Assassins Kill BioShock Renaissance Edition
Enough content has been cut from BioShock: Inifinite to make five or six other games.
You can blame Ezio Auditore da Firenze, says Irrational Games' Bill Gardner, for a distinct lack of Renaissance-flavored BioShock [http://www.escapistmagazine.com/news/view/122153-BioShock-Mockumentary-Separates-Truth-From-Legend]. There were plans afoot to take the BioShock franchise in a direction da Vinci would have approved of, but when the Assassin's Creed franchise staked its claim to the winding streets of Florence, and beyond, Irrational had to look elsewhere for new setting ideas.
That wasn't the only thing to go, during the development process. "We cut off enough things to make five or six full games," says Gardner, adding that the writer's imperative - cut, cut, and then cut some more - meant that, over time, a lot of interesting things got the chop, either because they didn't work or because there just wasn't room. This wasn't limited to story threads; weapons, characters, whole levels had to be culled, to make the game work as Irrational intended.
"Ultimately you've got to look at the final piece," says Gardner, "a year later the audience is not going to care, and eventually you don't care."
BioShock: Infinite will get its time in the sun on March 26th, for PS3, Xbox 360 and PC.
Source: Polygon [http://www.polygon.com/2013/2/18/3994648/bioshock-infinite-had-enough-cut-from-it-to-make-five-or-six-full]
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Enough content has been cut from BioShock: Inifinite to make five or six other games.
You can blame Ezio Auditore da Firenze, says Irrational Games' Bill Gardner, for a distinct lack of Renaissance-flavored BioShock [http://www.escapistmagazine.com/news/view/122153-BioShock-Mockumentary-Separates-Truth-From-Legend]. There were plans afoot to take the BioShock franchise in a direction da Vinci would have approved of, but when the Assassin's Creed franchise staked its claim to the winding streets of Florence, and beyond, Irrational had to look elsewhere for new setting ideas.
That wasn't the only thing to go, during the development process. "We cut off enough things to make five or six full games," says Gardner, adding that the writer's imperative - cut, cut, and then cut some more - meant that, over time, a lot of interesting things got the chop, either because they didn't work or because there just wasn't room. This wasn't limited to story threads; weapons, characters, whole levels had to be culled, to make the game work as Irrational intended.
"Ultimately you've got to look at the final piece," says Gardner, "a year later the audience is not going to care, and eventually you don't care."
BioShock: Infinite will get its time in the sun on March 26th, for PS3, Xbox 360 and PC.
Source: Polygon [http://www.polygon.com/2013/2/18/3994648/bioshock-infinite-had-enough-cut-from-it-to-make-five-or-six-full]
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