I think people won't be disappointed.Īnd then there's a fair amount of the action takes place in. Some fan favourites, but they're not just cameos - they're deeply integrated into the story. You know, this is about a year before the events of BioShock 1, and so you'll meet some characters before they've gone as deeply crazy as they have. Like all story things, I'm going to be sort of vague about things, but the experience takes you both through a part of Rapture that's pristine and you'll meet some characters. Ken Levine: Yes, and related to a problem you have. And she's got the femme fatale kind of look, and you two don't seem to know each other, or you don't seem to know her, and.Įurogamer: And she presumably tells you about some problem she's having. A woman comes into your office and offers you a job. There's maybe a few objects we brought over, but really everything is new.Įurogamer: So you're playing as Booker, you start off with Elizabeth coming into this office. I think every single environment is created from scratch. The city outside you saw is actually a 3D structure, whereas in the original game it's 2D images. Almost all the Rapture elements are newly created for the engine. Ken Levine: From a resource and work standpoint, it's effectively like making a small part of a new game. For DLC it's pretty ambitious, I think.Įurogamer: It's your usual layered approach, but in a new context, I guess. The story takes place on New Year's Eve, 1958, which is the night that the bombing happened in the original Rapture and the revolution started, and we were really excited, having done all the work on the population - a living, breathing population in Columbia - because Rapture was a tomb, y'know? Originally we wanted to show Rapture when it was fully alive, but do it in the context of an interesting story, not just to go back and talk about Midi-chlorians, you know? To do it in a sort of integrated way, but to tell a story we thought was important to tell with these characters as well.Įurogamer: So you've got quite a few little goals going on there all at once. Ken Levine: Yep, and it all will make sense eventually. We like people immediately having a sense of wondering what's going on.Įurogamer: Sort of displaced and confused a little bit. We always like to put people in a place where there's a story that ends up making sense, but we don't want the obvious. Ken Levine: At the very beginning, you're Booker, private detective in Rapture, in your office and this woman comes in, and you two don't seem to know each other, and we don't explain that. What can you say about it at this stage? What's the premise and where are you going with it? I sat down with Levine about half an hour after the announcement to find out how it came about, what we can expect, and why Irrational chose to tell a new story rather than pick up one of the threads left dangling by BioShock Infinite.Įurogamer: Let's talk about Burial at Sea, because that's the curve ball today. If that's not enough excitement, Burial at Sea is set on New Year's Eve, 1958 - one year before the fall of Rapture. The biggest twist of the day was the news - accompanied by a trailer and a chance to interview creative director Ken Levine - that BioShock Infinite will be taking us back to Rapture, potentially later this year, where players will get to control Booker DeWitt and Elizabeth, each of whom gets their own playable instalment in a two-part detective story called Burial at Sea. It's pretty good, making more fun out of Infinite's varied combat.īut that wasn't even the main surprise. Instead I was told the DLC, called Clash in the Clouds, was finished and due out a day later. On Monday afternoon I went to a press event in Boston expecting to see a preview version of the first BioShock Infinite DLC pack. If you ever wondered whether Irrational Games could do anything BioShock-related without throwing in a twist, I've got news for you: they can't.
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