

GB: It seems as though BioShock is evolving into more of a FPS than a FPS/RPG hybrid. BioShock is without a doubt the most ambitious game I have ever been involved with. The sheer number of powers and weapons and environmental interactions is staggering. With BioShock we had the resources and the time to bring all that depth out from (under-the-hood) and give the player a deep experience that plays-out right in front of their eyes.

Much of what defined SS2 was a great deal of depth that was often hidden from the player. But, like all first-efforts the greatest value we got from System Shock 2 was a learning experience. System Shock 2 was the first game we ever made as a company and of course we are all still very fond of it. But I think what they really share is a focus on player-choice and emergent gameplay. Nate: SS2 and BioShock are two very different games. Obviously the storyline will be completely different, but what similarities should SS2 fans expect to find in BioShock? GB: BioShock has been labeled as the "spiritual successor" to System Shock 2. It's a hectic time, but all indications are that we are right on track for August. Also, we're polishing-off the PC version and getting the non-english versions of the game ready to go. GB: First of all, how is development of BioShock coming along? Are you still on track for an August release? To find out where BioShock currently stands in development and what we can expect upon its release, we fired over a set of questions to Irrational Games technical art director Nate Wells: While Electronic Arts currently holds the license to the System Shock franchise, that hasn't stopped the team at Irrational Games from creating their own FPS/RPG hybrid and attaching a "Shock" to its title. Of 2Of those that played it, few RPG fans would dispute that Irrational Games' System Shock 2 is among the finest role-playing games ever developed.
