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Irrational Musings: BioShock Infinite In Their Words



Our latest cover story is packed with details about BioShock Infinite, but even 12 pages isn't enough space to fit all of the cool observations and insights from the team at Irrational Games. During our visit to Boston-based studio, we heard plenty of interesting comments pertaining to many facets of BioShock Infinite, but we just couldn't print them all. Now, we bring you a veritable highlight reel of quotes from key staff members that will shed a little more light on how the team is approaching this phenomenal-looking game.

On Previous Games:

"This is not a game about history, in the same way that BioShock 1 was not a game about history. But it’s set in the context of history."
– Ken Levine

"We started from scratch and said 'what was one of the challenges of BioShock?' For one, when all you have is a hammer, everything looks like a nail.  Everything was a tight corridor. You were only facing one or two enemies. In this engine, you can fight 15 or 16 enemies at once in spaces of huge scale at high speeds."

– Ken Levine

"On the story side, one of the criticisms from System Shock 2 to BioShock to BioShock 2 is that whenever you encounter somebody, they’re behind a piece of glass.  I invented that trick back in 1999. We’ve gotten rich and fat off of that trick, and we decided, 'no more of that trick.'"
–Ken Levine


Creative director Ken Levine

[PageBreak]

Art director Nate Wells

On Narrative:

"The success of any game narrative is really based on the distance between the narrative you’re trying to tell and what you’re physically doing in the game. If you’re trying to subvert a space dictator, but currently you’re turning a wrench on a bolt in a space station, you have a problem there."
– Nate Wells

"We want this to go down in the history books as both a world-shaking narrative experience, but also a ‘Holy s---! I was in this combat and let me tell you what happened! It was awesome!’"
– Ken Levine

On Elizabeth:

"She doesn’t know what’s going on in the city. She just knows she’s trapped there. She’s read books and learned and she’s educated, but she hasn’t been out in the world. When you bust her out of there, which you do, it’s sort of like Roman Holiday. "
–Ken Levine

"We want to handle [the early bonding experiences] very carefully, because they’ll be very personalized for the player."
– Nate Wells

"It’s kind of scary for her. It’s a little bit of Firestarter, a little bit of Carrie, where she’s learning these things about herself."
– Ken Levine

On Protagonist Booker DeWitt:

"He’s capable, but he’s quite disarmed by Elizabeth, as well. He’s not used to being in a situation where he’s at the center of everything, and the path of right and wrong aren’t so clear. I think he’s affected by some of the mistakes he’s made in the past. I think he’s not proud of some of things he’s done."
– Ken Levine

"In Thief, you talk to yourself, and you sort of give yourself your missions during the course of the game. I got very tired, certainly by the end of BioShock, of the guys giving you radio messages in your ears. We may have some of that, but I really want the player to identify opportunities and set the agenda for themselves."
– Ken Levine [PageBreak]

Lead artist Shawn Robertson

On Creating Columbia:

"It’s one of the things you keep in the back of your mind when you’re building all this space and trying to make it look as beautiful possible. If you’re not thinking about that space in the context of the game, you almost feel like ‘I need to put something in here, because we spent all this time lighting it. What do you mean there are no AIs in here? What do you mean there are no big narrative beats in here?’ You have to have to forethought to leave that space between."
– Shawn Robertson

"We wondered if this time period would bear fruit, and it became clear very quickly that it would. We were able to play with history and draw from history in the same way, and cherry pick what we want and leave what didn’t serve us."
– Nate Wells

"It’s a very different challenge in this game, because you’re outside. You really do see the city. Part of making a convincing city is that, often times, they aren’t neatly ordered quite how you’d like. It’s a balance between trying to keep a consistent vision and creating something that’s organic enough that people can buy into it as a city. It’s really about grounding."
– Nate Wells


Lead designer Bill Gardner

On Irrational:

"We spend a whole lot of time beating ourselves up here. After Bioshock, we really had the luxury of going back and looking at what works and what doesn’t. It’s liberating to be able to say, ‘Well, what was really broken about the game?’ but at the same time there are new problems to solve."
– Bill Gardner

"One of the great things about this company is that we don’t decide everything on day one. We throw an idea into the pond, and those things ripple out and they evolve and change over time. The ideas continually evolve, but we’re able to wait for the idea to come along that’s the right idea."

–Ken Levine

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Comments
  • Awesome 12 pages!! Has anyone gotten the game informer yet I haven't and I just want to learn more. Oh and is every cover storyfrom now on going to be 12 pages because if so that's great!!

  • Awesome 12 pages!! Has anyone gotten the game informer yet I haven't and I just want to learn more. Oh and is every cover story from now on going to be 12 pages because if so that's great!!

  • Triple Post sorry.
  • Pretty cool. Getting pumped for the story now.

  • I just wish they would make a remastered system shock 2 that would be amazing but another Bioshock can't hurt.

  • Oh man, this is where FPS's (For the layman, FPS means First Person Shooter) should of started off. If you haven't already played the first two i suggest you go out now rent them, buy them, I don't care really, but you need to play the first two Bioshock games in the series. No matter what FPS's you've played in the past the Bioshock series has redefined what it means to survive. The unique setup of story, the amazing interactive scenery, the beautifully crafted characters and dialect voice overs are sure to make everything that you know about FPS's change. The way that enimies attack and such make a more in depth feeling to the game. I know what I'm saying is real old news, but the reason Bioshock is so worth playing is because its got everything. Sweet enteractive landscapes, Kick ass power ups, the want to explore every nook and cranny in this wide landscape makes all the more replayable. If you ask me the new Bioshock game cinimatic trailer shows us that things have changed so much more since the first two. It seems that we've taken to the skies, in this Bioshock, and from what I read here it seems that there is going to be a larger focous on bringing in new plot twists, graphic designs, and lets not forget the power ups. So if you ask me, I think that "Bioshock: Infinite" deserves the attention of every man, woman, and child in this country. If you ask me I think that we should keep a close eye on

    this new advancement to the series.

    For now and for gamers who hate lag always,

    GamerLagger  

  • I want my copy of GI now! Hopefully I'll be getting it tomorrow, but I want to know more about this game!

  • I like the picture of Andrew Ryan in the background.

  • Sounds great. Some really hopeful words there for an improved BioShock.
  • looks like fun!

  • I love these guys, and I can't wait for the new game!

  • Mod

    read the cover story today. great article. you guys outdid yourselves. i'm left with two main impressions: it would be great to play as elizabeth at some point, and i wonder how much it was inspired by current events. the nationalism, xenophobia and anti-immigrant sentiment is familiar (contrary to g.i.'s caption suggesting otherwise).

  • Reading this article makes me all the more excited to get my GI issue, hopefully it comes in the mail today, lol.  I love reading commentary from the guys at Irrational.

  • I love these guys.  

    Can't wait to get my hands on the next issue of GI!

  • part carrie? uh oh lol.

    Anyway I'm pretty excited for this game. It's looking nice. I hope my issue shows up soon!!!!!

  • I love GI's cover stories. They're always about games I want,and they're always really long.

  • ive never played any of the bioshock titles, i wanted to check them out for a while but never got the time, this one looks like a missed day of work will be worth it.