‘BIOSHOCK INFINITE’ had enough material cut to make six full games. Infinite indeed!
Now that I have finally expunged Dead Space 3 from my gaming gape, it is time for me to look forward to BioShock Infinite. Hopefully it’ll be everything that I hoped it will be. I cannot handle another gaming disappointment so soon, especially from a game that I have been anticipating for so long. One of the reasons my wait has apparently drawn on so interminably, however, is because the game itself has been generating massive amounts of content.
Polygon:
Irrational Games user experience specialist Bill Gardner pushed for BioShock Infinite to be in the Renaissance period when he was lead designer, he revealed in an interview with Polygon recently.
“I will say that I was actually pushing for something more Renaissance, but within six month Assassin’s Creed 2 was announced and I was like ‘OK, well they beat us to the punch’,” he said when asked about what settings were considered for Infinite.
When asked about what content was trimmed during development Gardner said that to get something right the process involves trying a lot of things. This inevitably means culling content such as specific time tear mechanics, weapons, characters and levels.
“We cut off enough things to make five or six full games,” he said. “It is alarming.”
Gardner says that it was “kind of gross” how much they cut but ultimately all that matters is the final product.
“I mean, it pains you when you are talking about about cutting one of your babies but ultimately you got to to look at the final piece,” Gardner said.
“A year later the audience is not going to care and eventually you don’t care,” he concluded.
BioShock Infinite is set for a worldwide release for PlayStation 3, Xbox 360 and Windows PC on March 26.