Photoset of my Booker DeWitt from Otakon.
I actually really enjoyed this cosplay. It was very easy to wear around and I just love the game/series so much!!
Photos by Obscura Vista
Booker DeWitt - Zacloudseth
Wait, you mean this is NOT how BioShock 2 has ended?
Are you sure?
Nope I’m pretty sure this is how it ended
This version from the movie Waterloo Bridge - Farwell Waltz (Auld Lang Syne) - It is well known in many countries, especially in the English-speaking world, its traditional use being to celebrate the start of the New Year at the stroke of midnight. By extension, it is also sung at funerals, graduations and as a farewell or ending to other occasions.
This is what I imagine hearing 1958 Rapture new years eve before well……I’d love a scene like this in burial at sea part 2, just the complete collapse of it all from such beauty.
When Jon Chey, Rob Fermier and I founded Irrational Games seventeen years ago, our mission was to make visually unique worlds and populate them with singular characters.
We built Rapture and Columbia, the Von Braun and The Rickenbacker, the Freedom Fortress and some of the nastiest basements a SWAT team ever set foot into. We created Booker and Elizabeth, the Big Daddy and the Little Sister, MidWives and ManBot. In that time, Irrational has grown larger and more successful than we could have conceived when we began our three-person studio in a living room in Cambridge, MA. It’s been the defining project of my professional life.
Now Irrational Games is about to roll out the last DLC forBioShock Infiniteand people are understandably asking: What’s next?
Seventeen years is a long time to do any job, even the best one. And working with the incredible team at Irrational Games is indeed the best job I’ve ever had. While I’m deeply proud of what we’ve accomplished together, my passion has turned to making a different kind of game than we’ve done before. To meet the challenge ahead, 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.
I am winding down Irrational Games as you know it. I’ll be starting a smaller, more entrepreneurial endeavor at Take-Two. That is going to mean parting ways with all but about fifteen members of the Irrational team. There’s no great way to lay people off, and our first concern is to make sure that the people who are leaving have as much support as we can give them during this transition.
Besides financial support, the staff will have access to the studio for a period of time to say their goodbyes and put together their portfolios. Other Take-Two studios will be on hand to discuss opportunities within the company, and we’ll be hosting a recruiting day where we’ll be giving 3rd party studios and publishers a chance to hold interviews with departing Irrational staff.*
In time we will announce a new endeavor with a new goal: To make narrative-driven games for the core gamer that are highly replayable. To foster the most direct relationship with our fans possible, we will focus exclusively on content delivered digitally.
When I first contemplated what I wanted to do, it became very clear to me that we were going to need a long period of design. Initially, I thought the only way to build this venture was with a classical startup model, a risk I was prepared to take. But when I talked to Take-Two about the idea, they convinced me that there was no better place to pursue this new chapter than within their walls. After all, they’re the ones who believed in and supportedBioShockin the first place.
Thanks to Irrational and 2K’s passion in developing the games, and the fans who believe in it,BioShockhas generated retail revenues of over a half billion dollars and secured an iconic place in gaming. I’m handing the reins of our creation, theBioShockuniverse, to 2K so our new venture can focus entirely on replayable narrative. If we’re lucky, we’ll build something half as memorable asBioShock.
We do our best to update an FAQ in this space as questions come in.
Today is a very sad day.
"ADAM improved every aspect of man… except its character."
Big Sisters are formidable beings that are known for their agility and Plasmid powers. They wield large, wrist-mounted needles on their left arms, which are used primarily for melee attacks and extracting ADAM in a manner similar to a Little Sister’s extracting needle and allows the Big Sister to regenerate health in combat from Splicers. Big Sisters are the only creatures in Rapture shown to be able to damage the exterior glass windows of the city, something that shooting bullets, grenades, a drill or any other weapon have failed to do. The Big Sisters were meant to accommodate, protect, and transport Little Sisters, and they have a cage-like basket on their backs for such purposes. The Little Sisters appear to frequently travel with the Big Sisters, and they have taken to decorating their refuges by adorning their cage-baskets with ribbons, and scrawling childish doodles on the Big Sisters’ oxygen tanks.
1959 by Craig Mullins
The beauty of Rapture before the fall.