Bioshock: Infinite

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I visited Irrational Games on Monday (what an amazing place) and interviewed Tim Gerritsen, Director of Product Development, for a piece that will run on Fandomania.com soon. I'll post a link once it's up.

And this game is going to make believers out of people almost immediately. It's true, Columbia is at least as awesome as Rapture. And the game itself is going to completely destroy the first two BioShocks.

It's going to be a long 2 years waiting for this.
 
Actually, there IS real gameplay in that footage. The devs just obviously know exactly what to do and when.
 
I'm sure that sequence will need to be tweaked before it becomes final. There's no way they can expect the average gamer to be so quick and intuitive in activating scripted triggers in that manner.
 
I'm sure that sequence will need to be tweaked before it becomes final. There's no way they can expect the average gamer to be so quick and intuitive in activating scripted triggers in that manner.

Absolutely. They haven't built any of the prompts into the game yet. That and the HUD is one of the last things to be implemented before full game code starts testing.
 
I'm not saying it's impossible, but that's a pretty bold statement to claim that it'll destroy the first two games. The first game is one of the best games of the current generation.
 
There's something more frightening in the world than a Big Daddy. BioShock Infinite introduces Songbird, a massive flying metal bird who serves as guardian to Elizabeth, the woman you've vowed to escort off the flying city of Colombia.

Elizabeth is special. She can create and repair tears in the world, bridging gaps in reality and even opening windows into the future. That's why she's sought by both of Colombia's warring parties -- the Founders and the Vox Populi. She's been guarded by Songbird since she was five. He's not only her warden, but her only friend. It's a complex relationship, one which makes Elizabeth's attempted escape all the more interesting.

As Booker DeWitt, a washed up Pinkerton forced to take on the impossible task of delivering Elizabeth to New York, your relationship with Elizabeth gets tangled up in her conflicted feelings for Songbird. You're all bravado (after all, you have skill with a gun and can summon a murder of crows to attack your enemies), but Elizabeth knows any promise to destroy Songbird can't be fulfilled. In fact, she tries to convince Booker that if it comes to it, better he kill her than let Songbird take her back to her prison.

It's not just a machine doing its duty; Songbird was designed to feel betrayal if Elizabeth ever escaped. Songbird is like an abusive, jealous husband. And you're the one that stole his only love. You're the one who convinced her she had to run. Songbird is not pleased with you.

About a third of the way through Infinite, Booker and Elizabeth stumble into a curio shop. It's a nice, quiet moment where Elizabeth displays the childish naiveté of a girl who's been stuck in a single room her entire life. The moment of levity is broken by the booming arrival of Songbird landing nearby. The duo scramble for cover as its giant eye appears in a window. A green line shoots out, scanning the room as an ominous sound billows from the beast. Sensing something, the light shifts to yellow. But after a long moment, Songbird pulls away, its metal wings beating a thunder through the skies at it departs.

In BioShock, the Little Sisters were defenseless and at your mercy. Elizabeth is an adult, even though she was sheltered most of her life from the corruption and political turmoil bubbling over in Colombia. And she's not defenseless. She has a persona, she has feelings, expressions, needs, hopes. Songbird isn't just a threat to your life and your mission. He's a danger to Elizabeth -- someone who matters in the world. In a 20 minute E3 demo, that was clear. Elizabeth has more to her than most damsels in distress.

In fact, she needs Booker more as emotional guide than physical protector. Irrational Games promises there is not a single moment in BioShock Infinite where you are required to protect Elizabeth. That is, missions where you have to worry about her health meter or missions that fail because you leave Elizabeth's side to chase down an enemy. Booker and Elizabeth are caught up in a world spinning into chaos. There is no good or evil, right or wrong. There's survival.

Elizabeth might be good-natured, but she isn't meant as a nagging paragon of virtue constantly pressing Booker to do good deeds. Frankly, if Irrational Games does its job correctly, there is no "good" choice. Seeing a man about to be executed in the public square doesn't instantly mean the right thing to do is start firing your gun. You might try and talk them down (it won't work) or keep moving. Colombia is imploding and no single deed can have much consequence against such titanic momentum.

Some heroic deeds could even turn out bad for you in the long run. If Booker hears a scuffle between a dentist and his patient, you might feel the urge to save the dentist. And maybe you'll run into him again later on, only to realize that it was a mistake saving him. Infinite, as I understand it, is less about doing good or bad -- it's about doing something. Act. Move forward. Get Elizabeth free of the city and hopefully to safety.

There's no radio signaler speaking into your ear. Booker sets the course. He knows where to go. He sets the pace and takes Elizabeth with him. And there is trouble, plenty of trouble along the way. But Elizabeth isn't a burden -- she's designed as an ally.

Those tears in reality can be used to assist Booker as he battles the mad citizens of Colombia. You'll see ghost images in areas where reality is soft. You can target these, tap a button, and order Elizabeth to repair or rip that tear. This could mean creating a doorway to escape or pulling in an object to use for cover. Combine this with numerous tracks from the skyline, which Booker can hook to and freely glide along, and you get frenetic combat that encourages on-the-fly strategizing.

Elizabeth's role in combat is a brilliant move by Irrational Games. It's not enough to ask for an emotional investment of the player. Sure, you can care about what happens to Elizabeth, but in most games her fate would only impact the plot. In BioShock Infinite, Elizabeth is an extension of Booker's combat arsenal. Without her, you lose a piece of gameplay. Seeing it in action, losing the tear -- which can make gun turrets appear or open a doorway for a rival faction -- would be like losing the ability to jump. As a person, I might care what happens to Elizabeth. As a gamer, I care even more, because she's part of what is going to get me through the tough battles in BioShock Infinite.

And while there's a constant struggle against the Founders and the Vox Populi, always looming is the never-resting Songbird. Can you ever really feel safe out in the open, knowing the beast may very well be impossible to kill, that it won't rest until it has Elizabeth back?

It storms in at the end of the E3 demo, crashing through a window and revealing itself in full. It's more dragon than Big Daddy. Its eyes red with fury as it looks down at Booker, the man who stole its ward and its friend. It would kill you. It wants to kill you. But Elizabeth sacrifices herself. The girl who minutes ago told Booker returning to her room would be like death, exchanges her freedom for your life. Elizabeth swears to Songbird that she made a terrible mistake, that she never should have left it. The beast's eyes turn green. It takes off, Elizabeth in hand.

Are you going to allow this metal monster to take someone you care for? To steal a tool for escaping Colombia? To take that girl to a prison that's like a living death?

Of course not. You leap out, hook in hand to latch onto a nearby skyline and pursue Songbird. For a moment, it should fear you. But just for a moment.

https://pc.ign.com/articles/116/1169837p1.html?_cmpid=ign18
 
I love it when devs do the "this trailer was made entirely from in-game footage" they're doing the right thing in being honest about the game the customer will be buying.

Only other thing they need to do is release the gameplay trailers like the above on shot on all three platforms, so each console or PC owner knows the quality of what they'll get, plus as a hugely added bonus it'll put an end to those whiney _____es who say "this version looks better" adn troll the internet.

I love Bioshock 1+2 and must say this is my probably my most anticipated game this year.
 
A bit underwhelming after the 10 minture intro trailer we got a few months back but still one of my most anticipated games.
 
I prefer the underwater universe but I'm sure this will be good. Looking forward to it.
 
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