What do The Shining, Blue Velvet, and rollercoasters have in common?
They were all among the influences that have contributed to BioShock Infinite, according to GamePro’s new interview with creative director Ken Levine.
Levine discusses the underpinnings of BioShock Infinite and its setting, the floating city of Columbia, and explains how some elements of the original BioShock have earned their place in Infinite while others had to be heavily rethought or even discarded.
“You have both those interior spaces, which are more familiar to people who have played BioShock, and you have encounters that take place from half-a-mile’s distance over the city’s Skyline,” Ken told GamePro. “You’re having encounters with 15 guys at once, both up close and at range.
“You have enemies that move through the sky, enemies that move across the ground, and enemies that jump great distances. You just have this whole range of expression you just never had in a previous BioShock game, and you’re doing it all on an essentially unstable platform; entire parts of the city can move and fall out of the sky at a moment’s notice.”
spineblood | February 2, 2011 4:49 pm
YAY something new
geraldx06 | February 2, 2011 5:45 pm
dios mio cuanto espere para una nueva noticia!!! BiOsHoCk InFiNiTe es lo mejor!!
focker777 | February 2, 2011 7:13 pm
I’m going to miss Rapture though…
daedro | February 2, 2011 7:20 pm
As bizarre as those 3 influences sound, it does make sense when implemented to Columbia. Some developers take highly from the gaming industry, and some try to incorporate a wider variety of art and media – Warren Spector and David Cage are some examples.
ismell | February 2, 2011 9:41 pm
The layout of this GamePro site is terrible. Grey text on a white background? How is anyone supposed to read that!?