"One of the first things we did when we started on BioShock Infinite was to draw a graph with y and z axes, and to say that one of those axes was the number of enemies in an encounter and the other was the range of those enemies," Levine said. "In the original BioShock, the entire game lived in one corner of that graph – few enemies, all at close range - so the Electro Bolt and shotgun were perfect. BioShock Infinite is going to have much greater ranges and, potentially, far more enemies, so we're greatly increasing the spectrum of encounters that are possible, and that requires the player use a broader set of tools."That sounds like a challenge if we've ever heard one. You're on, Levine. You're on.
Posted on Mar 8th 2014 1:00PM
Super Joystiq Podcast 087: Watch Dogs, South Park The Stick of Truth, The Walking Dead: A House Divided
Posted on Mar 7th 2014 2:00PM
Posted on Mar 7th 2014 12:00PM