The developers at Irrational Games have confirmed that the PlayStation Vita based version of BioShock Infinite will be different from the one delivered on home consoles and that some parts of the game could be outsourced.
Ken Levine, who is the leader of the Irrational Team working on BioShock Infinite, has told Joystiq that the resources allocated are always stretched and that,. �We have a Metacritic average of something like 88 or 89 percent. And the way you do that is you�re very careful with your bets. We made that bet and now we�re very carefully proceeding to make sure that it�s a game that stands tall within the franchise.�
Keeping the review scores up can only be done by hiring or working with very good developers, which are harder and harder to find.
When speaking directly about the PlayStation Vita based BioShock experience he is thinking about Levine added, It has to sort of have its own voice in the franchise. If it just feels like a quieter voice in the franchise, I don�t think that works. For us. I think there�s room for every kind of game and every kind of approach. But just for what we do, I�d rather do something that�s an experiment and that�s a little different. And is unique for the franchise.�
Irrational Games has found great success with the BioShock series, which mixes a number of innovation linked to the first person shooter mechanics with interesting narratives and unique settings.
The second game in the series was developed by another 2K studio, meaning that Levine and his team had the time to dream up the idea of Columbia, the flying city that will be explored in Infinite, with the player working alongside the unique character that is the superpowered Elizabeth.
Both the Vita and the home console BioShock should arrive during 2012.
---------- Post added 20-10-2011 at 06:35 PM ----------
BioShock Infinite Boss Battles Might Include Songbird
BioShock Infinite might be some way out but the developers at Irrational Games working on the new game are already thinking about the end of the game boss battle and how it will influence the way players engage with the game.
Speaking to Joystiq Ken Levine, who is personally leading the development effort on BioShock Infinite, said, “I think we need to stay in our wheelhouse. We’re not Shadow of the Colossus. Those guys have a genius for that. We don’t have that particular genius.”
It seems that the players can get a taste of what the team is aiming for by playing the battle with Andrew Ryan and with Atlas and noticing the differences between them.
The developer added, “I’m not saying we do it in the same way as Andrew Ryan, but there are more ways than jumping on his head three times like we did with Atlas. I think Andrew Ryan was a boss battle. I think you felt satisfied afterwards in the same way, or emotionally changed as you would, hopefully more, than boss battles.”
He then hinted that the final battle of the game might put the player up against Songbird, the mechanical construct that was tasked with guarding and trapping Elizabeth while she is on Columbia.
The BioShock series is well known for tweaking the first person formula by adding Plasmids and Tonics and by offering a strong narrative, with solid characters and believable plot turns, to support the action.
Infinite will move the player from under the sea to the depths of the sky, putting him in the stylish costume of a private investigator who needs to explore the floating island of Columbia in order to find a girl with a mysterious past and powerful abilities.
BioShock Infinite should be out at some point during next year on the PlayStation 3, the Xbox 360 and the PC.
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