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BioShock Infinite Tear Provides Glimpse At Cancelled Irrational Project
Irrational's demo of BioShock Infinite stunned gamers at this year's E3, thanks in no small part to Elizabeth's ability to tap alternate dimensions via "tears" in reality. In a recent interview, Irrational revealed that one such scene in the demo was made possible by assets from a nixed project.
Speaking with Gamasutra, Irrational's creative director Ken Levine stated that the tear in the E3 demo was originally supposed to open to a "primeval forest kind of thing," but that the setting "...just wasn't striking or different enough." Instead, Irrational substituted in the mysterious city street seen in the picture above, which was originally from another game the developer cancelled. "[reusing the setting] was such a better idea than the idea we were building all these assets for," Levine said. "We made a bunch of changes to really sell it, but we had all those assets just sitting around from a game we never shipped."
Be sure to read the full interview over at Gamasutra, then learn more about Irrational's development process in our recent feature, Reimagining History: Irrational Games.
[via Joystiq]