Приключенческая игра от первого лица Judas , разработку которой возглавляет геймдизайнер Кен Левин , может задержаться до 2028 или даже 2029 года. Такие сроки озвучило издательство Take-Two Interactive в рамках недавно опубликованного финансового отчёта.
Приключенческая игра от первого лица Judas, разработку которой возглавляет геймдизайнер Кен Левин, может задержаться до 2028 или даже 2029 года. Такие сроки озвучило издательство Take-Two Interactive в рамках недавно опубликованного финансового отчёта.
Hi, everyone. It’s been a few months since our first Dev Log. We’re balancing time between working on the game and sharing our progress. Today, we wanted to give you a look at the creative process with some key members of the development team who have shaped the game. CREATING A
Hi, everyone. It’s been a few months since our first Dev Log. We’re balancing time between working on the game and sharing our progress. Today, we wanted to give you a look at the creative process with some key members of the development team who have shaped the game.
CREATING A “JUDAS SIMULATOR”
People often think our games start with the story, but we pretty much always start with a core design element. In BioShock, it was the Big Daddy and Little Sister bond. In Infinite, it was the companion character, Elizabeth. In Judas, it’s the dynamic narrative. We asked ourselves, “How do we tell a fully realized story where the characters can respond in real time to even the smallest choices the player makes?” Figuring out how to do that on a systemic level took many years. Eventually, the pieces formed around our main character, Judas.
Drew Mitchell (Lead Narrative Designer)
The project began with us wanting to tell stories that are less linear, that react to the player and unfold in ways that no one’s ever seen in one of Ken’s games. That told us a lot up front about what we’d need: namely, characters with strong, competing objectives, who each had a stake in everything the player did. Starting with that framework, we spent a lot of time thinking about those characters, their conflicts, the right setting to force them all together, and the systems underpinning it all. For a long time, there wasn’t even a set protagonist — just sort of a cipher, a blank slate.
Eventually, the story and world started to coalesce into something specific, and we needed to figure out who the player character should be. As a rule, you want to put your heroes in the last place they ever want to find themselves. So, what kind of person would really struggle to deal with all these relationships and warring interests? And I remember that was the point where Ken came up with this monologue that kicked everything off.
Ken Levine (Studio President & Creative Director)
I often come up with ideas when I’m out on runs, and one day I thought of this speech that would define this character that we were trying to figure out. This speech popped my in my head as I was struggling through the third mile:
"I only eat at vending machines, because I don’t like interacting with waiters. Restaurants are more complicated: there are greetings and 'hellos' and 'Is this table okay?' And I’m thinking, 'Why should I care what you recommend? You’re not me!' But I’m not supposed to say that, so I just have to count the seconds until the interaction can end, devise socially acceptable ways of saying 'Go fuck yourself.' Because for me, conversation is a prelude to failure. Vending machines never ask me a question that I don’t know the answer to. The exchange is reduced to the transaction: money in, product out. Why can’t people be more like that?"
Judas Concept Art
This stream of consciousness became the touchstone we kept coming back to for the character and ultimately the entire game. “Judas,” as she came to be known, understands machines in a way she can never understand people. That became her greatest strength... and greatest weakness. We put her in a science fiction world, a colony ship filled with robots — a futuristic setting that makes someone like her extremely powerful. But it’s also a world where personal success hinges on how well you can conform to the rules, because dissent would lead to the failure of the mission. That makes her an outlaw, a pariah — a Judas. That tension at the heart of the character came to inform everything about the game, which we stopped thinking of as an FPS and started calling a “Judas Simulator.” Everything comes back to that core idea of you interacting with the world as Judas.
Drew Mitchell (Lead Narrative Designer)
Where I think Judas differs the most from BioShock or BioShock Infinite is right there in the name. The game is named after her. Booker and Jack were strangers in a strange land, just like the player. Judas is a native of the Mayflower. In fact, she’s at the center of the events that set the story in motion. She’s got history with this world and the people in it — most of it very, very bad. Her story is about so much more than getting off a sinking ship, and it gives the player so many ways to determine how her journey plays out.
It's always a risk to hand the player a really defined, really vocal character to control. You always worry about creating dissonance between them. So, it’s been great to see testers stop and ask themselves, “What would Judas do here? How would she react?” It shows they’re in conversation with the character and taking her and the journey seriously."
THE MAYFLOWER
We want to communicate this world as best we can, not only through lore, but visually. A unique challenge in creating our colony ship setting, is that it’s a much older space to craft for player exploration. Rapture and Columbia existed as they were from their foundings. But the Mayflower is decades into its voyage, and it’s changed immensely since its departure.
Nathan Phail-Liff (Studio Art Director)
At the beginning of its journey, it was a more practical, conventional, modular starship. But over the course of its mission, due to conflict between factions of people and ideals, it's changed into what you see now. And we're working on communicating this through the environment. Like with any city with significant history, if you start digging up the street, you would find layers of the city's past. Older eras of street long buried, forgotten, and built over by the roads upon which you now walk. With the Mayflower as a generational starship, we want to imbue this world with the same sense of time, history, and credibility; this is a civilization that went through eras of conflict and rebirth. And having the characters and the architecture of the world reflect those layers of the onion is a powerful mechanism for visual storytelling. This allows players to act as a sort of historian and architect as they explore the Mayflower. Through uncovering more, you’ll make increasingly informed decisions with the story and characters on your journey.
Another factor in creating this setting is that the world itself is dynamic, not just the story and characters. Just like with the dynamic narrative, we had to train the system on what makes good environments by using sophisticated tagging and rulesets to populate the world with believable design elements.
Karen Segars (Lead Artist)
We basically identify the puzzle pieces and buckets of content that we want to make up the setting of the Mayflower. One example is living quarters. We don’t just have one type of space — we have different categories: VIP Pilgrim Quarters, Regular Pilgrim Dorms, all the way down to Violator Quarters. The art team creates the set pieces and materials for each of these quarters and the design team does deep dives on how all those pieces can fit together in a variety of layouts that feel grounded for the theme and support gameplay. When assembling the layouts in game, the system has to understand the various buckets of puzzle pieces and the hierarchy of the content so it can stitch it together in a meaningful way that supports the storytelling. More exclusive and fancier places can have high ceilings, giant windows, and grand lobbies. But the Violator space is in the lower, grungy, underbelly of the ship and you have to take what we call the “Stairway to Hell” to get to them — separating these spaces both visually and physically.
In our previous games we would do all of this by hand, but that doesn’t allow for the dynamism we are chasing. So, we took on this challenge of teaching the system how to be a storyteller and an interior decorator, creating a ruleset that we trust so it can populate the world in believable, compelling ways that allow for reactivity in a way you’ve never seen in our previous games.
We would love to know what you would like to read more about in future Dev Logs. So please, let us know on our socials or through email what you’re most interested in about Judas and how we’re creating it.
It sure feels like Judas isn't all that far away. Three years after the game's announcement, Ghost Story Games' main man Ken Levine is suddenly popping up all over the place to drop tidbits about the upcoming shooter, and last month brought the game's first dev log and a promise
It sure feels like Judas isn't all that far away. Three years after the game's announcement, Ghost Story Games' main man Ken Levine is suddenly popping up all over the place to drop tidbits about the upcoming shooter, and last month brought the game's first dev log and a promise to "communicate more frequently." So you're going to be hearing the phrase "narrative legos" an awful lot... Read more.
As the Bioshock 4 fiasco rumbles on, the series' creator Ken Levine is ready to fill the void with Judas . An immersive, zany, narrative-driven FPS, Judas has been high on folks' wishlists (mine included) for a while now, but Ghost Story Games has been fairly quiet about how thin
As the Bioshock 4 fiasco rumbles on, the series' creator Ken Levine is ready to fill the void with Judas. An immersive, zany, narrative-driven FPS, Judas has been high on folks' wishlists (mine included) for a while now, but Ghost Story Games has been fairly quiet about how things are going. Summer Game Fest, and most recently Gamescom, came and went without any updates. But lo and behold, Judas just woke from its months-long nap to shout about its Villainy system, which will see your actions turn one of the initially friendly Big 3 characters into your arch nemesis.
Three years after Shock recidivist Ken Levine formally unveiled his next game as Judas , we still don't know much about it, except that it sure looks like a new BioShock . But that situation will hopefully be changing soon: Levine posted the very first Judas dev log today, and sa
Three years after Shock recidivist Ken Levine formally unveiled his next game as Judas, we still don't know much about it, except that it sure looks like a new BioShock. But that situation will hopefully be changing soon: Levine posted the very first Judas dev log today, and said he hopes "to communicate more frequently to update you with new details of what we are working on.".. Read more.
We know, we know... we’ve been silent for a while. It takes a lot of time and energy to make marketing materials like trailers, and we’re trying to focus all our efforts on finishing Judas . But we also miss the days of having a more direct relationship with you, the gamer, so we
We know, we know... we’ve been silent for a while. It takes a lot of time and energy to make marketing materials like trailers, and we’re trying to focus all our efforts on finishing Judas.
But we also miss the days of having a more direct relationship with you, the gamer, so we thought, “Why not start releasing some dev logs?”
Through these, we hope to communicate more frequently to update you with new details of what we are working on, without spoiling too much of what Judas has in store. The goal is to keep this pretty lo-fi, meaning more frequent updates than before, but not necessarily always with fancy trailers and super polished final imagery. (Though there will be more of those as well!)
FEATURE UPDATE: VILLAINY
We’ve just finished a major milestone: Villainy. Villainy is a central feature of Judas. When you play BioShock or BioShock Infinite, the villain is always going to be the villain. Fontaine, Comstock — they’re always going to be the bad guys. In Judas, your actions will attract members of the Big 3 to you as friends. But ignore one of them enough, and they become the VILLAIN. From there, they will get access to a new suite of powers to subvert your actions and goals. The clips below demonstrate just a little bit of the feature
Want to Rent-A-Deputy?
But… be careful not to rent one when Tom is pissed off.
This is just one example of how the Big 3 can retaliate. The more dangerous and character-specific stuff will be kept a secret, for now.
Eventually, you’ll have to make decisions about who you’re going to focus your energy on… and who you’ll wind up alienating.
A FOCUS ON CHARACTER
One of my personal favorites of all time is Middle Earth: Shadow of Mordor because of the emergent gameplay made possible by their Nemesis System. The system allows you to develop small relationships with multiple orcs. However, their goals were a little different than ours, because there are so many different orcs and they don't have time to develop them into characters.
In Judas, you're going to get to know these characters intimately. We want losing one of them to feel like losing a friend. We want to play with that dynamic, and we want that choice to be super hard. The Big 3 are all going to be competing for your favor and attention. They can bribe you, save you in battle, talk shit about the other characters, and share with you their darkest secrets. But eventually, you've got to decide who you trust and who you don't.
In BioShock Infinite, there was a lot of energy invested into developing your relationship with Elizabeth. By the end of the game, you knew everything about her, her abilities, her hopes and dreams.
But the truth is she knew almost nothing about you, the gamer playing Booker. In Judas, the Big 3 observe you as you play, and they have feelings not only about how you approach combat, hacking, and crafting, but most importantly your interactions with the other two characters.
As part of the Villainy Milestone, we also completed the biggest Judas playtest yet, where new players experienced this feature firsthand. Every time we test, we learn so much, and we love having that level of knowledge when working on the game. The testers shared tons of valuable feedback on the weight of decisions and how it impacted outcomes, their interest in learning more about character motivations, and how moments where the Big 3 helped — or turned on them — changed their future decisions.
KEY ART
Another thing we're excited to be able to share is… this:
We’re really happy to finally show this off. I have always personally been a huge fan of Drew Struzan’s work and that era of movie posters. The style is great at presenting films that have a big cast, like Star Wars. And Judas has a big cast. Outside of the lead roles, there’s likely going to be more than one hundred speaking parts... If you look closely, there's probably some details you might be curious about. Let’s just say there’s some stuff in this game that we’re not going to talk about right now, but everything here is relevant.
There’s one thing we’re sure you all want to know: WHEN IS JUDAS COMING OUT?!?!
While we wish we could give you an exact date today, we’re not quite ready to finalize that. As you know, release dates have a way of slipping by, and we’d like to avoid having to change the date after we announce it. But we know Judas is not really a game until the players get their hands on it, and that’s a day everyone on the team is working toward.
It's been more than a decade since Bioshock Infinite's 2014 expansion, Burial at Sea, tied a bow on the series that Irrational Games and director Ken Levine will always be best-known for. Infinite was an infamously chaotic development that resulted in a divisive game and a bloate
It's been more than a decade since Bioshock Infinite's 2014 expansion, Burial at Sea, tied a bow on the series that Irrational Games and director Ken Levine will always be best-known for. Infinite was an infamously chaotic development that resulted in a divisive game and a bloated studio, which would go through brutal layoffs before being re-branded as Ghost Story Games: the whole point of which is to operate on a much smaller scale than Irrational reached... Read more.
The idea that games should center "player choice" and react meaningfully to our decisions is repeated so often it's become a cliche, and BioShock creator Ken Levine has been a leading figure in that department—his games are all about moral decisions and meta-commentary on free wi
The idea that games should center "player choice" and react meaningfully to our decisions is repeated so often it's become a cliche, and BioShock creator Ken Levine has been a leading figure in that department—his games are all about moral decisions and meta-commentary on free will and game design. In a recent interview with GamesIndustry.biz about the state of the industry and his upcoming game, Judas, the director revived the topic, but he hasn't given us the stock 'your choices matter' marketing promise here, admitting that choice continues to be a "hard problem" to solve even after 50 years of videogames... Read more.
Ken Levine, creator of the Bioshock series, has had a bit of a long road to walk in order to release his studio's upcoming game, Judas. It's been in development for at least eight years, after Take-Two shut down Irrational Games in 2017 and booted up Ghost Story Games thereafter.
Ken Levine, creator of the Bioshock series, has had a bit of a long road to walk in order to release his studio's upcoming game, Judas. It's been in development for at least eight years, after Take-Two shut down Irrational Games in 2017 and booted up Ghost Story Games thereafter. We didn't hear much about it until 2022, where it was slated to be "coming soon". Turns out, "coming soon" meant three years, with Judas slated to release March 2025... Read more.
Ken Levine, creator of the Bioshock series—and now the head of Ghost Story Games, who're working on Bioshock-like "narrative legos" game Judas —isn't all that worried about AI's impact on the games industry yet, even if it's got its uses... Read more.
Ken Levine, creator of the Bioshock series—and now the head of Ghost Story Games, who're working on Bioshock-like "narrative legos" game Judas—isn't all that worried about AI's impact on the games industry yet, even if it's got its uses... Read more.
Геймдиректор Кен Левин , известный по франшизам BioShock , Thief: The Dark Project и System Shock 2 , побеседовал с блогером Дэном Алленом на тему проблем в видеоиграх. Во время интервью собеседники затронули диалоги.
Геймдиректор Кен Левин, известный по франшизам BioShock, Thief: The Dark Project и System Shock 2, побеседовал с блогером Дэном Алленом на тему проблем в видеоиграх. Во время интервью собеседники затронули диалоги.
We're 11 years out from the death of Irrational , and Ken Levine is once again gearing up to put out a new game. The pre-release marketing wheels have begun to spin on Judas, Levine's totally-not-BioShock follow-up to his previous game: 2013's BioShock Infinite, which means we're
We're 11 years out from the death of Irrational, and Ken Levine is once again gearing up to put out a new game. The pre-release marketing wheels have begun to spin on Judas, Levine's totally-not-BioShock follow-up to his previous game: 2013's BioShock Infinite, which means we're finally getting to see what on Earth this game actually is. It looks, well, quite a bit like BioShock, at least at first glance... Read more.
Judas , creative director Ken Levine's follow-up to BioShock Infinite, has been in development for years, but we knew very little about it until the basics were laid out in a story trailer in January: Players will wield a mix of weapons and not-plasmid powers aboard a giant space
Judas, creative director Ken Levine's follow-up to BioShock Infinite, has been in development for years, but we knew very little about it until the basics were laid out in a story trailer in January: Players will wield a mix of weapons and not-plasmid powers aboard a giant spaceship called Mayflower, while trying to stay alive in a society run by the "Big Three" that doesn't appear to be doing especially well... Read more.
It's almost exactly a decade since Ken Levine effectively announced the end of Irrational Games , less than a year after the launch of BioShock: Infinite. In the fallout, only a handful of staff were left, quietly working away until the studio's eventual rebranding a few years la
It's almost exactly a decade since Ken Levine effectively announced the end of Irrational Games, less than a year after the launch of BioShock: Infinite. In the fallout, only a handful of staff were left, quietly working away until the studio's eventual rebranding a few years later... Read more.
Sony's latest State of Play featured a story trailer for Judas, the long-in-development first-person shooter from Ghost Story Games. Seriously, this thing has been in the works since 2017 , when Take-Two shut down Irrational, with Ken Levine and a handful of other developers stic
Sony's latest State of Play featured a story trailer for Judas, the long-in-development first-person shooter from Ghost Story Games. Seriously, this thing has been in the works since 2017, when Take-Two shut down Irrational, with Ken Levine and a handful of other developers sticking together to form Ghost Story Games... Read more.
When is the Judas release date? The BioShock series left an indelible mark on the videogame landscape. Irrational's acclaimed first-person shooter explored a dystopian world filled with ambitious technology, extraordinary abilities, and top-notch storytelling. Now, BioShock's cre
When is the Judas release date? The BioShock series left an indelible mark on the videogame landscape. Irrational's acclaimed first-person shooter explored a dystopian world filled with ambitious technology, extraordinary abilities, and top-notch storytelling. Now, BioShock's creative director brings us a sci-fi spiritual successor - and no, it's not System Shock.
Judas is an upcoming PC game by Ghost Story Games, an indie studio staffed by former Irrational Games developers led by Ken Levine himself. This single-player story game is set aboard a space station that's descended into chaos. Sound familiar? Judas looks like the perfect blend of BioShock and System Shock, and early gameplay suggests it builds upon the same design principles as its predecessors. We've got all you need to know ahead of the release.
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Deine einzige Überlebenschance besteht darin, ein Bündnis mit deinen schlimmsten Feinden zu schließen oder es zu brechen.