you get&lt;br /&gt;
too burdened with&lt;br /&gt;
animatronics, it slows down filming, especially knowing what we can do&lt;br /&gt;
these days with computers. That being said, there&#039;s no substitute&lt;br /&gt;
for an actor reacting. It&#039;s always a delicate&lt;br /&gt;
balance. We&#039;ll probably end up with a hybrid.
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;Me:&lt;/strong&gt; So is this the next project you&#039;ll be working on? When do you anticipate starting?
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;GV:&lt;/strong&gt; I&#039;ll be starting to work on it immediately as soon as we get a script  that&#039;s worthy. We&#039;ll then move&lt;br /&gt;
actively into pre-production. I wouldn’t put a time schedule on it so much as to say I&#039;m jumping in with a&lt;br /&gt;
full commitment.
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;Me:&lt;/strong&gt; Will you be talking to the folks developing&lt;br /&gt;
&amp;quot;Bioshock 2?&amp;quot; Do you see any crossover between the two or are you&lt;br /&gt;
focused on the first game?
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;GV:&lt;/strong&gt; The only crossover will be ensuring that we don’t do anything destructive to the IP.
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;Me:&lt;/strong&gt; Since it&#039;s a first person game, we don&#039;t get to&lt;br /&gt;
know the protagonist that well in the game. What are your thoughts on&lt;br /&gt;
the main character of the film?
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;GV:&lt;/strong&gt; I think ultimately he has to do with the&lt;br /&gt;
concept of free will. We will be designing him on that idea. It will be&lt;br /&gt;
a character who adamantly believes he does have free will.
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;Me:&lt;/strong&gt; You recently spoke at D.I.C.E. and seem to be&lt;br /&gt;
getting very interested in videogames in general. Besides the&lt;br /&gt;
&amp;quot;Bioshock&amp;quot; film, are you interested in moving the other direction and&lt;br /&gt;
getting more involved in making games?
&lt;/p&gt;
&lt;p&gt;
&lt;strong&gt;GV:&lt;/strong&gt; I’m continually fascinated with videogames as&lt;br /&gt;
interactive entertainment: this idea that the audience is the&lt;br /&gt;
protagonist. I think there is a whole form&lt;br /&gt;
of narrative ready to be born.
&lt;/p&gt;
&lt;p&gt;
It has been fun talking to different designers, going to Blizzard,&lt;br /&gt;
meeting Ken. I hope to make it up to Valve. &amp;quot;Portal&amp;quot; is one of my&lt;br /&gt;
favorites. For now, it&#039;s just&lt;br /&gt;
an open dialogue about how far we can push this thing.
&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;
&amp;nbsp;
&lt;/p&gt;
</description>
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 <category domain="http://www.karmacritic.com/taxonomy/term/3147">adaptations</category>
 <category domain="http://www.karmacritic.com/taxonomy/term/3643">all kinds of cool</category>
 <category domain="http://www.karmacritic.com/taxonomy/term/3641">bioshock</category>
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 <category domain="http://www.karmacritic.com/taxonomy/term/1873">videogames</category>
 <pubDate>Fri, 09 May 2008 12:52:17 -0700</pubDate>
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