Irrational Games wanted to make the character believable

Mar 25, 2013 23:15 GMT  ·  By

Amanda Jeffrey, one of the level designers working on BioShock Infinite, says that the Irrational Games team worked hard to make Elizabeth a good companion character and that her eyes were one of the main ways to achieve this goal.

The developer says during a PAX East panel, attended by Kotaku, that, “Every time we were trying to make Elizabeth a better character to experience the game with, so generally the first thing we did was making her awareness of the world absolutely impeccable.”

She adds, “She has these incredible eyes that she can see the world in a completely different way, Liz can see what’s important to her.”

Amanda Jeffrey is one of the four female developers that worked on the creation of Elizabeth, trying to make the character react as naturally as possible to the various situations in BioShock Infinite.

Ken Levine, the leader of the Irrational Games team, has previously stated that Elizabeth is the most complex character that he has ever created.

The young woman will have a number of mysterious powers which allow her to take care of herself during combat sequences and she will move away and hide when overpowered.

Elizabeth will also be able to open rifts between dimensions, although it is not yet clear how they will feature into the gameplay of Infinite.

The experience takes place on Columbia, a flying city that was created to show off the technological superiority of the United States but has since gone rogue and is torn apart by ideological strife.

Players will inhabit the role of Booker DeWitt, a former Pinkerton detective that can wield both weapons and a number of special powers.

BioShock Infinite is set to launch today all over the world and players can get it for the PC, the PlayStation 3 from Sony and the Xbox 360 from Microsoft.