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BioShock Infinite

Irrational talks powers, story and Final Fantasy.

Eurogamer Infinite to me suggests never-ending or a huge world. Columbia seems like a massive place. Is it a sandbox?
Shaun Robertson

A true open world and sandbox to me would be GTA or Red Dead Redemption. We don't create worlds that immense.

If you look at the exploration you have in BioShock 1, there's a definite story and progression, but there's room for exploration and proceeding at your own pace. BioShock Infinite will be along those lines.

Eurogamer A similar structure?
Shaun Robertson

Yes. There will be plenty of time for exploration. We don't show that in the demo because it's not exciting to watch someone hit X to eat potato chips out of a dead body. But that's what Irrational does so well, is the exploration and telling and telling a story in an environment.

Eurogamer How will the player transition from level to level?
Shaun Robertson

The skylines for us are a huge mode of transport. Not only will they be a dynamic action that we're trying to show in the demo, it's not just a get on, get off. If you saw in the demo, all the different skylines above and below you, those are all viable places you could have jumped to and gone somewhere else.

There is one mode of transportation. There is plenty of other modes of transportation we can provide, but they will mostly come round from what the story dictates.

Eurogamer Once you progress the story will you be able to return to places you've already been, or will they be shut off from you?
Shaun Robertson

That's going to depend on the story. There are certain things you've done that make certain areas impassable. That's not an answer that has a yes or no. The story is going to dictate that.

Eurogamer Things happened during the demo that suggest to me that the game will be more set-piece driven that BioShock. Will it be?
Shaun Robertson

No. It's definitely not going to be one giant action sequence. Our purpose was to introduce people to the world of Columbia, to Elizabeth and to Booker DeWitt. Yeah, there are some demo-ey things in there that help progress the action.

When we're looking at what BioShock Infinite will ship as, it'll be much more, as far as pacing goes, like BioShock 1. It's very important to us that the player has time to explore. For those who enjoy being the environment, they can explore and take as long as they want. For those who just want to blow through it and get the story done, well they can avoid all the exploration areas and just plough through the story as quick as they can.

It will be a game that'll definitely have a couple of set-pieces, but it's not going to be watching a movie and going from big moment to big moment to big moment.

Eurogamer Are you taking an approach to BioShock that's similar to the one Square Enix takes with Final Fantasy, where there are sequels that share game mechanics and philosophies but are set in different universes with different characters?
Shaun Robertson

I don't want simplify it too much by saying we're doing what Final Fantasy does. For the sharp mind, there are a couple of hints in the demo that inform you better as to the relationship of Columbia to Rapture.

But honestly, I hate to admit that I haven't played any of the Final Fantasy stuff.

Eurogamer None of them?
Shaun Robertson

No.

Eurogamer Not even VII?
Shaun Robertson

Plenty of people on our crew will make fun of me for that.

Eurogamer Basically, all the Final Fantasies are the same. They've just got different characters.
Shaun Robertson

That was one of the discussions a lot of the Final Fantasy fans were having about BioShock Infinite. For us it's not that simple.

BioShock Infinite is due out on PC, PlayStation 3 and Xbox 360 in 2012.

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